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Now we're at the middle of the table of goodies. All our worst units have seen some screen time. Only took 9 threads amirite. There'll probably be a seperate thread just for vehicle upgrades but that'll be soon and not now.Okay so the general structure of these threads is to address our BAD units first, then move on to the better ones. Please always read every post to avoid repetition. Please also try to discuss only the unit in question specificly. Referencing other units is OK, but should be limited to times when the other unit directly overlaps the target unit of this thread. Please do not adjust the units points cost. Let's bring our boys UP TO the points we're being charged, rather than lower them for the benefit of more units elsewhere. We're an elite army, right? Let's be expensive and ridiculously deadly, then.
These threads will work in two stages. First we brainstorm about the flaws as we perceive them, and provide a wide list of changes as we feel is appropriate. Phase two is taking the most supported ideas, compiling them together and finally arguing over any critical additions to the changelist.
So today I want to focus on wraithguard.Now I'm going to openly admit that I've never used wraithguard and that I probably never will since I don't like their models or the playstyle they represent. They're just far too slow for me and even though they have awesome guns, there's not enough there for me to warrant spending like $300 on a squad (not that I even would anyway).+ Very Tough for a Infantry Model come in at a whopping Toughness 6
+ Very Strong with (Strength 5)
+ For Eldar, they are pretty slow in combat however this is average to marines and fast against nearly everything else
+ Wraith Cannon can instantly kill things on a 6 (rending to the extreme) and can rip apart any tank that looks at it funny.
+ May take a warlock leader
+ 3+ armour
- Vulnerable to nearly all special weaponry in 40k
- Slow moving
- Only 1 wound
- NEEDS a warlock due to Wraith Sight
- If you want to move them anywhere you need a transport
- A battle cannon can take them all out in a single shot
So since some of you lot have been wanting to talk about wraithguard, I'll let you kick it off since I'm guessing you've got more interest and experience invested in them.
Ive only ever seen wraithguard played once in a full unit and it was all the proof i needed to steer clear.
I think they could be a powerful and useful unit, they are just a huge point sink and far to slow for me, its really hard to build a list that doesnt completely focus on them if you want to take any large amount of them, and then your putting all your eggs in one very slow, short ranged basket . soo maybe make them lower points, or perhaps a special character warlock that relates to them of something i dont know.
That being said i dont think their rules are broken or left behind in any real way. They just need pastic models, so your not paying an arm and a leg for a unit you would only ever really mess around with anyway.
"Playing it safe is the most popular way to fail." - Elliott Smith.
NEED MULTIPLE WOUNDS!!!!!!!!!!
2+ save anyone? They are around if not above the points for a terminator.
Ding Ding Ding! We got a winner!
Yes as in the book.
And get dem Dragons out of dem Falcons! Downright embarisin sometimes.
2+save, T6, W2, CC upgrade (or let the damn warlocks and farseer witchblades to be forceweapons as should be), relentless, A2,
capability to take other weapons as special upgrades, increased cost (around 40-50 points), squad of 3-10, serpent as dedicated transport, troops from 5 man unit with spiritseer.
That will make them usable
Hight elf and Craftworld Eldar army project pics heavy: linky
Their main problem is they suffer the same problem as Guardian defenders and why everyone thinks DAs are the Dogs B*****ks, 12" range. Why on earth would you have a weapon thats only got a 12" range? sure fire dragons have that but thats how meltas are universally but meltas are fantastically effective and you can get 2 fire dragons for the price of 1 wraith guard.
These guys are essentially Eldar Termies and they dont have a 2+ save? They aren't even flesh and blood! They are made of Wraith bone just like our tanks. This is the same argument I have for Wraithlords.
Giving them two wounds would be nice but not essential if you got the other two upgrades listed here, their big brothers have 3 wounds so it shouldn't be too far of a stretch.
Now my own original idea, Wraith sight, while it does potentially risk turning your wraith lords and wraith guard into huge chunks of uselessness each turn it should provide some benfits I think. Feel NO Pain. How sweet would that be? It would make them pretty damn good I think and be good secondary choice if we dont get 2+ armour save.
18" range and 2 Wounds would do it for me. They'd be expensive yes, but no high strength weapons instantly KOs them and they at least would be able to shoot SOMETHING.
2 wounds is superior to FNP but when you add the 18" I think they're beginning to exceed their 35pt assignment. Considering that our other 35pt units (upgraded) don't retain T6 S5 with instagib superweapons at anywhere near that range or FNP/2W. I would say either one or the other but if you have both you'd need to raise the pts cost to at least 40
And immune to posion cause they arent living, those gosh darn hormaguants can take the whole squad in one round at the moment