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View Full Version : Canoptek wraiths - uses.



Saturn 3
12-07-2011, 01:49 PM
I have not played a game with my Crons yet. I'm still collecting. It appears that the Wraiths are a really nasty unit but real expensive ( I wouldn't say over costed as I'm hoping this codex is straightening out the costs). Do i use a couple small units to back up other units or just go full on with a large unit? The back up part requires skill to keep them out of trouble until combat comes on. Then get them in right to drop the initiative to 1. So a squad of Lychguard can go to work or anything else.

Seeing as though they take up fast attack slots it cuts into the scarabs so that may force one to take 6 or maybe settle on 1 or 2; something small or none at all for scarabs. I think the scarabs fits into the crons fluff . I'm not dismayed that the army will be showing lots of them I just don't like the models. I think they are boring.I like the wraiths ( at least the picture is cool).

Using whip coils and trans beamer; 60 points. I wonder about other peoples thoughts on this. I haven't seen or heard any batreps exploring this; just alot of scarabs.

thecactusman17
12-07-2011, 02:10 PM
Don't forget that scarabs can be rapidly increased, so reducing the number doesn't change the fact that you still might have 10+ bases on the field by the time they start moving.

Wraiths are an excellent tag-team unit that is designed to pin enemies in place while a strong I2 model can successfully hit in close combat. Look at the crazy shenanigans that can occur when mixing Time's Arrow (C'Tan power that forces an Initiative check in B2B) with the Whips ability to actually change the same model's initiative value. They are also great for getting that critical first strike on a super-assault unit with your Scarabs, such as a bunch of Relic Blades or a Furioso with Blood Talons.

Lore Weaver
12-07-2011, 02:13 PM
Wraiths can take only one of the options. To max out your wraith unit with all the wound allocation shenanigans, you can take 4 wraiths.

4 wraiths = 35x4 = 140
1 with Particle Caster + 5
1 with Whip Coils +10
1 with Transdimensional Beamer +15
= 170

I'd add another wraith with a whip coil for 45 pts.

--

That said, I've been running only two with coils (90pts) with a Destroyer Lord with Scarabs (145) with a great amount of success.

Sonikgav
12-07-2011, 03:00 PM
Personally id just go with 5, 3 with Whips.

A decent 205 points, enough whips to pin down a larger area of an attacking unit (remember its only the MODELS in base contact, not the units) with a few spare wounds to take the heavy incoming fire and as has been said is brutal against combat walkers when combined with a Scarab assault.

Saturn 3
12-07-2011, 03:36 PM
Wraiths can take only one of the options. To max out your wraith unit with all the wound allocation shenanigans, you can take 4 wraiths.

4 wraiths = 35x4 = 140
1 with Particle Caster + 5
1 with Whip Coils +10
1 with Transdimensional Beamer +15
= 170

I'd add another wraith with a whip coil for 45 pts.

--

That said, I've been running only two with coils (90pts) with a Destroyer Lord with Scarabs (145) with a great amount of success.

Ah yes you are correct my bad.

Saturn 3
12-07-2011, 03:40 PM
Don't forget that scarabs can be rapidly increased, so reducing the number doesn't change the fact that you still might have 10+ bases on the field by the time they start moving.

Wraiths are an excellent tag-team unit that is designed to pin enemies in place while a strong I2 model can successfully hit in close combat. Look at the crazy shenanigans that can occur when mixing Time's Arrow (C'Tan power that forces an Initiative check in B2B) with the Whips ability to actually change the same model's initiative value. They are also great for getting that critical first strike on a super-assault unit with your Scarabs, such as a bunch of Relic Blades or a Furioso with Blood Talons.

Wow that Times Arrow and whip coil 1-2 punch is nasty if you can pull it off.

Insert_nickname_here
12-07-2011, 04:26 PM
I used a squad of 5 with coils tonight led by a destroyer lord against death wing. They took out 2 squads of deathwing and 2 venerable dreadnaughts by themselves, the destroyer lord in particular gave the unit a nice little bite for 140 points (sempiternal weave) and the coils meant he could get his fairly reliable attacks in first. I also had Zahndrekh for that nice little Furious charge bonus.

Vangrail
01-04-2012, 05:35 PM
my plan is running a unit of 3 with whips, i am just using them to support my lychguard.

Lemt
01-06-2012, 08:44 AM
Wow that Times Arrow and whip coil 1-2 punch is nasty if you can pull it off.

Yeah, the main problem is getting both the C'Tan AND the Wraiths in melee with the same unit.