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Fir Iolarion Titan Clan 4.2.6

 Post subject: Re: Fir Iolarion Titan Clan 4.2.6
PostPosted: Thu Oct 04, 2018 4:53 pm 
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Norto took a formation of the 4.2.6 Wraithknights in our recent game with CW Lugganath. They were equipped with the dual Wraithcannons as this seems to be the most effective loadout. Overall they seem a bit fragile, but then again they were set up front and centre, making them an easy target. I'd advocate for a 5++ save and a 5+ Holofield on them.

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 Post subject: Re: Fir Iolarion Titan Clan 4.2.6
PostPosted: Thu Oct 04, 2018 10:29 pm 
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Gunslinger9 wrote:
Could initially the current ones just be left Holofield (3) which would be no change? That would allow people to do other stuff with Knights, and work out Reverents/Phantoms/Warlocks later....maybe even Engines of Vaul...

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Harry



Yes that true too..but I still feel the Revenants can do with a tweak.. :)

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 Post subject: Re: Fir Iolarion Titan Clan 4.2.6
PostPosted: Fri Jun 21, 2019 9:30 pm 
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Well its been forever but I have more thoughts and would like feedback.

1) Holofield (x)

Has anyone managed to play this idea? I have and I find that anything other than 3+ needs that RA back up. Revs and Knights without RA fall apart under fire with weaker Holos in the games I have played. I often find myself testing against Steel Legion so my worry is both sniper TK and heavy AT volume.

Weaker fields makes Shadowswords much more deadly regardless of RA but since they can be novaburned by Revs I don't mind. AT fire from Lemans vs Rev Twins is horrifying and while I don't see anything wrong with a Sustain within 45cm from them breaking my Twins, the fact that usually they just kill the formation has been disheartening and the Lemans can generally break Revs at will with a 4+ save.

My goal isn't to laugh off that kind of firepower, just to have a chance at making my opponent use 2 formations to ruin my day.

2) Knights

I find the load outs to be fairly balanced though what I keep seeing and hearing is that the Wraithcannons are the best. FF MW is pretty badass but given its a bigger version of what wraithguard have I feel that is what it needs to be.

Suncannons are a little lackluster due to the fact that you really don't need Knights to be staying at 45cm and shooting. You want to get that MW FF support or the TK CC attack. Anyone have an opinion on increasing them to AP 3+/AT4+ and dropping them to 3 attacks? I think keeping 4 and thus having the same number and strength of attacks as a Phantom with 2 Titan Suncannons is too much even with reduced range so the wiggle room is narrow here.

Points should probably go back to 375 as well. 350 puts them at the same cost as Wriathlords with similar toughness, better shooting, way better movement and better Assault and Support options.

3) Wraithlords

I love Lord Harriers. They run at the enemy and burn, burn, burn until they die. I especially enjoy air assaulting them in a Vampire Hunter with Knights or Revs nearby to support. Its an expensive setup but so satisfyingly effective. Once on the ground the harriers go for the Blitz and try to survive on it.

Harbingers make great blitz guards though I have received complaints about their AA. The reasoning seems to be that the formation is much more resilient than similar AA formations and that you can include them in Harrier formations to push your umbrella forward.

My thought is that the actual effectiveness of the AA is limited. 4 shots at 6+ is nothing like a Hydra battery's 6 at 5+. Shooting at grrund targets is similarly weak with 2/3rds as many shots at -1 each to hit. Resilience is really their entire point and the AA mainly provides some protection against air attack against the back field or allows Lords and Knights to move away from their Titans.

I'll keep playing and I hope to get a Batrep done this weekend.


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