Jump to content

Wraithknight rumours and CMLs


skeletoro

Recommended Posts

I'm starting to have second thoughts about cyclone missile launchers, given the rumoured stats for the new Eldar Wraithknight. Supposedly it's T8/W6/2+. Krak missiles are going to bounce right off, if that rumour is correct and it really has a 2+ save.

 

It's making me start to think that Assault Cannons are the way to go. Against everything that a CML is good against, they're extremely close in power. But versus high armour values and 2+ armour saves, they're far superior.

 

Of course, this is just one unit. But it seems likely that we'll see more titan-sized or near-titan-sized walkers in the near future. It's hard to predict what their stats will be (if they have an AV then the difference between CML and Assault Cannon is much smaller), but if it's anything like this, krak missiles are going to stop being the panacea they currently are.

 

This goes for missile launchers on Long Fangs, too. Even plasma cannons will be 4x as effective as krak missiles vs a statline like the above, and lascannons twice as good as that. It may start getting a tad harder to decide on the best loadout for your Long Fangs.

 

Of course, this is all going off of a rumour. Perhaps the Wraithkight only has a 3+ save.

Link to comment
https://bolterandchainsword.com/topic/275869-wraithknight-rumours-and-cmls/
Share on other sites

I'd be very surprised if it had 6 wounds at T8 with a 2+ save. The points cost would have to be immense to justify that.

 

Still, 1 JotWW, opponent rolls a 6, big scary monster falls down a hole and dies.

 

I've seen it happen to a Wraithseer, why not any other broken über-unit? :P

You want at least one CML mixed in with your Wolf Guard units so that you don't lose wounds if all of the models in your target unit aren't within 24", but in general, I have been finding that I was happier with the assault cannon than with the cyclone, with the missile launcher just there to let wounds flow deeper into my target unit.

I'd be very surprised if it had 6 wounds at T8 with a 2+ save. The points cost would have to be immense to justify that.

Still, 1 JotWW, opponent rolls a 6, big scary monster falls down a hole and dies.

I've seen it happen to a Wraithseer, why not any other broken über-unit? tongue.png

Theyre saying 350pts with weapon options included. Is that immense enough?

Oh, and 'It will not die' as a special rule.

This is why half my LFs in each pack have lascannons.... Landraiders, Monoliths, Predators, Hammerheads... and Wraiths.

THE SKY IS FALLING, THE SKY IS FALLING!!!

 

Not worried about it personally.  Missiles will stay in my army because they remain the most versatile option against all comers despite falling short in instances of Wraithknights.  If you absolutely feel the need for the something extra in your Long Fang packs, try this one on for size;

 

Rune Priest w/LL

WGTDA w/CML

Long Fang w/ML x2

Long Fang w/LC x3

 

4 ML attacks

3 LC attacks

d6 str7 attacks

 

I can live with that just fine.

You want at least one CML mixed in with your Wolf Guard units so that you don't lose wounds if all of the models in your target unit aren't within 24", but in general, I have been finding that I was happier with the assault cannon than with the cyclone, with the missile launcher just there to let wounds flow deeper into my target unit.

Umm, is that a rule? Isn't it the other way round?

 

As long as [your] model was in range of the enemy when rolling to hit, [your model] is considered in range for the duration of the attack even if removing [enemy] casualties means the closest [enemy] model is now out of range.

 

You want at least one CML mixed in with your Wolf Guard units so that you don't lose wounds if all of the models in your target unit aren't within 24", but in general, I have been finding that I was happier with the assault cannon than with the cyclone, with the missile launcher just there to let wounds flow deeper into my target unit.

Umm, is that a rule? Isn't it the other way round?

 

As long as [your] model was in range of the enemy when rolling to hit, [your model] is considered in range for the duration of the attack even if removing [enemy] casualties means the closest [enemy] model is now out of range.

If I were you, I'd re-read the latest FAQ. Only models who are in range of any of the shooters can be taken out as casualty.

 

Only model in range can shoot.

Only models in range can be taken out as casualties.

The catch is that any model in range of ANY shooter can be taken out.

 

For example :

- 10 tac marines with bolters, all within 24" of an ennemy unit.

- all 10 shoot, and all bolters hit.

- The hits can only injure models that were within 24" of any of the shooters. Any model out of range cannot be hurt.

 

If the unit had included a ML, then any model in range of the ML (whether the ML hits or not) can be injured by a bolter round *because it was in range of the shooting unit*

im gearing up a wolfpriest with pp for all these mc's. maybe for some terminators with combi but t8 is gross and i dont know how to successfully and reliably deal with that... throw in the 2+ and that thing is going to be nigh impervious to everything but the most lethal guns. also going to be considering using lascannons for the first time in my life...

Ahh, dang. Didn't notice that change. So GW basically did another FAQrrata, then? >:(



 

Why would that be? The wgpl can be added to any legal longfang squad. So the number of long fangs is irrelevant.

I thought the Wolf Guard became a part of the pack, and so putting one in there would put the pack over it's maximum size? Or am I crazy?

It's ok,  wolf guard can crank it up to 11 (or 7, in this case).

 

 

Why would that be? The wgpl can be added to any legal longfang squad. So the number of long fangs is irrelevant.

I thought the Wolf Guard became a part of the pack, and so putting one in there would put the pack over it's maximum size? Or am I crazy?

I think you might be over thinking it. Yes the wgpl becomes part of the squad for all intents and purposes but he does not become a long fang. He is still a wolf guard so he does not raise the number of long fangs in the squad. So there is still 1-5 long fangs and 1 leader and then there is a wgpl which can join due to his leaders of the pack rule.

To put it simply, wg Join units at the start of the game.

 

During actual list building the long fangs are a legal squad, while the wg are a separate legal squad. Once the game starts, before deployment, a wg can join the long fangs. This is fine in the same way as an independent character joining a full sized squad during the game or deployment is fine.

 

Why would that be? The wgpl can be added to any legal longfang squad. So the number of long fangs is irrelevant.

I thought the Wolf Guard became a part of the pack, and so putting one in there would put the pack over it's maximum size? Or am I crazy?

No, because he doesnt become part of the squad until the deployment part of your game- at wich point lists area already made and fixed arent they?

 

This is also why he doesnt count towards the 10nth man so you can get a free second special weapon Im afraid.

 

If he did, Id be taking them regularly instead of almost never.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.