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In our poll on best elites I ranked them the lowest as has our poll. I've given them a bit of thought of late and thought i'd share. Their closest similar troop choice is the fire dragon so we will use him for roles and comparisons.
CONS: 2x as expensive as the fire dragon.
NOT fleet of foot.
CANNOT fit 10+ in a WS, or even get in a falcon.
PROS: 2x as tough and with a better armor save to boot.
Can become a troops choice.
Can have a warlock and his abilities.
In a pure tank busting role the fire dragons (being designed for that) excel for their point cost. However, in most discussions about fire dragons the number one counter issue is their survivability and namely that they will be targeted for reprisal. In this area of course the WG win. If you drop them off and break a tank your chance to do it again next turn is a lot higher then the dragons. With both squads target choice also needs to consider what enemy units are nearby that could cause trouble. The fire dragons can use their guns on infantry to effect especially when combined with the dragons breath flamer. However, the WG guns are just as effective and the warlock can have destructor so it's practically the same. Once in melee though they're both really SOL. Except that the WG have great toughness, strength and armor saves. They are defensive CC units.
I say use them to force an enemy unit that really would prefer to shoot, to charge you else continue to suffer easy unsavable wounds. Say gun-suits, immortals, obliterators, devastator squads, mega-armor nobz (cuz they so slow u can kite them to death), and generally any unit that has good armor and long range weaponry. at 12" it doesn't matter that their gun is 36" and yours 12". Once you drop your WG infront of a unit of this type and start inflicting 3 or 4 wounds on his ranged heavy support (while giving all your units 4+ cover saves if he shoots through you) he will be forced to deal with the WG. Which, is what theyr'e best at... being dealt with. He'll even probably start moving some CC units your way and definatly some big guns to counter your high toughness. In all likelyhood your WG wont earn back their point costs. What they WILL do is change your enemies tactics and draw fire from softer units.
Now this I do like as a strategy for the eldar that does play into their mindset/fluff!
The WG must have transport, but so must the fire dragons according to most. Use them to bust a tank and then become such a draw for the enemy that by the time he's dealt with them (using troops you planned on him committing) you've got him in your snare. And here's the coup de gras. Those guardians whom i bemoan so much have a great role now. As your WG sacrificed themselves your guardians moved up, say 12" away... as the last WG loses it's link to this plane your guards open fire. Onto an enemy unit that for once has NOT shot them first.... it's genius!
Last edited by badxample; September 2nd, 2008 at 04:47.
I really like this strategy. I used WG for a little and used them similarly. They can be really survivable especially with all the 4+ armour saves around. If in a waveserpent they will act as a more mobile WL once the enemy figures out the hurt that they can put out. There are risks of course but I like the idea and I am willing to try them again in 5th edition. It does seem a little un-fluffy to have them riding in a WS, as I have always pictured them as being the stalwart front lines of the Eldar ready sacrafice their husks to preserve the living behind them but I think you can pull it off.
I have used my WG to great success. What I do is take a unit of guardians 10 strong with a scatter laser and walk them in front of my WG which are also 10 strong Then I keep an avatar behined the WG to countr any CC enemy and make the guardias fearless. This is usually my hard center. Then I have my DA in WS on one flank and a squad of 12 jetbikes on the other. For heavy support I us 2 fire risms and one squad of Dark Reapers with crack shot an tempest missle launcher.
Essentially the enemy has a very hard time out shooting me and the whole time my solid core is slowly plugging along. Usually thy are too scared to charge it because of the Avatar and you would be very suprised how much fire a WG squad can take with re-rollable 4+/3+ Ive had 3 russes fo 4 turns trying to take them out and didn't. They ignored my fireprisms the entire time.
I have yet to lose a game wit this strategy and though its exepnsive for the unit it causes your opponent to think way too hard and eventually screw up. which is what we Eldar players love.
Veni Vidi Vici
"The plan is to win, if we don't win its cause you guys didn't follow the plan!"
Eldar: 25,000 pts
It's funny that after all the slating the WG have been getting recently, this subject comes up. I always used them in the same capacity as the dragons, but with the survivability...... That was in 4th ed though so i'm still to try them in 5th. I can't imagine that they're so much different that they won't do their job though.
One thing that really stands out now though is the fact that a 10 man squad can be fielded as a troops choice, thus making them objective takers, and with that in mind your opponent will have no choice but to focus on them should you take 10! Brilliant.
I like Wraithguard, not quite as much as Harlies and dragons, but i like them none the less.
I love the WG. I have a full unit of ten as I thought they would make an execellent troop unit that could take an objective and just stand there. Only problem I find some far with them is combat. Flying monsterous creatures tend to have a field day with them or the unit with a power fist will eat them alive. You gotta be careful with them in that manner then.
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Yea, WG definately need to engage units on their terms. That's why you use your faster moving invunerable save having warlock bikers or harlies to engage the power fist having pummelers before they can target your wraithguard with a heart of gold.