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		<title><![CDATA[Latest posts for the thread "WK variants: Inferno lance vs Heavy Wraithcannons?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "WK variants: Inferno lance vs Heavy Wraithcannons?"]]></description>
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				<title>WK variants: Inferno lance vs Heavy Wraithcannons?</title>
				<description><![CDATA[ So if you want to field a WK that isn't the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> one or the Hellstorm template one, which would you bring?<br /> Overall, I like the Wraithcannon WK to take out <span class="glossaryitem" onmouseover='gp(9);'>AV</span> targets or <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. This WK is a staple of most of my lists and I don't field much else that can deal with AV13+ targets<br /> However, I finally got ahold of the Skatach WK rules and I really want to try out the Inferno Lances.<br /> <br /> Everyone knows the potential of the ranged-D WK, but I look at the Inferno lances and thing that they could achieve a similar result without the "win big, lose big fishing for 6"<br /> I also sometimes find myself without a great target for 2 single D shots.  Multiple Str8 shots might gone in handy in more situations without losing too much ability to take out another Knight.<br /> The other thing I like about the Inferno lance WK is the split fire.  Yes the Wraithcannon Knight can split fire as well, but with only 1 shot per gun, I often find myself shooting the same target to ensure damage to a particular target.  The Inferno lances have a much better number of shots and I feel more comfortable splitting fire.<br /> <br /> Guide or Prescience seem to go farther on the Inferno lances as well.<br /> Often I either really need to twin-link the <span class="glossaryitem" onmouseover='gp(195);'>WC</span> WK, or both shots hit anyway.<br /> The Inferno lances allow me to not always need to cast Guide/Prescience, but if I do, it will most likely show a result since a few shots are bound to miss.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 20:50:35]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>WK variants: Inferno lance vs Heavy Wraithcannons?</title>
				<description><![CDATA[ In a format with nerfed D, I prefer the infernos for the reasons you listed above. More shots and spread of ap1 across the table.<br /> <br /> Something to consider is how much are those single shots going to help versus the 6 - 10 from the infernos? Against another wraithknight, cannons work well, but riptides, iknights, and gladius will be much more scared of the infernos. It's all about the consistency that you want to achieve. Infernos are solid and produce average hits while cannons can spike with 6s.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 03:16:01]]> GMT</pubDate>
				<author><![CDATA[ Rypher]]></author>
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				<title>WK variants: Inferno lance vs Heavy Wraithcannons?</title>
				<description><![CDATA[ The other advantage of the Inferno Lance over the HWCs is that they are not D.  We don't modify D in my area, so it can be pretty strong.  Not have ranged D will be appreciated, as well as having a slightly more expensive WK that has to get closer to pop Knights and cannot instant-kill T5 models<br /> <br /> It really is the best of both worlds: Competitive without being the <span class="glossaryitem" onmouseover='gp(127);'>TFG</span> choice. I look forward to using it in my lists]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 13:50:50]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>WK variants: Inferno lance vs Heavy Wraithcannons?</title>
				<description><![CDATA[ Another thing to note about the Skathach is that it can take a Scatterfield with a ranged weapon, it might reduce your firepower but given the threat the Wraithknight poses just by being there it'll be a prime target and bullet soak, the the 5++ can be useful in keeping it alive for a bit longer.]]></description>
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				<pubDate><![CDATA[Sat, 8 Oct 2016 11:14:17]]> GMT</pubDate>
				<author><![CDATA[ Imateria]]></author>
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				<title>WK variants: Inferno lance vs Heavy Wraithcannons?</title>
				<description><![CDATA[ I tried both and like the inferno cannons way more.  They are super consistent compared to the wraith cannons.  I find they feel less awful to play against as well.  Having a wraith cannon roll a single lucky 6 just doesn't feel satisfying for either party.  Plus I think it is mathematically better against most targets so it not only a superior choice competitively, but it will also end up feeling like more fun to play with and against.  <br /> <br /> Also the Skathach's ability to jump out of close combat is pretty amazing and well worth the points.]]></description>
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				<pubDate><![CDATA[Sat, 8 Oct 2016 17:05:56]]> GMT</pubDate>
				<author><![CDATA[ coblen]]></author>
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				<title>WK variants: Inferno lance vs Heavy Wraithcannons?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fef4fe1b967c14c58e62b85f947b76cd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/704706/8950498.page"><b>coblen wrote:</b></a><br/> Plus I think it is mathematically better against most targets so it not only a superior choice competitively, but it will also end up feeling like more fun to play with and against.</div></blockquote><br /> I feel the same way. I play in a semi-competitive, but mostly casual area, so not being ranged D will feel more appropriate & fun for both players.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fef4fe1b967c14c58e62b85f947b76cd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/704706/8950498.page"><b>coblen wrote:</b></a><br/> Also the Skathach's ability to jump out of close combat is pretty amazing and well worth the points.</div></blockquote><br /> I'm still waiting on the official <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> to actually use this.  I'll be glad to use the "jump into ongoing reserves" portion of the rule, but since <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> could result in not being able to jump out of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (since you cannot voluntarily move while locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, so how can to do any action that replaces movement) I'd rather not risk the argument.<br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/24f4d9357a0da344b9eb41f2ddd85c3f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/704706/8950191.page"><b>Imateria wrote:</b></a><br/>Another thing to note about the Skathach is that it can take a Scatterfield with a ranged weapon, it might reduce your firepower but given the threat the Wraithknight poses just by being there it'll be a prime target and bullet soak, the the 5++ can be useful in keeping it alive for a bit longer.</div></blockquote><br /> Agreed, that is one of the coolest things about the Skatach Knights, particularly if I was using a Deathshroud since it has to get close for the template.  I'll be using either a VSG, or more likely a Landing Pad. So I'll have a 4++ against shooting for the first turn or 2 with the Inferno Lance WK. I'd really only need the 5++ if I intend on using the WK aggressively, in which case I would use the Glaive/Shield WK.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Mon, 10 Oct 2016 12:28:09]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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