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==On the Tabletop== It'll cost you 100 points base to field one of these 10 wound monsters equipped with only its fists (though you can toss on two Shuriken Catapults for free). Those fists are mighty MEQ/TEQ slayers though, bitch-slapping everything at S7 AP-3 for a flat 3 damage; perfect for killing every flavor of primaris marine and putting a considerable dent in smaller monsters/vehicles. Once you start paying for the bells and whistles, however, the Wraithlord can fill a number of variable roles on the field. The Wraithlord can equip up to two standard heavy weapons of its choice: Shuriken Cannons and Scatter Lasers for anti-GEQ, Starcannons for even more anti-MEQ/TEQ, or Brightlances for anti-vehicle duties. The Aeldari Missile Launcher, the most flexible choice, is now a reliable anti-horde option due to the addition of the Blast rule in addition to performing on par with the Bright Lance against most larger targets as well. It can of course compliment any of these two heavy weapons with either the two free shuripults or a pair of flamers. Lastly, the Wraithlord's coup de grace is it's signature Ghostglaive: a ''beastly'' S9 AP-4 statline dealing d6 damage a swing that is excellent at slicing through the thickest armor and toughest flesh conventionally available to any army. The ability to move and fire heavy weapons without penalty was a major boon for the Wraithlord in 9th. Due to their proficiency in melee, one arguably wasn't using their Wraithlords properly unless they were constantly closing in to tear their enemies a new one, which in turn reduced the effectiveness of a majority of the Wraithlord's loadout. Additionally, the added ability to fire all (non-blast) weapons while in combat makes the Wraithlord ''incredibly'' dangerous to attempt to bog down or remain in combat with even before it begins to swing those man-sized fists around. It's not all great for the Wraithlord. While it's still as physically tough as ever, a degrading statline hampers it's effectiveness as the battle takes its toll on your Wraithlord's health. With only a 3+ armor save and no innate invulnerable save or FNP, the Wraithlord relies almost exclusively on its high toughness to shake off damage and can do precious little against a significant percentage of the anti-vehicle/monster weapons typically available to most armies. Additionally, Wraithlords can get expensive quite quickly, a fact one must consider if they're primarily just looking for a platform for heavy weapons; War Walkers and Vypers are significantly more cost efficient; especially since up to three of them can be fielded in a single detachment slot. === Power Rating === When dealing with Power Ratings all of that goes out the window. Sure, Wraithlords are 2 Power more expensive than a single War Walker, but they get a tougher frame, two extra small arms and a potent weapon for those measily 2 points. They might not be as fast and lack the save, but they make up for it with all the other perks. [[Category: Warhammer 40,000]] [[Category: Xenos]] [[Category: Eldar]] [[Category: Craftworld Eldar]] [[Category: Wraithbone]] [[Category: Walkers]] [[Category: Vehicles]] {{Eldar-Forces}}
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