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3 wraiths or 7 flayed ones? im making an army but i cant choose 1!!!:wacko:
Theres no way anyone can help you if we don't know whats in your army and what kind of stuff you are hoping it will accomplish, also once you list an army you might as well put it in the army list section and we will continue discussion over there.
"War does not determine who is right - only who is left" Bertrand Russell
We bring only death, and leave only carrion. It is a message even a Human can understand.
I have to say wraiths flayed ones are completly useless their only benefit is that they can infiltrate i would rather have a 3 plus invunerable save, higher movement rate and a better stat line any day.
for most armies i would use wraiths but against eldar flayed ones can rip through their ranks
Speaking of wraiths. I played a game yesterday where my 3 man wraith squad ripped through about 1/4 of his army. They NEVER! got shot as the first turn they boosted 24 and hide behind some cover and got a 2nd turn assault on some dark reapers. They ripped through them (chased them down), consolidated into the nearby farseer. After killing the farseer they charged into some fire dragons (I think, the ap1 guys right?) and after killing (and chasing them down) on turn 5 they charged two interconnected squads of rangers and ripped through them.
The moral of the story is: If playing smart with the wraiths they should never be shot (unless your playing on planet bowling ball...) Initiative and strength of 6 really rips through squads (and T3/4+ save) like no tomorrow.
My vote goes for the wraiths.
EDIT: Wraiths can be good for mutiple of things. Holding tough units up for 2-3 turns. (Wraithlords, avatar, terminator squads) Nasty things that squish you in close combat. With the speed they have they can tie up shooty squads that are tearing through your squads. (IE: dark reapers against my army last night, ap 3 hurts...)
Last edited by ZombieKiller; March 7th, 2006 at 21:13.
True. I have seen a wraith squad resist just about everything and keep fighting. They aren't stellar in CC as they have no attack benefits besides a decent strength, but they're damn hard to kill. I would use a unit of scarabs for tying up units though as they'll typically last longer than wraiths if you just need a speedbump.
Wraiths excel in killing small elite and heavy squads. If they run into a larger squad they'll typically die from attrition rather quickly. Their 3+ armor save will only protect them from 9 wounds per turn on average. If they receive more than 9 wounds in a single round they're not likely to survive. Wipe out the whole unit of 3 (not too difficult) and they get no WBB. Against bolters their 3+ invulnerable save is just a normal 3+ save after all...
I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.
Definately 3 wraiths as oppose to 7 flayyed ones. flayyed ones are effective in large groups infiltrating (like 2 squads of 10). 3 wraiths will be awesome, and as zombiekiller stated, that will happen....:yes: ...
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind" -Dr. Suess
3 wraiths = 10 scarab bases... the scarabs are much more effective and can take out vehicles with disruption fields
7 flayed ones = 2 tomb spyders... tomb spyders are better in close combat (especially vs. marines)