How Useful is the Eldar Wraithknight in a 40K Game?

Eldar Wraithknight

There is little doubt that the star of the recent 6th Edition Tau Codex is the the XV104 Riptide.

The Riptide is a great model. It has a great variety of weapon-options, all of them useful in one way or another. It is hard to find a Tau army without a Riptide these days.

With the Eldar Wraithknight, Games Workshop tried to one-up themselves: Bigger, Badder, Better.

I am not sure if they succeeded.

Painters around the world clearly have fun with the miniature (and it is big!), yet the Wraithknight struggles (at least by my casual observation) to make it into the majority of 6th Edition Eldar army lists. No matter how often I go over the Codex entry, I always come away a bit underwhelmed.


#1 – Eldar Wraithknight Basics

The Wraithknight is a Jump Monstrous Creature (and the Tau Riptide a Jet Pack Monstrous Creature… I wonder what is next?). It’s worth keeping the following things in mind.

  • Monstrous Creature: The Wraithknight obviously gets all the perks of a Monstrous Creature, such as Hammer of Wrath, Smash or the ability to shoot two weapons (though the Wraithknight can actually carry up to four weapons, which is a bit of a waste).
  • Very tough, poor saves: The Wraithknight is very tough and has a lot of wounds, though it comes without an invulnerability save by default. This makes the Wraithknight very hard to take  down with “regular” firepower, though it is surprisingly vulnerable to things that specialize in killing high-toughness targets. Grey Knights would love to hunt this one down.
  • Very large model: Stating the obvious, I know. The Wraithknight is fairly mobile, but your table would need spectacular terrain to give the Wraithknight good cover options. With only a 3-up save and no places to hide, those Krak-Missiles will surely follow it on every turn.
  • No Vehicle Equipment: Eldar are far more stingy with their upgrades than the Tau. Wraithknights (like the new Eldar Flyers) cannot go shopping in the Codex armoury.

#2 – Eldar Wraithknight Weapon Options

The Wraithknight essentially comes in three main variants:

  1. Two Heavy Wraithcannons (default)
  2. Ghostglaive and Scattershield
  3. Suncannon and Scattershield

The default Heavy Wraithcannons – to me – lacks the “wow” effect of the alternatives. Though Str. 10 shots are nothing to scoff at, things like Bright Lances are easy to find in the Eldar Codex. The Wraithcannon’s Distort rule means less on a high-strength weapon and, ultimately, two Heavy Wraithcannons are only two shots a turn.

Good enough, if you plan to use the Wraithknight to draw fire away from the rest of your army. Not good enough – relative to other ways to spend these points in the Codex – for the killing-potential.

The Ghostglaive and Scattershield option adds a much needed 5++ (though it is worth remembering that the Scattershield will blind your own troops too). The Ghostglaive itself is a bit of a head-scratcher, as they Wraithknight already has Str. 10 and ignores armour saves. The Master-Crafted re-rolls are the main (and only) benefit to the Wraithknight.

Now the it can chop things. Given how vulnerable the Wraithknight is in close-combat against things like Instant Death Power Swords however, he still can’t compete in its own point-cost class.

I wouldn’t use a close-combat Wraithknight. For such a big sword (miniature-wise), something more unique would’ve been nice.

The Suncannon and Scattershield appear to be the best fit, though it is also the most expensive option. The Suncannon gives the Wraithknight an extra 12″ range over the Heavy Wraithcannons. The Scattershield at range helps make up for the (likely) scarcity of cover saves.

Of course, at the end of the day, the Suncannon is just a fancy Plasma Cannon, and you’re spending close to 300 pts. to get it into the list and it clearly pales in comparison to the (nearly 100 pts. cheaper) Ion Accelerator Riptide.


#3 – Verdict

I am clearly biased by how much fun the Tau Riptide is. That said, Games Workshop themselves suggested the comparison. Both vis-a-vis the Riptide and compared to other Eldar Codex entries (the Heavy Support section is packed!), the Wraithknight comes out surprisingly lacklustre.

The Wraithknight probably isn’t as bad as .. say .. Mandrakes or Mutilators. It is oddly underwhelming for a new unit though, and I doubt it will see a lot of use on the table for its rules (as opposed to for its miniature. Unlike Mutilators, the Wraithknight has that going for it, at least).

  • Do you agree? Disagree? Did I miss something obvious?
  • Would you use the Wraithknight in your army? Or even two?
  • If so, how would you equip it? In what role would the Wraithknight work best?

Leave a comment and let me know what you think!

Z.

Image: Eldar Wraithknight painted by Jon Law
Zweischneid

Zweischneid

I am Zweischneid. Wargame Addict. Hopeless painter and founder of Pins of War. I hope you enjoyed this article. Don't forget to share your favourite miniature pictures and wargaming videos at www.pinsofwar.net.
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  • Bob

    Monstrous creature attacks do not ignore armour saves, they only get AP 2 when smashing. The point of the sword is to utilize all of the wraithknight’s attacks, at AP 2, with a reroll on one of the dice.

    • DarkStarSabre

      Incorrect Bob. Monstrous Creatures get the Smash USR which counts ‘all close combat attacks except for Hammer of Wrath’ as AP2. The Smash attack is simply an extra feature. As a Tyranid and Chaos player this is something I paid a lot of attention to when the rulebook came out. Otherwise the majority of the Tyranid codex as well as Daemons and CSM Daemon Princes would be useless.

    • http://pinsofwar.net/ Zweischneid

      Ok. Ignores Armour Saves was worded poorly. Still, a weapon that gives +1 Str, AP2 doesn’t add anything to a Str. 10 Monstrous Creature. It has the Master-Crafted, a given, but it’s still a far cry from… say.. a Nemesis Greatsword.

      • Chris

        You might want to check that again. If the model with this USR already has an AP2 attack it gets upgraded to AP1 making this especially nasty against vehicles.

        • http://pinsofwar.net/ Zweischneid

          Really? Which USR upgrades AP2 to AP1?

          • Chris

            Sorry this was me mis-remembering the section in Smash rule in brackets about AP 1 weapons. I thought the Smash rule increased you to AP 1 if you already had AP2. No it does not.

  • archied

    I want one for the modelling and painting and occasional use. But in game terms, i just cant look past the fact that i can get 2 fire prisms for the cost of one wraithknight.

  • disqus_I1VIVQiPZK

    I still don’t understand why everyone makes such a big deal about the riptide, it is too big to get cover saves most of the time, its ion accelerator cannot kill anything fast enough on normal and when you overcharge or nova charge you will on average scatter 4″ so most of your shots will miss, plus you have a 50% chance of burning yourself if you combine nova roll with gets hot, and it can fire 3 weapons but can only have 2, not to mention its 5++ save isn’t going to keep it around for very long

    • http://pinsofwar.net/ Zweischneid

      I think the Riptide synchs very well with the 2-part game of “defend home-objective”, “challenge-opponents-home-objective” so many 40K games these days revolve around.

      It gets no cover, but 2+/5++ is a lot better than a 3+, especially as the Riptide is much more uncompromisingly tuned to sitting in the backfield, where the majority of threats to MCs with this sort of stat-line is still CC by and large (nemesis force weapons, blobs of rending Daemonettes, even tarpit-units like Wyches.. it’s not like you need to kill (!) the Wraithknight).

      • disqus_I1VIVQiPZK

        True but it doesn’t take much for the enemy to close with it either, I tried both main weapons against nids and despite the heavy burst cannon only firing in over watch I still feel it was more useful than the ion one

        • wibbling

          They’ve different roles, really. The Ion is fantastic for slow, clumped and anti armour. The Burst is great against troops and tough monsters.

          Both the wraith knight and Riptide suffer from getting caught in close co. If I (as a daemons/guard) player can trap you in close co with melta/poisoned weapons the big monster simply doesn’t have the attacks.

          It’s also been nobbled by 90 points of infantry.

          The key to getting the best from these big things is using other units in combination, so Howling Banshees as support troops, Kroot as blockers. Just by 2p.

    • Man, you’re dumb.

      You *really* need to learn to math before you open your mouth. On average scatter of 4″ minus the 33% chance of rolling a hit, and even then it can be boosted significantly with market lights (you DO have marker lights don’t you?).

      Also, even if you scatter 4″ with a 2.5″ template… ‘most of your shots missing’ isn’t going to happen.

      Lets do some more math, since you can’t quite figure it out. you have a 1/3 chance of rolling a 1-2 for your nova charge, which is 33%. Nothing you can do about that, unless you spent the points to get Feel No Pain. Then you have a 1/6 to roll a 1, followed by another 1/6 to fail your armor save. Thats 1/36 chance of taking a wound.. which is a total of 35.7% chance of wounding yourself.

      Please re-think the next time you post.

      • wibbling

        1 in 36 is not 35%. While what you are saying is relevant, there’s no need to be rude.

  • Geil

    As a MC the Knight only needs to stick its foot (knee) in cover, to get a coversave.
    So how large is does not matter that much.

  • Eldar Player

    the point behind the wraithknight seems to be it’s unholy in close range combat and could slay daemons like crazy, that sems to be the point of it

  • NCDarkness

    point for point? Wraithknight > Riptide; sorry

    Wraithknight with Scattershield, Suncannon, and Scatter Laser [300]

    Riptide with Twin-Linked Plasma Rifles and Ion Accelerator [185]

    Wraithknight: WS 4, BS 4, S10, T8, W6, I5, A4, LD10, Sv 3+/5+
    Riptide: WS 2, BS 3, S6, T6, W5, I2, A3, Ld9, Sv 2+/5+

    In terms of firepower:
    wraithknight: 36″ S6 AP6, H4, 48″ S6 AP2 H3 Blast (treat as twin linked if Scatter laser hits)
    riptide: 24″ S6 AP2 RF, 72″ S7 AP 2 H3

    In terms of close combat:
    Wraithknight: WS 4, S10, I5, AP 2, A4
    Riptide: WS 2, S6, I2, AP 2, A3

  • parker

    imagine 3 wraithknights in a 1500pt game deepstriking on objectives….

  • parker

    1 wraith knight is not effective but 3 in a small point game where people wouldnt exspect it would be devistating

    • http://pinsofwar.net/ Zweischneid

      Perhaps. But that’d be a fairly expensive one-off trick to build, and you’re club/friends/gaming-pals will surely know what to expect the week after.

  • Skeggitheyeti

    I’m a big fan of the wraithknight. It plays for me the role of fire magnet, leaving most of my squishy Eldar unmolested as they move up the table into firing range. Not to mention the laser lock with suncannon can obliterate terminators. I wasted a squad of ten space wolves in terminator armor in a single shooting phase thanks to those scatter dice re-rolls. Run that big sucker straight at their army. Panic sets in, then turn two storm in the wave serpents and punch your opponent in the babymaker