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===={{W40kkeyword|Spirit Host}}==== <!-- ---------------------------------------------------------------------Wraithseer-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithseer]] <sup>Forge World</sup>''' |- |''Monster'' |''Spirit Host'' |- |colspan="2"|[[File:99590104063 EldarWaithseer01.webp|200px|left|border]] Wraithseers have seen a lot of ups and downs over the past edition and a half. Dropping from an HQ choice to your rather crowded Heavy Support options while losing the {{W40kkeyword|Character}} keyword didn't do it any favors, but the downgrade from 12 to 9 wounds at least means its statline no longer degrades with damage. Its former direct competition, the Wraithlord, became a melee juggernaut in no small part due to the multiple profiles afforded to its ghostglaive that sadly still elude your Ghost Spear. Additionally, Wraithlords pack a lot more heat with their two wrist-mounted guns and being able to wield not one but ''two'' heavy weapons on top of that. If that wasn't enough, Wraithlords also became {{W40kkeyword|Core}}, meaning they can benefit from every psychic power in the book while the Wraithseer can't. Lastly, the recent LoS changes regarding weapons that ignore them (D-Cannons) gimps an otherwise unique niche that the Wraithseer held over it's martial kin. Well... at least Wraithlords are Elites now and aren't directly competing for slot-space anymore. To this end, what does a Wraithseer bring to the table that a Wraithlord doesn't? Well, this eldritch statue might not be able to directly benefit from psychic powers, but it can cast a Rune of Battle on/for its allies. It can also cast Smite, which when paired with its D-Cannon, does give it considerable opportunities to land Mortal Wounds on harder single targets compared to what a Wraithlord can muster. Though it lacks the attack output the Wraithlord can dish out against swarms, it is by no means unable to handle itself in a fight and is just as tanky to boot. The ability to shoot its D-Cannon while ignoring LoS-blocking terrain, while gimped, can still come in handy in flushing out key units from cover if needed. All in all, the Wraithseer is still a powerful and potent unit that can get some solid work in for you, though you may wish to consider taking more traditional heavy hitters if you're just looking to hit/shoot something really damn hard. |- |colspan="2"| :'''Weapon Loadout Options:''' Though the complimentary ghostspear is quite good for dealing with anyone who strays too close, the Wraithseer's ranged arsenal is actually quite varied and can be tailored to help shore up areas of your army that may be lacking. That said, one of these guns in particular stands out among the others for obvious reasons. <tabs> <tab name="D-Cannon"> This is the Wraithseer's pride and joy, though this puppy is staggeringly expensive. Though it's nearly half again the price of the Wraithseer itself, the D-cannon can easily take advantage of its ability to ignore line of sight to tear tanks, monsters and superheavies a new asshole. The variable d3 shots also gained the blast rule, letting it actually chunk portions of infantry more reliably than before. </tab> <tab name="Shuriken Cannon"> A decent option when you want to kill infantry of any flavor. If you're otherwise running your Wraithseer barebones, you may as well take this, though you should really just get the damn D-Cannon. </tab> <tab name="Scatter Laser"> Probably the most acceptable choice of the standard selection, the scatter laser offers just a touch more in the dakka department than the shuricannon does at half again the range. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range. </tab> <tab name="Starcannon"> A good MEQ/TEQ killer at a reasonable price, the starcannon can soften up a smaller unit of infantry just enough that a followup charge can easily clear it out. That said, a single starcannon often doesn't provide enough ranged pressure on its own to be worth taking on your Wraithseer. </tab> <tab name="Bright Lance"> Bright lances are normally a pretty good choice for dealing with enemy tanks or monsters, and that much is still true here. Only the melee ghostspear hits up to four times per turn at a higher strength with extra bonuses against enemy vehicles and is free to boot. Compared to your other ranged options, the bright lance might seem like a decent option if you want to shave off a few points, but it just does so much worse comparatively that you may as well just skip it entirely. </tab> <tab name="Aeldari Missile Launcher"> The AML provides both anti GEQ/MEQ support in addition to its anti tank/monster role, so it's a decent option. The variable number of shots does make it a bit worse than the scatter laser or even shuricannon if you explicitly intend on using it for anti infantry, though the new blast rule does make it substantially more useful when targeting blobs here and there. </tab> </tabs> |} <br>
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