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Will New Choices Throw Some Life into Wracks?



I know there are players out there that loved wracks in the 5th edition codex, but for me, there was just not enough viable options for them, except to be loaded up in a raider with liquifiers. This left them as a unit that sat somewhere, trying to be durable and hunker down on some backfield objective. Literally their rules made them not that usable for me, especially after feel no pain went to 5+. Instead I relied upon my Warriors which I really have loved for years.

This time around though, there seems to be some new weapon options, and if you have seen the leaks, there are hints that there might be some cool new options for these new models.

Barjed had said this back a few days ago after getting his early white dwarf.
I think it's ECW, Mindphase and Xhand for Acothyst, while the rest of the gear applies to regular Wracks (It explicitly states that every Wrack can equip a Power Maul). 

Moving forward, and really getting new options for the standard wrack, especially power mauls, would be a huge move forward for Wracks. There looks to be more choices coming, and if they turn out good when the codex arrives, a full on Coven army might be in the making. (my talos have been rather board without their wracks, and their old third edition metal grotesques)

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28 Comments

  1. I feel blessed that so far it's only the eww part of DE that's getting new models. Saves me money. Warriors, wyches, reavers, hellions: all awesome. But haemonculi and their torture stuff I'd rather leave behind in Commoragh. ;)

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  2. For me, a small 35 point unit was just an unlock for venoms.

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  3. I really hope for new options and ways for people to play them. I only got a small Wyches army with a few warriors, and never been too fond of the Wracks/Haemonculous looks. But I'm happy for other Dark Eldar players who might be able to field a viable army with lots of Wracks :)

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  4. Can't they just give us back the V4 (?) FnP ?
    It was logical : 4+ against shooting ; nothing at contact (pain or not a cutted arm stay cut ^^).

    (Sorry for my poor english:/)

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    1. agreed. I'm not a fan of this units or DE, but it's more fluffy. yes 4+ feel no pain on shooting and 5+ feel no pain on assault or vise versa

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  5. The fact that there are rules in the game that give better (and worse) fnp than 5+ indicates its possible. The question is wether they want to go that route.

    4+fnp was really game changing on blood angels who got a 3+ and then a 4+ fnp, but for Dark Eldar, not so much since you dont get saves againt most shooting attacks anyways.

    It would be nice if fnp became Dark Eldars thing, and they were better at it than evetyone else.

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    1. completely agree.

      when i think of feel no pain, two things come to mind; 1) Plague Marines, and 2) Dark Eldar. And in this age of streamlining, handing out some decent FnP to them would certainly allow them to keep some uniqueness for sure.

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    2. And in Orks...but you know....6+

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    3. But you can say the same for a lot of armys.That it would be cool or like the fluff.
      If anything all SM should get a 3+fnp ontop. Yeah and csm are like SM on steroids so should be 2+ fnp!
      I dont See Why GW would bother to now buff armys and so massiv at that. They sell miniatures not powercreep.

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  6. I really hope they move to troops choice to 'flesh' that section out a bit ;)

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  7. Maybe 5+ FNP as standard with a 4+ when attached to a Haemonculus... It's a compromise...

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    1. I tell you my guess.

      Ditch existing DE rules. Replace them with WLTs.
      If two results on that table will be Army wide FNP then One will be 6+ the other 5+. Other results will be other existing DE rules or new stuff.

      I would expect no more garanteed FNP. Unless via ICs

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    2. I wouldn't mind the "Character for buffs" route, much like how Necrons do it with their Reanimation and res orb.

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    3. though that might change when they make the new necron dex. they might change it up like they have changed a few things. who knows as it is early days yet.

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  8. But since FOC changes are getting removed from every codex, Wracks SHOULD be Troops by default. To make a full Coven army I mean. No one would use them as elites at there are Grotesques for that role...

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    1. Extra supplement with a Formation. And no Troops ismy guess!

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  9. Would giving a wrack a power maul really be a good idea though? You're likely more than doubling the model's cost for what? +2 S (but losing poison) and ap 4? Doesn't sound worth it to me.

    Anyways, I'd love it if wracks became troops by default, I always wanted to run a raider full of wracks with Lelith (to start her off with fnp)

    Of course, before we can really judge the unit, we need to know if power from pain changed in the new codex as is rumored, and by extension wether they get fnp by default right away still.

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  10. I'm kinda nervous that they'll get the same treatment as Kroot got in the latest Tau codex, cheaper but with a stat reduction

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    1. If they get the kroot treatment, then that isn't something to worry about. Kroot are so much better now than they were before (sniper ammo for pennies and can benefit from markerlights). The stat changes are paltry in comparison.

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    2. I still reckon Kroot need more close combat oomph, they were always advertised as the Taus "Counter-charge" unit but they massively suck at that role.

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  11. I think if they bring FnP back to a 4+ (which it really should be for units like them) and give them an extra option or two, Wracks could be pretty decent units again. Honestly, if everything else remained the same and FnP got brought back to a 4+, a 10 point price tag for troops with 4+ and T4 isn't too bad. Pretty durable for their points cost and poisoned CC weapons are fairly useful.

    With that being said, I don't think power mauls sound like that appealing of an option. Sure it gives them +2S which isn't bad. But, unless they break the meta (which I doubt they'll do), it will cost 15 points per model to put it on. I'm not going to turn Wracks into a 25ppm unit just to get the extra strength. The only way it would be useful is if GW went against their normal price point and made them maybe 5 points a model.

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  12. I think Wracks will be a troop choice for themed Coven armies. Slow assault units with low saves have little viability in 7th short of obsec blobs, but that would require a larger max unit size and significantly lower point cost.

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    1. They're not really slow when you consider that you can get them wherever they need to go in one turn with a Raider w/ aethersails and then assault the next. Have a potential 24" charge range with 6" transport move, 6" disembark, and then a charge.

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  13. Back in 5th, a 9-man squad with a Haemy for 2 liquifiers and an extra token for Furious Charge loaded into a Disengrator Raider was one of my favourite unit choices. They were tough as nails when in cover and were quite effective at dealing with lightly armoured blobs in the backfield.

    When 6th hit the triple hit of losing 4+ cover saves, 4+ FNP and the +1 strength on the charge (for wound rerolls on T4 creatures) really nerfed them too hard for my liking.

    Let's hope the new rules bring them back to a somewhat more usable state as they are such gorgeous models.

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    1. Everybody welcomed 6th and later 7th.
      You will soon have a new dex. So they might not go back to 5th ED Power lvl.

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  14. Look at ork boys now for disappointment. Initiative 2 has screwed them hard and mob rule can hurt too

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