| Wracks in 6th | |
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+5Shadows Revenge Deamon Skulnbonz Count Adhemar Anggul 9 posters |
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Anggul Sybarite
Posts : 320 Join date : 2011-06-22 Location : Southampton, England
| Subject: Wracks in 6th Wed Aug 15 2012, 10:12 | |
| Hello there, fellow denizens of the impossible city.
I have had Wracks in my usual list for a while now, but due to 6th ed I'm not so sure they're much good anymore. This is due to both of our Power From Pain USRs being nerfed. a 5+ FNP just doesn't seem like it's going to keep the Wracks on the field for long at all after they've jumped off of their boat. The nerf to Furious Charge (which I find bizarre and pointless, I can't think of any reason for it at all), also means that they can no longer charge and strike before most Space Marines for the advantage, now they just won't do much at all to them.
I know Liquifiers are still great, but I really don't think the Wracks are worth it any more. They've lost a lot of their survivability and punch. I'm thinking of just replacing them and their Haemonculus (who carries the squad's second Liquifier and gives them Furious Charge, previously so that they would be wounding marines on 4+ with poison re-rolls and striking before them) with another Wych squad.
What are everyone's thoughts on Wracks in the new edition? | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Wracks in 6th Wed Aug 15 2012, 10:37 | |
| - Anggul wrote:
- The nerf to Furious Charge (which I find bizarre and pointless, I can't think of any reason for it at all)
The reason is: - Quote :
- they can no longer charge and strike before most Space Marines
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Skulnbonz Hekatrix
Posts : 1041 Join date : 2012-07-13 Location : Tampa
| Subject: Re: Wracks in 6th Wed Aug 15 2012, 12:23 | |
| Lol... how cynical.
But true.
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Deamon Sybarite
Posts : 265 Join date : 2012-05-09 Location : Drummondville
| Subject: Re: Wracks in 6th Thu Aug 16 2012, 11:50 | |
| Seriously, I wish they could be my only troops choice, I really wanted to make a Coven army but with the FC nerf, they're not as good as they used to be in assault. 10 men squad with 2 liquifier in raider is pretty good but a bit expensive because their raider won't live very long. 3 Men squad is still a cheap way to get a venom though. | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Wracks in 6th Thu Aug 16 2012, 11:52 | |
| To be honest, I've never wanted to include Wracks in my DE army. I included a 3-man unit to sit on a backfield objective but even that was purely because it was the cheapest option and points were tight. | |
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Shadows Revenge Hierarch of Tactica
Posts : 2587 Join date : 2011-08-10 Location : Bmore
| Subject: Re: Wracks in 6th Thu Aug 16 2012, 14:24 | |
| wracks are still good for bringing the pain, but yes they did get nerf alot. Sadly originally they were too good imho, as they were 10pt assault marines without the jump pack, who could get re-rolls. Now they are about worth their price, considering they are the same point cost as wyches, but have a higher T, lower Invul, and always wound on a 4+ (remember though you get armor and FNP with them though, its only a 6+, but its something) | |
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Foo Kabalite Warrior
Posts : 245 Join date : 2011-05-20
| Subject: Re: Wracks in 6th Thu Aug 16 2012, 15:55 | |
| It's really too bad you can't give a Haemonculus the PGL. Being able to charge into cover at full I would help Wracks be a lot more useful to me.
Hmm, I guess you could team an Archon with them instead. They'd still have FNP... | |
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NiteOwl Hellion
Posts : 96 Join date : 2011-10-18
| Subject: Re: Wracks in 6th Sat Aug 18 2012, 12:03 | |
| Well, they have T4. Which no other of our troops have And I think that is a quite good trade-off for striking at the same time as marines. Harder to kill but slower to strike. It is fair when you consider that they cost just 10 points. They seem quite viable to me and I am considering them for my army | |
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Anggul Sybarite
Posts : 320 Join date : 2011-06-22 Location : Southampton, England
| Subject: Re: Wracks in 6th Sun Aug 19 2012, 20:31 | |
| The problem I find is that they are now less survivable than Wyches. I think 5+ FNP really just isn't enough. The Liquifiers are still good but I wouldn't buy an entire 10-man squad just for them. | |
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Krovin-Rezh Kabalite Warrior
Posts : 131 Join date : 2011-05-18 Location : Arizona
| Subject: Re: Wracks in 6th Sun Aug 19 2012, 22:51 | |
| Wracks being less survivable than Wyches doesn't ring true for me. Sure, the Wyches have their dodge save in cc, but you now have to jump through several hoops just to get them there. Adding a Haemonculus, charging with another squad first and/or whittling it down with bladevanes or shooting from another angle. Honestly, with all that, it's far more practical to relegate Wyches to be haywire missiles, so they really aren't a fair comparison anymore.
The thing Wracks are still good at is camping on objectives in cover, and with terrain setup being more under our control, it's relatively easy to create this favorable situation for them. The liquifiers are nice, but they're not even necessary for this. All you're looking for is a 3+ go to ground save followed by feel no pain, and being decent enough in close combat to hold on for help to arrive. If you really wanted to upgrade them somehow, you'd be better off going for the Acothys with an agonizer or scissorhand. | |
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Painjunky Wych
Posts : 871 Join date : 2011-08-08 Location : Sunshine Coast
| Subject: Re: Wracks in 6th Tue Aug 21 2012, 05:05 | |
| I'm having fun experimenting with wracks in 6th but it has alot to do with ur local meta.
I often see infantry drop pod and deepstrike in may face to get past my NS. It would just be rude of me not to drop 4 templates on their bunched up models.
Lately in my 2000pt list im taking...
10 Wracks - Aco -2 Liquifers - Raider - NS -200
6 Wracks - Liquifier - Raider - NS -140
An Archon and Haem with Liquifier ride with the second unit.
Moving the raider 6" and shooting 2 liquifiers + archon throwing a plas grenade from any point on the hull is just too cool.
They can take a unit of 7-9 grey hunters with twin meltas or plasmas + Wolf guard termi sarge arriving in your face turn 1 from pod, and turn them from a significant threat into a nuisance to be cut down with spare firepower or a semi decent cc unit like say... the wracks!
This is great because it frees up my long range AI (splinter\disi cannon), also they are still the toughest objective holders we have.
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