Wraithseer: Difference between revisions

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However, whereas Wraithguards and Wraithblades house [[Aspect Warrior]] souls and Wraithlords house [[Exarch]] souls, who are then shepherded by a [[Spiritseer]], the Wraithseer cuts out the middleman and puts in a Spiritseer's/[[Warlock_(Eldar)|Warlock]]'s soul stone as the pilot, allowing them to exert greater control over his wraithbone shell and the shells of others. In a way, they resemble the [[Blood Angels]]' [[Librarian Dreadnought|Librarian Dreadnought]]s, except they're not quite as ridiculous a premise. However, they're just as grand a rarity, as the secrets behind making these psychic machines is lost to the general populace. Also, despite the badass practicality, these titans are used more as a last-ditch resort, more so than using Wraith-constructs normally entail.
However, whereas Wraithguards and Wraithblades house [[Aspect Warrior]] souls and Wraithlords house [[Exarch]] souls, who are then shepherded by a [[Spiritseer]], the Wraithseer cuts out the middleman and puts in a Spiritseer's/[[Warlock_(Eldar)|Warlock]]'s soul stone as the pilot, allowing them to exert greater control over his wraithbone shell and the shells of others. In a way, they resemble the [[Blood Angels]]' [[Librarian Dreadnought|Librarian Dreadnought]]s, except they're not quite as ridiculous a premise. However, they're just as grand a rarity, as the secrets behind making these psychic machines is lost to the general populace. Also, despite the badass practicality, these titans are used more as a last-ditch resort, more so than using Wraith-constructs normally entail.


On the field, it is a legendary thing to field if your opponent lets you field [[Forge World]]. It has both incredible support for other Wraith-units and for combat a Wraithseer is always equipped with a Wraithspear and Wraithshield, and may also arm themselves with a Bright Lance, Scatter Laser, Eldar Missile Launcher, Starcannon or D-Cannon.  
On the field, it is a legendary thing to field if your opponent lets you field [[Forge World]]. It has both incredible support for other Wraith-units and for combat a Wraithseer is always equipped with a [[Power weapon#Ghostspear|Ghostspear]] and Wraithshield, and may also arm themselves with a [[Bright Lance]], [[Scatter Laser]], [[Eldar Missile Launcher]], [[Starcannon]] or [[D-Cannon]].


Their psyker abilities are also quite potent, allowing them to assist friend and hamper foe. Wraithseers have been known to cloud their enemies' minds with the terror of death, enliven the spirit stones of ghost warriors around them to inspire fresh vigour, and alter fate to protect themselves and their charges.
Their psyker abilities are also quite potent, allowing them to assist friend and hamper foe. Wraithseers have been known to cloud their enemies' minds with the terror of death, enliven the spirit stones of ghost warriors around them to inspire fresh vigour, and alter fate to protect themselves and their charges.
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8th edition Wraithseers are the single most durable HQ choice any Craftworld army can take, and are arguably the hardest hitting as well. This lethal combination of durable and powerful makes them quite the [[DISTRACTION CARNIFEX | DISTRACTION CARNIFEX]], as anything short of a Titan is easy prey to the high damage weapons the kitted out Wraithseer brings to bear. As mentioned above, it has great synergy in a Wraith-heavy list, and can give accompanying Wraithguard/blades or Wraithlords an extra boost in mobility or endurance as the situation demands.
8th edition Wraithseers are the single most durable HQ choice any Craftworld army can take, and are arguably the hardest hitting as well. This lethal combination of durable and powerful makes them quite the [[DISTRACTION CARNIFEX | DISTRACTION CARNIFEX]], as anything short of a Titan is easy prey to the high damage weapons the kitted out Wraithseer brings to bear. As mentioned above, it has great synergy in a Wraith-heavy list, and can give accompanying Wraithguard/blades or Wraithlords an extra boost in mobility or endurance as the situation demands.


Offensively, the Wraithseer comes stock with a '''Ghostspear''' (S+2 AP-4 D6 Damage) which lets it pry open the hull of any vehicle it comes across and wound most standard infantry on a 2+ while erasing pretty much all GEQ and MEQ saves. This can be complemented by one of several heavy weapons its Wraithlord cousins usually carry, but you'll almost exclusively want it to carry a '''D-Cannon'''. When equipped with a D-Cannon, Wraithseers become fearsome anti-vehicle/monster combatants more than capable of downing a Leman Russ tank in a single turn, though they'll struggle at wading through thick blobs of GEQ hordes simply due to lacking the volume of shots/swings to carve through them all.
9th edition Wraithseers got quite a tweaking. Though they are sadly no longer an HQ unit choice and lost the {{W40kKeyword|Character}} keyword, they did get a few buffs that make up for the lost Warlord Trait/Relic slots. The first major change is that they lost three wounds, dropping down to 9 total. At first glance, you'd assume that's a terrible change! But then you realize that dropping below that 10 wound threshold now means that the Wraithseer no longer has a degrading statline hindering it's performance on the battlefield as it gets worn down. Additionally, it treats all AP-1 weapons as AP0, making a lot of the cheaper, standard-issue weaponry a bit less likely to chip away at it than before. Lastly, the best deal is that the Wraithseer is now a full blown Psyker, dropping the three unique (and limited) powers it used to know in exchange for Smite and one set of Runes of Battle. This allows the Wraithseer to support ''all'' of your Craftworld infantry, not just the dead ones, and it can now become particularly threatening thanks to the myriad of debuffs it can now place on enemy units.


Defensively, while the Wraithseer is extraordinarily sturdy, it does have a few shortcomings. As a character with more than 10 wounds, not only does it have to contend with a degrading statline, but enemy units may target the Wraithseer freely. Because of the potent offenses at its disposal, it will definitely attract heavy amounts of focused fire. T8 does give it fantastic protection from most standard weaponry and hits that sweet spot where a lot of anti-tank/monster weaponry wounds on a 4+, though massed volume of fire will still chip through it. The fact that it at least has a 5++ invuln save does mean that is always at least guaranteed a save against non-mortal wounds. There is one additional form of defense completely unique to the Wraithseer that all other Craftworld HQ's lack; access to healing. Bonesingers can provide a constant source of wound recovery, with the Tears of Isha stratagem providing an additional burst of health for 2 Command Points in a pinch.
Offensively, the Wraithseer comes stock with a '''Ghostspear''' (S10 AP-4 Dd3+3 Damage) which lets it pry open the hull of any vehicle it comes across and wound most standard infantry on a 2+ while erasing pretty much all GEQ and MEQ saves. This can be complemented by one of several heavy weapons its Wraithlord cousins usually carry, but you'll almost exclusively want it to carry a '''D-Cannon'''. When equipped with a D-Cannon, Wraithseers become fearsome anti-vehicle/monster combatants more than capable of downing a Leman Russ tank in a single turn, though they'll struggle at wading through thick blobs of GEQ hordes simply due to lacking the volume of shots/swings to carve through them all.


As a Psyker, the Wraithseer is relatively limited and specialized, even by Aeldari standards. It can only cast and deny one power each turn, and two of its powers, '''Deliverance''' and '''Enliven''', can only be cast on Wraithguard, Wraithblades or Wraithlords. '''Foreboding''' is the only power the Wraithseer can freely cast without an accompanying Spirit Host to support it, though the power is situational at best if not utilized as part of a Leadership bomb. Unlike literally every other psyker in the game, the Wraithseer is also unable to cast any variation of Smite. Because of this, it's highly recommended to bring along a Spiritseer or two not only for the Guided Wraithsight, but to assist nearby forces with Runes of Battle or to soften up units with a few casts of Smite.
Defensively, while the Wraithseer is extraordinarily sturdy at T8 and a 3+/5++ save, it does have a few shortcomings. As a massive model, chasing cover or LoS breaking terrain will prove difficult in the best of times, if not just blatantly impossible in the worst. Additionally, as it is a monster, the only psyker support it can benefit from directly is that from a Farseer. Las-cannon and Multi-Melta grade weaponry can and will ruin a Wraithseer's day. Fortunately, it will remain combat effective regardless of how much non-lethal punishment it takes these days, as the damage table of yesteryear has been lifted from it's shoulders and it'll be able to shrug off lower strength/AP fire off with greater ease than before.


'''Counters''': If you're facing an enemy Wraithseer, there are a few fairly standard ways to deal with it. When focusing on the kill, unless supported by Fortune or is part of an Ulthwé detachment, it has no defense against Mortal Wounds (and even those two defenses are unreliable at the best of times). Standard anti-vehicle/monster weapons are also reliable, with melta weaponry at half range being particularly devastating. If killing the Wraithseer outright seems a tall order, try to focus on simply dropping it down a bracket on its damage table. Any non-Iyanden Wraithseer's combat performance suffers significantly when dropped even to half health, which in turn can let you focus on other pressing issues. Alternatively, you can use hordes to tie up the wraithseer in melee. It may not end the menace, but any turn it wastes killing a maximum of 4 dudes or constantly falling back is a turn it can't target your important units.
As a Psyker, the Wraithseer is now substantially more flexible in it's offensive/supportive range, only limited by a rather unfortunate single cast/deny per turn. Smite, as the golden standard, has finally been made available to it and, by proxy, the Runes of Fortune as well. The Wraithseer's non-Smite slot power is taken from the Runes of Battle these days, which grants the Wraithseer ''considerable'' direct infantry support or fantastic indirect support for the entire army through the debuffing capabilities afforded to it. Compared to the substantially cheaper Warlocks/Spiritseers and the fact the Wraithseer now competes with units like the Dark Reapers or slightly more offensively oriented Wraithlord, it is a bit hard to justify using it as a supportive unit for much of your army.
{{Template:Eldar-Forces}}
 
'''Counters''': If you're facing an enemy Wraithseer, there are a few fairly standard ways to deal with it. Standard anti-vehicle/monster weaponry can drop one in as few as two or three hits, with S9 grade (Lascannon equivalents) and above being particularly proficient at punching through their toughness. In general, AP-2 or AP-3 is plenty, as it will surpass the AP-1 negation the Wraithseer has. If killing it outright seems a tall order, you can simply bog it down with bodies. Though it hits damn hard, the Wraithseer only has four attacks a turn and can't fire its D-Cannon in combat (as it's a blast weapon). Swamping it with relatively disposable bodies will prevent it from being able to fire it's main gun or from charging into something of yours considerably more valuable to your war plan.
 
== Gallery ==
 
<gallery>
99590104063 EldarWaithseer01.webp|A Wraithseer ready to cleave some Greenskins.
</gallery>
 
[[Category: Warhammer 40,000]]
 
[[Category: Xenos]]


[[Category: Eldar]]
[[Category: Eldar]]
[[Category: Craftworld Eldar]]
[[Category: Wraithbone]]
[[Category: Walkers]]
[[Category: Vehicles]]
{{Template:Eldar-Forces}}

Latest revision as of 12:14, 23 June 2023

I've seen your future, and it has you dead by mind bullets.

The Wraithseer is an Eldar wraithbone construct in the same family as the Wraithlord, Wraithblade, Wraithknight, and Wraithguard in that they're powered by the dead.

However, whereas Wraithguards and Wraithblades house Aspect Warrior souls and Wraithlords house Exarch souls, who are then shepherded by a Spiritseer, the Wraithseer cuts out the middleman and puts in a Spiritseer's/Warlock's soul stone as the pilot, allowing them to exert greater control over his wraithbone shell and the shells of others. In a way, they resemble the Blood Angels' Librarian Dreadnoughts, except they're not quite as ridiculous a premise. However, they're just as grand a rarity, as the secrets behind making these psychic machines is lost to the general populace. Also, despite the badass practicality, these titans are used more as a last-ditch resort, more so than using Wraith-constructs normally entail.

On the field, it is a legendary thing to field if your opponent lets you field Forge World. It has both incredible support for other Wraith-units and for combat a Wraithseer is always equipped with a Ghostspear and Wraithshield, and may also arm themselves with a Bright Lance, Scatter Laser, Eldar Missile Launcher, Starcannon or D-Cannon.

Their psyker abilities are also quite potent, allowing them to assist friend and hamper foe. Wraithseers have been known to cloud their enemies' minds with the terror of death, enliven the spirit stones of ghost warriors around them to inspire fresh vigour, and alter fate to protect themselves and their charges.

On the Tabletop[edit]

8th edition Wraithseers are the single most durable HQ choice any Craftworld army can take, and are arguably the hardest hitting as well. This lethal combination of durable and powerful makes them quite the DISTRACTION CARNIFEX, as anything short of a Titan is easy prey to the high damage weapons the kitted out Wraithseer brings to bear. As mentioned above, it has great synergy in a Wraith-heavy list, and can give accompanying Wraithguard/blades or Wraithlords an extra boost in mobility or endurance as the situation demands.

9th edition Wraithseers got quite a tweaking. Though they are sadly no longer an HQ unit choice and lost the Character keyword, they did get a few buffs that make up for the lost Warlord Trait/Relic slots. The first major change is that they lost three wounds, dropping down to 9 total. At first glance, you'd assume that's a terrible change! But then you realize that dropping below that 10 wound threshold now means that the Wraithseer no longer has a degrading statline hindering it's performance on the battlefield as it gets worn down. Additionally, it treats all AP-1 weapons as AP0, making a lot of the cheaper, standard-issue weaponry a bit less likely to chip away at it than before. Lastly, the best deal is that the Wraithseer is now a full blown Psyker, dropping the three unique (and limited) powers it used to know in exchange for Smite and one set of Runes of Battle. This allows the Wraithseer to support all of your Craftworld infantry, not just the dead ones, and it can now become particularly threatening thanks to the myriad of debuffs it can now place on enemy units.

Offensively, the Wraithseer comes stock with a Ghostspear (S10 AP-4 Dd3+3 Damage) which lets it pry open the hull of any vehicle it comes across and wound most standard infantry on a 2+ while erasing pretty much all GEQ and MEQ saves. This can be complemented by one of several heavy weapons its Wraithlord cousins usually carry, but you'll almost exclusively want it to carry a D-Cannon. When equipped with a D-Cannon, Wraithseers become fearsome anti-vehicle/monster combatants more than capable of downing a Leman Russ tank in a single turn, though they'll struggle at wading through thick blobs of GEQ hordes simply due to lacking the volume of shots/swings to carve through them all.

Defensively, while the Wraithseer is extraordinarily sturdy at T8 and a 3+/5++ save, it does have a few shortcomings. As a massive model, chasing cover or LoS breaking terrain will prove difficult in the best of times, if not just blatantly impossible in the worst. Additionally, as it is a monster, the only psyker support it can benefit from directly is that from a Farseer. Las-cannon and Multi-Melta grade weaponry can and will ruin a Wraithseer's day. Fortunately, it will remain combat effective regardless of how much non-lethal punishment it takes these days, as the damage table of yesteryear has been lifted from it's shoulders and it'll be able to shrug off lower strength/AP fire off with greater ease than before.

As a Psyker, the Wraithseer is now substantially more flexible in it's offensive/supportive range, only limited by a rather unfortunate single cast/deny per turn. Smite, as the golden standard, has finally been made available to it and, by proxy, the Runes of Fortune as well. The Wraithseer's non-Smite slot power is taken from the Runes of Battle these days, which grants the Wraithseer considerable direct infantry support or fantastic indirect support for the entire army through the debuffing capabilities afforded to it. Compared to the substantially cheaper Warlocks/Spiritseers and the fact the Wraithseer now competes with units like the Dark Reapers or slightly more offensively oriented Wraithlord, it is a bit hard to justify using it as a supportive unit for much of your army.

Counters: If you're facing an enemy Wraithseer, there are a few fairly standard ways to deal with it. Standard anti-vehicle/monster weaponry can drop one in as few as two or three hits, with S9 grade (Lascannon equivalents) and above being particularly proficient at punching through their toughness. In general, AP-2 or AP-3 is plenty, as it will surpass the AP-1 negation the Wraithseer has. If killing it outright seems a tall order, you can simply bog it down with bodies. Though it hits damn hard, the Wraithseer only has four attacks a turn and can't fire its D-Cannon in combat (as it's a blast weapon). Swamping it with relatively disposable bodies will prevent it from being able to fire it's main gun or from charging into something of yours considerably more valuable to your war plan.

Gallery[edit]

Forces of the Eldar
Heroes: Eldrad Ulthran - Illic Nightspear - Prince Yriel - Phoenix Lords
Command: Autarch - Avatar of Khaine - Exarch - Yncarne
Farseer - Seer Council - Spiritseer - Warlock
Troops: Bonesingers - Guardians - Rangers - Storm Guardians
Aspect Warriors: Crimson Hunters - Dark Reapers - Dire Avengers - Fire Dragons - Howling Banshees
Shadow Spectres - Shining Spears - Striking Scorpions - Warp Spiders - Swooping Hawks
Eldar Corsairs: Corsair Prince - Void Dreamer - Voidreaver - Voidscarred
Exodites: Dragon Knights - Eldar Knight
Structures: Webway Gate
Wraiths: Wraithblades - Wraithguard - Wraithknight - Wraithlord - Wraithseer
Support: Support Weapon Battery - Vyper - War Walker - Wasp Assault Walker - Windrider Jetbikes
Vehicles: Hornet - Falcon - Fire Prism - Firestorm - Night Spinner - Warp Hunter - Wave Serpent
Flyers: Hemlock Wraithfighter - Nightwing Interceptor - Nightshade Interceptor
Phoenix - Vampire Hunter - Vampire Raider - Void Dragon Phoenix
Superheavy
Vehicles:
Deathstalker - Cobra - Lynx - Scorpion
Storm Serpent - Tempest - Void Spinner
Titans: Revenant Scout Titan - Phantom Battle Titan - Warlock Titan
Spacecraft: Darkstar Fighter - Eagle Bomber
Auxiliaries: Harlequins