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====9TH EDITION==== The Wraithknight, for all intents and purposes, is still struggling to properly get back on its feet after the shinning it took in 8th edition. While it's still not ''as'' expensive as it originally was when 8th first started, it still took another point bump to 325 ''before'' weapons are loaded onto it. However as of mid-9th it has now been lowered again to 315, with no point reductions on any such weapons. An indirect buff towards monsters in general now allows the Wraithknight to fire all of its weapons while it's in melee combat, but the likelihood of a surviving, non-Titanic unit just charged by a Wraithknight that will willingly elect to remain in melee combat until your next shooting phase is ludicrously minuscule. Their primary competition, the Imperial Knight, continues to outclass Wraithknights in virtually every non-melee regard and will continue to do so effortlessly unless Wraithknights receive a significant tune-up in the upcoming 9th Edition Eldar codex. That's not to say they're entirely useless. Wraithknights are still a deadly force to field in the right circumstances and can perform if properly supported. That said, for the investment needed just to field one (which is now 3 CP, or 1 if it's from the same craftworld as your warlord is for the single LoW slot plus the point cost of the WK), you likely won't be seeing a very compelling reason to take one of them in lieu of a couple Fire Prisms. Note that while Wraithknights are extremely tough, each army usually has at least one way of beating it. Given the lack of a native invuln, you can get a fair bit of work done by just spamming anything with more than 3 AP on it for guaranteed damage. Unless your opponent takes it with the suncannon or ghostglaive, which will grant the thing a mere 5+ invuln. The spam will work still, given there's still only 1/3rd of the chance to save any shots heading towards it. If you also have any source of mortal wounds you can crap out onto the thing, those will completely cut through any of its defenses too. As a general rule, if you're somehow not up against the Iyanden Craftworld, and if you cannot kill it in one shot, you can try and take as many wounds off of it as possible to degrade its statline, making it perform poorly as the battle drags on. Or you can just ignore that handicap and kill the real enemy units. It's an overpriced cousin of Imperial knights, but it lacks the absurdly overpowered houses, has no particularly relevant stratagems, can't take relics or warlord traits and has ''very'' limited access to healing support, especially since the Bonesinger has been moved to legends. In a tragic twist of fate, even Spiritseers struggle to support them, as the only psychic powers that can directly affect Wraithknights anymore are the Guide and Fortune powers from the Farseer's runes of fate. In a sense it's a knight that is weaker and more expensive at the same time. If your opponent added it to their army list consider getting a couple hundred points courtesy handicap presented to you.
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