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====In Previous editions==== While its WS and BS were kind of meh (both 4), it's was a Jump Gargantuan Creature with S 10 and 5 attacks and I 5. It was impressive in defense but not too much: T8, 6 wounds and 3+ armour; also the option of a 5++ blinding anyone at 6" each time it saves this way, plus Feel No Pain.\ Wraithknights liked to get fortune to forever laugh at all small arms fire and turn a one in three chance to successfully invulnerable save to a one in half chance, concealed, and renewed, but sadly could not have their armor saves enhanced. Having said that, at the notoriously high T8 and being classified as a Gargantuan Creature, it was virtually immune to non-anti tank or opposing D-Strength weaponry (for the new kids on the block, if your model's toughness was twice or more than the value of the incoming attack's strength, those attacks straight up could not inflict wounds) and Poison was nearly useless against it. Plonk one on a skyshield and place fortune on it would allow you to sneer at the very concept of dying. Forewarning and Sanctuary used to be options, too. The Codex Eldar: Craftworlds updated Wraithknights, which became 295-point Jump Gargantuan Creatures (cue outrage from everyone), and the Wraithcannon and Ghostglaive became Strength D. This is in contrast to [[Imperial Knight|Imperial Knights]] which cost 370 or 375 points a model and have only one Strength D weapon (the Reaper Chainsword) at the time. Eldar players celebrated, while everyone else was wondering what the hell GeeDubs was smoking to think that buffing an already overpowered unit further still could possibly be a good idea (''- see above''). On the bright side, this thing became a LoW, and has stayed there since. So in a Combined Arms Detachment, you would get a maximum of 1 in your list, but in the Craftworld Warhost detachment, you could have up to 12 for each Guardian Battlehost, one of which costs about 500 points base. MOTHER. FUCK. When 8th Edition dropped, this thing took a huge and deserved (arguably ''necessary'') beating with the nerf bat, both with the system change-up and Index/Codex. Everything can wound everything now, so Bolters and Lasguns and other small arms can finally do something to it if your opponent throws enough of them at it, and split fire is universal meaning your opponent can just point his lascannon holding Marine at it while his boltguns focus on the much squishier infantry. It lost its inherent Feel No Pain and immunity to Poisoned weapons since Gargantuan Creatures are no longer a thing, as well as its ability to deepstrike. Like anything with more than 10 wounds, the Wraithknight also now suffers from a degrading statline that renders it progressively less effective the more damaged it is. In addition, when the Index and original Codex dropped, this set you back over 500 points for the sword and board variant, and it has a very similar statline to an Imperial Knight, which is now cheaper. As of Chapter Approved 2019, GW realized that since it was nerfed it no longer warranted the 500+ point tag, and priced it a bit over 330 points for the Sword and Board variant. Weapon-wise, the Destroyer rule is kaput as of the end of 7th, no more bypassing Invulnerable Saves with them this edition. The Heavy Wraithcannons are still S16 AP-4 d6 damage and have the assault rule. the Titanic Ghost Glaive gives you only four attacks at S16 AP-4 doing 6 damage each. Unfortunately, by using its titanic wraithbone feet you instead get 12 attacks at is base strength of 8 with AP-2 and d3 damage a piece, which is statistically better against everything other than T9 and above units (essentially, it's only useful against ''other'' titans).
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