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post #31 of 58 (permalink) Old 10-22-08, 01:17 AM
 
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@ Someguy: I don't have my 2nd ed book handy at the moment, but I'm pretty sure that wraithguard required a living eldar to be within a certain range or they moved randomly (if moved off the board, they were casualties). The wraithlord, or "eldar dreadnought", didn't use this rule IIRC. The eldar "ghost warriors" had an assassin were pre-2nd ed, more of the Rogue Trader era...

I've actually been thinking of listing a monstrous creature eldar army: Avatar and Farseer w/ council, Harlies for elites, Pathfinders for troops, and three Wraithlords with starcannons and swords or lances/EML.
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post #32 of 58 (permalink) Old 10-22-08, 10:57 AM
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Its getting off topic now...
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post #33 of 58 (permalink) Old 10-24-08, 03:01 PM
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i think the most cost effictive is lascannons. alot of marine stuff has um and they can take down a WL most of them time 1-2turns(depending how many u have of course)

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post #34 of 58 (permalink) Old 10-29-08, 02:58 AM
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all i can sya is the dark eldar agaonsier wounds on a 4+ no matter what and is a power weapon bye bye armour save and wounds staright away
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post #35 of 58 (permalink) Old 10-29-08, 03:08 PM
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Quote:
Originally Posted by darklove View Post
Its getting off topic now...
I thought this comment could use a mod reply.

The discussion here has kind of deviated from the original, but not enough to worry about. We're allowed to talk about the good (or bad) old days if we want to on these forums and there have been a lot of good suggestions mixed in.

It's also very reasonable to discuss how tactics have changed as we've gone through various editions of core rules and codexes. Problem units come and go, as do the tools available to deal with them.

So anyway, talk about wraithlords, take the on/off topic issue seriously, but don't let it end a fun discussion just because it wanders around a bit.


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post #36 of 58 (permalink) Old 10-29-08, 03:22 PM
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What types of save do Wraithlords have?
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post #37 of 58 (permalink) Old 10-29-08, 06:27 PM
 
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they have a marine save but at T8 its hard to make them take that save
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post #38 of 58 (permalink) Old 10-29-08, 07:01 PM
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Wraithlords dont have many attacks in CC so just charge it and bash it :D

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post #39 of 58 (permalink) Old 10-29-08, 07:07 PM
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Wraithlords dont have many attacks in CC so just charge it and bash it :D
Especially if you have big squads full of cheap, largely expendable troops. Ork Boyz with a power klaw Nob are a Wraithlord's worst nightmare.
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post #40 of 58 (permalink) Old 10-30-08, 09:10 AM
 
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Quote:
Originally Posted by Katie Drake View Post
Especially if you have big squads full of cheap, largely expendable troops. Ork Boyz with a power klaw Nob are a Wraithlord's worst nightmare.

Quoted for truth.

However, if you haven't experienced the joy of running orks , you can take them out first turn with sm's

Scout bikers (with locator beacon) turboboost for their scout move, get into rapid fire range of the Wraithlord.
Turn 1: BAM!! Gating Sternguard pop up 24" next to the bikers, rattle off 20 hellfire rounds into it along with the scout bikers, and either you kill it then and there (likely), OR you pod in a few other things to smash it up some more.

This works no matter who goes first, it's just more effective if YOU win the roll off and go first.
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