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I have looked at many lists and i do not see anyone really incorporate WRAITHLORDS any particular reason why?
If there really is no reason would it be better to have squad of war walkers or wraithlord?
I would appreciate any feedback.
Main reasons are they are generally too slow for a mech list and with only a 3+, missile launchers, lascannons, etc will score wounds with no worse than a 4+.
Well, from what I've seen, most people here at LO play mech eldar, and wraithlords can easily be left behind by the rest of the army. I personally however like to keep a wraithlord in my army as it is a good bullet magnet and can prove very deadly if it makes it into combat. However, I am inexperienced so I do not know the full potential of the wraithlord.
I would take the wraithlord over the war walkers, but it all adds up on how you play your games. Hope this helps...
Last edited by Skyleap; February 22nd, 2010 at 08:42.
Fear is of the unknown...
They are pretty tough, and do make good weapons platforms (and are mercifully cheap). Nobody is arguing against that, I think. However, despite all of their heavy weapons, they can dish out very little damage per-turn, and heaven help them in the melee. They have all of two attacks normally, possibly one re-rolled (w/ Wraithsword). They are, also, (as winginson pointed out) very slow, unable to keep up with the most common Eldar list type, mech.
They do have a niche, and fill it reasonably well, but there are tradeoffs.
Terminator armor going critical would be like Three Mile Island only very, VERY angry, and carrying a hammer.
LO rules in a nutshell: Don't post unit costs, be polite, rep posts containing of win.
1) The toughness - wraithlords have a brilliant toughness value, but because they are big targets the enemy will use his anti-tank guns on the wraithlord instead and they will not get an armour save and its hard to get a cover save for them. An invunerable save or more wounds would be brilliant.
2) The shootyness - You either buy 2 heavy weapons that don't complement eachother in range/intended target or pay for the weapon twice just to twin-link it. If instead it did what happens to exarchs and just doubled the number of shots of the weapon I would be happy. The option for pulse lasers would be nice too.
This being said I have played alot of 500 - 750 points games recently and at that point level they are brutal. Very few armies have enough heavy firepower to take down multiple wraithlords and still have enough effective anti-infantry to kill your infantry. But a few tweaks to wraithlords and plastic wraithguard and I would start a wraith army no question.
But couldnt you have the spiritseer give him a 5+ cover save no matter where he is on the field? That would take care of the invunerable.
pulse laser, reaper launcher.. so want those as heavy wepaon choices, tho a wraithlord with two pulse lasers (assuming they're the size of hte falcon ones) might look a little crazy !
They are normally used in footslogging lists or at low points, which isn't exactly a popular army setup these days.
Anything from a Wraithguard Iyanden army, to a Avatar lead footslogger army, or even a Harlequin heavy army they are a viable choice, the problem is that your playing to eldars weaknesses not strengths, and while fluffy you need to be really skilled to win with these lists.
Its a shame that wraithlords can't substitute a weapon for an upgrade that allows them to move an additional 6" a turn (but not also run) more like jump infantry.
That being said pigs might fly