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====Titanic==== *'''Wraithknight<sup>{{W40Kkeyword|monster}}</sup>:''' Your competition to the Imperial Knight is... looking kinda squishy to be honest. Capping at T12 (only 1 toughness higher than a Wraithlord half its size) and W18, it's still quite vulnerable to lascannons or similar weaponry. Sure, it has a 2+ save, but that's not going to really do much against the kind of firepower that's going to be pointed at this behemoth. Of course, there's no native invuln save to help against heavier weaponry unless you strictly forego one of the Wraithknight's extremely lethal weapons for a Scattershield, so you're going to have to weigh your choices. Do you sacrifice a Heavy Wraithcannon (R36 d3 shots at S20 AP-4 2D6 - with Dev Wounds and Blast; note that it doesn't have Indirect Fire, like some are claiming; its a Titanic unit, what were you expecting, that it would be armed with a water gun?) just to have a half decent save against the likes of a lascannon? Whatever your choice, you do still at least have the option of pairing either the Scattershield or the Wraithcannon with another Wraithcannon, Suncannon, or Titanic Ghostglaive. **Unfortunately, the Suncannon is ''still'' 2d6 shots, leaving it as an extremely swingy option for dealing with infantry. Even at a flat D3 and AP-3, you have better, more cost effective anti-infantry weapons at your disposal. **The Titanic Ghostglaive is actually looking pretty reasonable. A5 WS3+ S16 AP-3 D6 will put down pretty much any single model you point it at, while the Sweeping profile puts out 15A WS3+ S8 AP-2 D2, easily more than enough to pulp any 10-man squad of MEQ or GEQ. Arguably this is actually the most cost effective way of running the Knight; you get a decent INV sav, a way of dealing with hordes and single unit opponents- putting out a good deal of damage for both, and you don’t actually have to waste Fate Dice on improving its performance, so you can focus on using them to support the rest of your army. **at 370 it a fairly hefty chunk of points, but worth it. Like always the internet is throwing its rattle out the cradle (they did the same thing over Support platforms), when it comes to D weapons; the claim is that you are going to use all your Fate Dice (that are all magically 6, how strange) and use them all in one go, on a single Unit in your army- this is never going to happen on the table, and is frankly a very stupid thing to do; in an actual game you are only likely to average 2 to 3 6’s in your initial role, and you might get a 6 from a Farseer once per turn (which will cost you at least another 125pts to do- bringing the points cost up to 495, for realistically improving the damage out put for this unit for one single shooting phase in the entire game)the ridicules levels of hysteria over a situation that can only take place in a complete vacuum (it’s math hammer, but the annoying hyperbolic kind), and just straight up ignores the fact that you will never have the number of 6’s in your pool to make it work, is alarming. It’s a strong unit, and depending on it’s actually table top performance, will dictate whether anything needs tweaking- but anyone claiming that it should be 800pts is being just a tad silly. It’s no more difficult to kill then a Land Raider, so if you can kill one of those you can just as easily kill a Wraithknight- it’s weapons are what makes it a hundred points more expensive, and it’s hardly got the biggest guns in the game (a single hit from a Thundercoil Harpoon will be putting out a much greater number of Mortal Wounds then a wraith Cannon)- guard tanks will shoot it off the board easily enough. **if you expect to charge a Titanic unit this edition with Infantry and walk away victorious, then you need to change the way you think and play; same goes for going Infantry heavy against Tanks or heavy walkers- it just isn't going to work. **seeing as everyone and their dog is throwing out sky high numbers, let’s cut out the hyperbolic nonsense, and actually look at this realistically; on an average Fate Dice roll you should expect at least 2 6’s (you could roll more or none at all), so if you decide to use both on a Wraithknight you will use one on the hit roll, to trigger the Devastating Wounds, then the other to max out one of your 2d6 damage rolls, giving you an average of 9 wounds for that shot- enough to reliably kill 4.5 Marines; if you went and spent the extra points for a Farseer and bodyguard you would then increase that to 12, enough to kill 6 marines- so in order to make sure you can kill 6 marines that phase you have now used up all your naturally rolled 6’s, these are now unavailable to the rest of your army. On an average roll you should expect to get at least 2 shots from a Wraith cannon, but you will now have no more 6’s to change the results, and have to roll a natural 6 to trigger Mortal wounds again - if you do that will result in around 6 mortal wounds for that one shot on average (if you spent the points you could reliably put out 6 mortal wounds on a single shot in your shooting phase thanks to attaching a Farseer to its hip, but again this would only be enough to trigger the wounds on one shot, not enough to mess with the damage roll, or effect any other shot that might be made. Anyone going around claiming that they have faced three Wraithknight, and each was throwing out Mortal wounds like candy, then they are talking absolute horse shit, as there will simply not be enough 6’s in the Fate pool to actually make it happen. **if you go full offense, you can take two Wraith Cannons, but by doing so you forfeit any sort of Invulnerable save- leavening you very exposed to the big guns of your opponent, as the Wraith Cannons have a fairly shot range. Your can however take a shield providing you that much needed inv save, but by doing so you halve your offensive output. **to demonstrate how you can deal with a Wraithknight we can take a quick look in the Marine Index: 2x Predator Annihilator’s (260pts- 110pts cheaper then the Knight; you could almost go for 3 for nearly the same price). That gives you: 2x Predator twin Lascannon (2xD6+1) 2x Hunter killer missiles (2xD6) 4x Lascannons (4xD6+1). Add in Re-rolling damage rolls of 1 and Oath of Moment and they will light a Wraithknight up like a Christmas tree, even on an average roll. 8D6 +6 will put a Wraithknight in the ground with little difficulty, especially if you don’t give up one of the Wraith Cannon’s for the shield. *'''Skathach Wraithknight<sup>IA</sup>:''' *'''Phantom Titan<sup>IA</sup>:''' A zippy but relatively durable titan at T14 and W55, but it's only got a 2+ save with the 5++ only working against any guns. It can walk over most things like anything short of other titans and tall terrain and can shoot and charge after falling back, giving it an exceptional amount of mobility, but it is CP hungry as any stratagems used on it require triple the cost. *'''Revenant Titan<sup>IA</sup>:'''
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