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		<title><![CDATA[Latest posts for the thread "Hexwraights, how long do they last, how many do you use."]]></title>
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				<title>Hexwraights, how long do they last, how many do you use.</title>
				<description><![CDATA[ Just wanted to get some standard feedback on these guys. I just know that some armies will munch right threw them if the unit is to small to work with(<span class="glossaryitem" onmouseover='gp(231);'>DD</span>, etc).<br /> <br />  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 21 Mar 2013 00:17:56]]> GMT</pubDate>
				<author><![CDATA[ Tarval]]></author>
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				<title>Hexwraights, how long do they last, how many do you use.</title>
				<description><![CDATA[ there pretty good run them only in units of 5 models no champ, there strength is in there ability of soulstride or whatever its called flaming/magical attacks and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> whats more to want <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> tho most opponents who have Vs. them before will hit them with all magical attacks in the first turn. <br /> <br /> but on the up side if you take 2 units there'll be at least 1 unit left at the end of turn one <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> i've personally used a unit of 5 to kill 12 rat ogres and a unit of 6 juzzies (rat riflers). i finished the game with 1 hexwraith left, but he was being targeted by 2 warp lightning cannons. he survived <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 21 Mar 2013 02:03:25]]> GMT</pubDate>
				<author><![CDATA[ Interrogator-Chaplin]]></author>
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				<title>Hexwraights, how long do they last, how many do you use.</title>
				<description><![CDATA[ I run a unit of 10, with champ.  With 11 S5 attacks (no armor) 5 S3 attacks, and a rank bonus.  They will beat static combat res and even hold up against a hero with magic attacks.<br /> <br /> Riding through units is good, but with only 5, you don't really have a combat options.  Static combat res is too risky with so few attacks of your own.<br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Thu, 21 Mar 2013 04:07:06]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Re:Hexwraights, how long do they last, how many do you use.</title>
				<description><![CDATA[ I was thinking about putting a unit of 10 into my list with the hellwraight. It just seems that with the first turn vanguard. That you could put these guys in a really nice spot to get a turn one charge off. That and they could be backed up with two <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 necros to keep the unit strong. This dex has so many options its hard to nail something down perminant....<br /> <br /> Anybody else have any thoughts...]]></description>
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				<pubDate><![CDATA[Thu, 21 Mar 2013 04:19:30]]> GMT</pubDate>
				<author><![CDATA[ Tarval]]></author>
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				<title>Hexwraights, how long do they last, how many do you use.</title>
				<description><![CDATA[ I never run 10.<br /> <br /> They are a harassment unit, their strength comes from running through units, not charging them. They are too expensive to use as a combat block when a fluffed roll will not beat combat rez and crumble half your unit, or a single magic missile ending 310 points instead of 150.<br /> <br /> A unit of 10 is nice, but it is also too big an investment, you really have to look at your investment/effectiveness ratio. 7 is something I haven't tried and might be good, it would stop a 1d6 magic missile from wiping out the unit. 10 strong is overkill against most monsters and your opponent is going to do direct everything they can against the unit.]]></description>
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				<pubDate><![CDATA[Thu, 21 Mar 2013 07:28:08]]> GMT</pubDate>
				<author><![CDATA[ jonolikespie]]></author>
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				<title>Hexwraights, how long do they last, how many do you use.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffaac961c34a1c028a2087c555322689.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/515367/5413569.page"><b>jonolikespie wrote:</b></a><br/>I never run 10.<br /> <br /> They are a harassment unit, their strength comes from running through units, not charging them. They are too expensive to use as a combat block when a fluffed roll will not beat combat rez and crumble half your unit, or a single magic missile ending 310 points instead of 150.<br /> <br /> A unit of 10 is nice, but it is also too big an investment, you really have to look at your investment/effectiveness ratio. 7 is something I haven't tried and might be good, it would stop a 1d6 magic missile from wiping out the unit. 10 strong is overkill against most monsters and your opponent is going to do direct everything they can against the unit.</div></blockquote><br /> When I run a unit of 10 hexwraiths, I'm also running a block of 10 black knights (with at least 2 vampires in it), a terrorgheist, and either a 2nd terrorgheist or a small unit of bloodknights.<br /> <br /> I usually find that it's the hex wraiths that get ignored in favor of the other threats.<br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Thu, 21 Mar 2013 15:02:56]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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