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Wraightknigts are not that hard to kill. They have fewer Wounds than Imperial Knights and can only get an Invulnerable save if they give up their best guns. If you see a Wraithknight with a shield, you can breath a sight of relief. Even if it is hard to kill, it is not going to be hitting you with Heavy Wraithcannons enhanced with Strands of Fate.

 

Eradicators are one of the easiest options out of the box. 190 points with get you 6 with 2 Multimeltas in there which is only 37% the cost of a Wraithknight but actually have the same number of Wounds. The Eradicators get full rerolls to Hit and Wound against a Wraithknight so will do 9 Wounds at Long range or 15 Wounds at close range, almost enough to kill it. Add an Apothecary Biologis and you will kill a WK on average with a single volley at Close range or seriously maul one at long range while still paying less than half the points with WK costs.

 

A Devastator squad with Lascannons cost just 120 points meaning you could potentially get 4 and still cost less than the WK (OK, only 3 of the same datasheet, you get the gist). A Single Lascannon will do on average 1 wound per turn to a Wraithknight. When you consider that Lascannons are cheap and can be spammed on Devastators, Razorbacks, Predator Annihilators etc, you can see that you don't have too much to worry about. You can get enhanced versions on Land Raiders Gladiators etc and your damage rate goes up if you target the Wraithknight with OOM (and you probably should as it will likely be the biggest target on the table).

 

Granted the Eldar player will probably use a Fate Dice to bounce one of the shots off but they can only do that once per phase now so burning down a Wraithknight is not too hard as long as you have decent anti-tank weapons in your list. Given that vehicles are quite strong and popular in 10th edition, you will probably want to be doing this anyway. The lack of a native Invulnerable save means Wraithkights just aren't that hard to kill in this edition. If you have enough big guns to take out a couple of enemy tanks, you can pop a Wraithknight just fine. If you don't, you probably want to increase your anti-tank regardless of who you are fighting.

Personally I would not choose to ignore it as even with the nerfs to Fate dice, it still has a ton of damage output and moves fast. If you ignore it, it will take chunks out of your army.

 

For its points though it is a glass hammer. It costs more than twice as much as a Land Raider yet is only slightly more survivable. It has the same toughness, same save and only 2 more wounds. It does have the -1 Damage rule but that is not a lot against proper anti-tank weapons. If you can kill a Land Raider, you can kill a Wraithknight with only marginally more effort.

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