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Britishgrotesque
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PostSubject: Wracks change   Wed May 31 2017, 19:09

Sorry if this has already been confirmed, I have been looking but no one seems to be discussing it.

As the leaks page is cut off on the top of the wracks datasheets, no one may have noticed, but it appears that they are now a troop choice.

Does this mean a full coven list is now easily doable? Also we now have a t4 (5 with a haemonculus nearby) assault troop choice with a 5+ invulnerability. Sorry if I'm wrong. Someone check it out and let me know if I'm just blind.
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organicpesticide
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PostSubject: Re: Wracks change   Wed May 31 2017, 19:17

They also have access to 2x Ossefactors + 1x Hexrifle in a squad of 10. And since you can split fire now, you can do whatever.
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Britishgrotesque
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PostSubject: Re: Wracks change   Wed May 31 2017, 20:22

I'm really looking forward to having 3 distinct flavours which we can mix and match with.
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Archon_91
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PostSubject: Re: Wracks change   Wed May 31 2017, 20:58

Britishgrotesque thank you! Very Happy that's my thoughts exactly ^.^
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Gherma
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PostSubject: Re: Wracks change   Wed May 31 2017, 21:25

Another "wracks related" important thing to notice is that coven raiders and venom get +1T too if an haemonculus is near

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CptMetal
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PostSubject: Re: Wracks change   Wed May 31 2017, 21:29

what?? really??

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TheBaconPope
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PostSubject: Re: Wracks change   Wed May 31 2017, 21:42

This is slightly tangential, forgive me.
But what are you all's opinions on the new Ossefactor mechanic? Mortal wounds were always nice, but I quite liked the previous rules..I always thought of it as our equivalent of grav (the tougher the target, the more damage potential)

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Gherma
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PostSubject: Re: Wracks change   Wed May 31 2017, 21:45

@CptMetal wrote:
what?? really??

Seems pretty weird but I read the rules many times and this seems perfectly correct. If the raider/venom is taken as transport of a coven unit it gets "coven" tag. Haemonculus gives +1T to all the "coven" units.

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Talos
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PostSubject: Re: Wracks change   Wed May 31 2017, 22:10

wierd, but cool
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Archon_91
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PostSubject: Re: Wracks change   Wed May 31 2017, 22:11

And suddenly "coven" becomes our "mark of Nurgle" o.o but I will say that is pretty awesome
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TeenageAngst
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PostSubject: Re: Wracks change   Thu Jun 01 2017, 01:26

Toughness is a pretty meaningless stat now so that buff isn't as good as you think. The Wych Cult one is better.

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|Meavar
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PostSubject: Re: Wracks change   Thu Jun 01 2017, 11:31

t5>6 is quite big with the large amount of s5 (hbolters and tau) and s6 (eldar) I am seeing.

I cannot find where it mentions you have to be the same keyword as your transport?
It sounds strange but can you have a coven venom and have kabalites in it? I must be missing something.
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Tounguekutter
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PostSubject: Re: Wracks change   Thu Jun 01 2017, 18:31

Weird though it may be, it does make some sense that Haemonculi would invest in tougher transports to protect their precious works of art - until they can die in beautiful gore of melee combat.

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Dark Elf Dave
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PostSubject: Re: Wracks change   Tue Jun 06 2017, 20:54

I also noticed when looking at the data sheets that a haemonculous could potentially buff a venom or raider.

I just didn't think it would end up being correct.
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4thDimensionWizard
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PostSubject: Re: Wracks change   Wed Jun 07 2017, 06:00

@TeenageAngst wrote:
Toughness is a pretty meaningless stat now so that buff isn't as good as you think. The Wych Cult one is better.

What is the wych cult one? Is there a kabal one?

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CurstAlchemist
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PostSubject: Re: Wracks change   Wed Jun 07 2017, 06:53

Succubus, Brides of Death: "In the fight phase you can re-roll all hit rolls of 1 made for friendly <Wych Cult> units that are within 6" of the model."

Archon, Overlord: "All friendly <Kabal> units that are within 6" of the model can use its leadership instead of thier own."
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Britishgrotesque
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PostSubject: Re: Wracks change   Thu Jun 08 2017, 07:19

I don't have enough wracks to test to see if they are viable as a stable troop choice. Has anyone tested this out yet?
Are they tough enough?
Too expensive?
Do their ranged weapon feel effective?
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Dark Elf Dave
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PostSubject: Re: Wracks change   Thu Jun 08 2017, 09:47

Depends how you play the game really.

Wracks certainly won't work in a gunboat army...neither will Wyches for that matter. But they will work fine if you transport them in a raider and get into combat fast.

Wracks are very tough if you play them alongside a Haemonculous and I do plan to do that with mine. We need to take two HQ choices now so I think for me a Haemonculous is first pick alongside some Wracks who can use his buff.

Wracks are the most expensive troops we have but can end up being the cheapest squad after you add heavy/special weapons to the other troop choices.

I think they are all solid troop choices, all have their merits. It will mostly depend on how you like to play, who you are playing and which ones you like the look of the most!
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Jimsolo
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PostSubject: Re: Wracks change   Fri Jun 09 2017, 01:47

Hellstrom has had a few games and is reporting groovy success with the wracks. Things might be looking up for us!
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