I clearly need to re-read all of the rules and commentaries. I remember that Keyword sharing was a thing in previous editions, but have not managed to locate that stipulation in the 10th edition rules yet… Thanks for another awesome video!
So you mention with the technomancer attached - they gain the infantry keyword for use of stratagems and transports - does that mean anti-infantry weapons work against them? If so I played against someone with 12 at a GT the other day and they said it didn't work like that, when I was shooting splinter rifles.
Yep! Anti-infantry absolutely works like that. It's why you rarely see the characters that can do it (Datasmiths, Spiritseers, etc) attach to vehicle/monsters - because they suddenly get affected by BOTH Anti-vehicle/monster AND Anti-infantry weapons.
The 3+/4++ is a strong save profile, 6T is a tough model (for a non-vehicle/monster), and 4W is a lot of wounds, but you add a 5+++ and a extra heal and it gets kinda bonkers. Imo, they should have added the points to the wraith unit not the technomancer. If you want to spam them, you should need to pay for that!
@@9237 Huh? They can put up good damage depending on their target. Between the mortals from their ability, the dev wounds from the pistols, and the melee, they do pretty good in Canoptek Court
Maybe try battleshocking them and/or assassinating the techno as well? They can't hold points if they're battleshocked. It may just be me, but I don't see them being especially broken. Maybe they have 1 to many wounds each?
@@johnj.spurgin7037 They are not really broken in term of unit. Nice idea for synergy (4 wounds and 5 fnp), low dmg without nice buffs, good move. But with other necron forces they become very strong. You can't kill them in one turn, you will stuck with combat with them and let other necron units do their job.
@@evgenijvalamin6473 hn, synergy is a fair point, and wraiths can do fine into chaff so you can't tie them up well either. I guess you can just countershoot the good stuff necrons have instead of pouring fire into wraiths?
Dude should be careful leaning on the table like that. Often those tables are pretty flimsy and it's not just your models u send flying if it collapses
I guess people dislike HAVING to take snipers because of one notably powerful build? At most wraiths are/were MILDLY overcosted, and with the techno going up explosively, IDK if that's true anymore. My main annoyance is that they slapped the techno, not the wraiths, specifically.
@@johnj.spurgin7037 I don't use wraiths anymore, I found that the tomb stalkers and tomb sentinels do the same thing but better and cheaper with all the nurfs. two to three 5 man Deathmarks are an auto take as they are cheap and really good at blaping characters or bullying SME or Deepstriking in to grab a secondary and shoot at something.
took me two rounds of fighting yesterday to kill a single allarus custodian using a 6man squad of wraiths lol. Was using hypercrypt so i imagine canoptek would make their offensive output less shite
Genuinely what the actual phuk were they thinking, when they made this datasheet? They are fast, tough, healing, punch harder than Assault Intercessors and easy to use. They have a swingy gun, that is actually good and pistol, so they can even perform actions in melee. What the phuk, GW.
@@KhanTotalGaming99tbf that can be fixed with both awakened and canoptek. The damning thing is that it's assumed destroying them is the only option. Berserker-brained idiots get mad because they can't comprehend an approach beyond "hit the wall until it falls" and get mad when the wall doesn't yield to their spoons.
Im like 95% certain u cant bring back an already dead technomancer with protocol of eternal gaurdian to come back into a unit after being killed since the rules say it becomes detached after dieing or unit dies. But im not a youtuber with thousands of people who watch me so i wouldnt know anything
You should probably wait and be 100% certain because you are wrong. Read the "Returning models to a unit" in the rules commentary "if a leader is destroyed and returned to the field and it's bodyguard unit is still alive, it must join them" - always check the commentary because the core rules have a load of classic gw "gaps" 😅 hope that helps 😊 Also this youtubers does act as a TO/Judge for tournaments, so is pretty trust worthy, but of course as with all warhammer rules there can be misunderstanding.
@willneverpostavid nailed it - Rules Commentary (v1.2, pg. 13) specifies that if an attached Leader is destroyed and then returned to the battlefield, they re-attach to their unit.
I think you are severely underrepresenting Wraiths offenses. They will SHRED anything they come into contact with including super high toughness. In addition to their obscene tankiness Wraiths are the single most overpowered unit in the game. Unkillable and able to heal three times a phase and will wipe a unit every phase. If someone sets out 18 of these you might as well concede the game
I clearly need to re-read all of the rules and commentaries. I remember that Keyword sharing was a thing in previous editions, but have not managed to locate that stipulation in the 10th edition rules yet…
Thanks for another awesome video!
Rules Commentary v1.2, pg8 (third bullet point under "Keywords")
So you mention with the technomancer attached - they gain the infantry keyword for use of stratagems and transports - does that mean anti-infantry weapons work against them? If so I played against someone with 12 at a GT the other day and they said it didn't work like that, when I was shooting splinter rifles.
Yep! Anti-infantry absolutely works like that.
It's why you rarely see the characters that can do it (Datasmiths, Spiritseers, etc) attach to vehicle/monsters - because they suddenly get affected by BOTH Anti-vehicle/monster AND Anti-infantry weapons.
Judge!
@@TacticalTortoise thank you very much I’ll keep that one in mind seeing a lot of wraiths in the local meta
The 3+/4++ is a strong save profile, 6T is a tough model (for a non-vehicle/monster), and 4W is a lot of wounds, but you add a 5+++ and a extra heal and it gets kinda bonkers. Imo, they should have added the points to the wraith unit not the technomancer. If you want to spam them, you should need to pay for that!
the techno on a brick of warriors is very strong too.
@@titanodin maybe, but I really don’t care about warriors with a FNP. There are a ton of anti infantry guns or melee that can deal with that.
Awakened you could bring back 2d3+1 opponent shooting, 2d3+1 in opponent fighting, d6+d3 with Ccb end of phase, 2d3 command phase.
That’s a ton of CP but yes you can I guess ha
I think whip coils are great in Canoptek Court with the devastating wounds stratagem
4 wounds average in any case
@@9237 More like 6, you have full hit rerolls in Canoptek Court. But it can also spike high rolling that many dice
@@KhanTotalGaming99 Anyway I expect near to zero damage when planning something around wraiths
@@9237 Huh? They can put up good damage depending on their target. Between the mortals from their ability, the dev wounds from the pistols, and the melee, they do pretty good in Canoptek Court
@@KhanTotalGaming99 you can rely to soften some targets, or remove some cheap msu's, but not on killing something significant
Good video man
:)
super duper NECRONS 🤓 vid, thnx for the indept overview and valuable advice
Did they not just FaQ that pistols no longer allow actions do be done in melee?
Does anti-infantry work on them?
Be careful of the Protocol of the Eternal Revenant stratagem from Awakened Dynasty when trying to precision the technomancer
“ how to use wraiths” is mainly “roll saves”
How do you get those pink/blue auras I'm TTS? I assume they are to measure deepstrike screening.
th-cam.com/video/PYfqGUaRhF0/w-d-xo.htmlsi=S-NFpCXWzt2GK0YR&t=406
@@TacticalTortoise Thanks a bunch! Really appreciate it and can't wait to use it in my casual games
Because I’m playing technomancer back reanimator is strong for my midboard unit
how to counter wraiths - let them stuck in 2+ saves unit and kill other necron stuff.
Maybe try battleshocking them and/or assassinating the techno as well? They can't hold points if they're battleshocked.
It may just be me, but I don't see them being especially broken. Maybe they have 1 to many wounds each?
@@johnj.spurgin7037 They are not really broken in term of unit. Nice idea for synergy (4 wounds and 5 fnp), low dmg without nice buffs, good move. But with other necron forces they become very strong. You can't kill them in one turn, you will stuck with combat with them and let other necron units do their job.
@@evgenijvalamin6473 hn, synergy is a fair point, and wraiths can do fine into chaff so you can't tie them up well either.
I guess you can just countershoot the good stuff necrons have instead of pouring fire into wraiths?
Unironically this.
Scions!
Dude should be careful leaning on the table like that. Often those tables are pretty flimsy and it's not just your models u send flying if it collapses
Them being the same points cost as my 7” move 5+ save kroot rampages is so totally fair and balanced.
As a necron player, snipe the technomancer out then just shoot the wraits. Easy.
I guess people dislike HAVING to take snipers because of one notably powerful build?
At most wraiths are/were MILDLY overcosted, and with the techno going up explosively, IDK if that's true anymore. My main annoyance is that they slapped the techno, not the wraiths, specifically.
@@johnj.spurgin7037 I don't use wraiths anymore, I found that the tomb stalkers and tomb sentinels do the same thing but better and cheaper with all the nurfs. two to three 5 man Deathmarks are an auto take as they are cheap and really good at blaping characters or bullying SME or Deepstriking in to grab a secondary and shoot at something.
took me two rounds of fighting yesterday to kill a single allarus custodian using a 6man squad of wraiths lol.
Was using hypercrypt so i imagine canoptek would make their offensive output less shite
Wow, what a fair and balanced unit ;)
Genuinely what the actual phuk were they thinking, when they made this datasheet? They are fast, tough, healing, punch harder than Assault Intercessors and easy to use. They have a swingy gun, that is actually good and pistol, so they can even perform actions in melee. What the phuk, GW.
Did you miss the fact they hit on 4s? Lol
@@KhanTotalGaming99tbf that can be fixed with both awakened and canoptek.
The damning thing is that it's assumed destroying them is the only option. Berserker-brained idiots get mad because they can't comprehend an approach beyond "hit the wall until it falls" and get mad when the wall doesn't yield to their spoons.
Im like 95% certain u cant bring back an already dead technomancer with protocol of eternal gaurdian to come back into a unit after being killed since the rules say it becomes detached after dieing or unit dies. But im not a youtuber with thousands of people who watch me so i wouldnt know anything
You should probably wait and be 100% certain because you are wrong. Read the "Returning models to a unit" in the rules commentary "if a leader is destroyed and returned to the field and it's bodyguard unit is still alive, it must join them" - always check the commentary because the core rules have a load of classic gw "gaps" 😅 hope that helps 😊
Also this youtubers does act as a TO/Judge for tournaments, so is pretty trust worthy, but of course as with all warhammer rules there can be misunderstanding.
@willneverpostavid nailed it - Rules Commentary (v1.2, pg. 13) specifies that if an attached Leader is destroyed and then returned to the battlefield, they re-attach to their unit.
@@TacticalTortoise noice I'll have to remember that, thank you very much kind sir and or Madame
I think you are severely underrepresenting Wraiths offenses. They will SHRED anything they come into contact with including super high toughness. In addition to their obscene tankiness Wraiths are the single most overpowered unit in the game. Unkillable and able to heal three times a phase and will wipe a unit every phase. If someone sets out 18 of these you might as well concede the game
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