Friday, December 24, 2010

The Wracks

This is a unit I am very happy to see in the codex. It is also a unit I would run 3 squads of and would enjoy making models for, the Wracks. Well neither pic below is the Dark Eldar variety, but they were what Google gave me for images.
 
A not so scary set of torture racks




Torture Racks


For the cost of a dime we get a unit with WS, BS (why a BS skill?), tough, and initiative of 4. They have only one wound and one attack (but come with 2 close combat weapons) a 6+ save, leadership 8, and strength 3. They also have the standard power through pain and night vision. They can also run in squads of 3-10. So why do I like this unit? Well besides they are small Frankenstein monsters, they have a few fun rules.
First is altered physique, which gives them a pain token to start. So feel no pain is nice to start the game with. It helps off set the horrible 6+ save.
Next is the fact they come armed with two close combat weapons that are poisoned 4+. This is awesome and helps with their strength 3. Sure, they don’t get the cool re-roll poison against marines and higher toughness, but they also have a 50/50 chance to wound. That is better than needing 5’s, 6’s or not even being unable to wound due being 2x +1 tough vs. strength (or double tough vs. strength it depends). They, if they hit, have the potential to take down a lot of targets. I say potential, since everything will get armor saves.
What else can these guys get? Well they have the standar upgrade, the Acothyst. He costs as much as a standar Wrack to upgrade gives +1 attack and +1 leadership. For the low cost, why not take one? Any leadership bump is good, even if it is only from 8 to 9. Plus he gives the option to take special upgrade weapons. Sure he can take the usual suspects; the venom blade and agonize. Then there are the “arcane-ish” weapons. The first two justify the need for a ballistic skill, but why do Wracks, outside of the Acothyst, need a BS of 4?
Stinger Pistol which is a pistol that wounds on a 2+ is one shot and there you go. It is what it is.
The Hexrifle is interesting as it has a 36” range, sniper, poison and assault one. If it causes an unsaved wound, that model must take a wound test (roll under their base wound stat) or be removed from play. There are no saves of any kind that can stop this ability. This sounds fun, but it doesn’t ignore armor. It also does not take away a close combat weapon, so the Acothyst can still fight with his close combat weapon bonus. It is fun if it works, but do not put too much faith in it. I can see it being used to keep independent characters in squads and put some fear into multi-wound models with average to poor armor.
A Flesh Gauntlet has an awesome description of what it does. It causes extreme growth, unit the target basically outgrows their body and explodes in a maelstrom of gore! AWESOME! It a poison 4+ weapon and causes instant death regardless of toughness if it causes an unsaved wound. So it is much like the Hexrifle in that it will scare multi-wound models with an average to poor armor save.
The Scissorhand looks to be my favorite choice as it is poisoned at 3+. It also can be used along with close combat weapons meaning it gives an extra +1 attack. Mr. Acothyst would be running with 4 (5 on the charge) attacks that wound on 3+. I like this option.
Now we have the Electrocorrosive Whip which is a power weapon, but strength 3 ick. It does have the ability to ½ the targets strength if it causes an unsaved wound. This is nice. However, it only lasts that round and is coming from a strength 3 attack.
Last is the Mindphase Gauntlet. This thing does no real damage. Seriously it doesn’t. I does for every hit scored force the target to take both a leadership and a strength test (roll under both). If any of these fail, then the model may not attack further that round. Having to roll leadership and strength per hit scored is also nice, as eventually they will miss a roll and stop their assault. It is nice to keep people from attacking, but it lasts only that combat round and you need to have a higher initiative to really take advantage of this.
So the Acothyst (who names these things really) can take many options, but the favorite for me looks to be the Scissorhand for the 3+ poison and extra attack.
The squad itself can take only one weapon option, the Liquifer gun. One in five Wracks can carry this weapon, and it doesn’t replace a close combat weapon so they will not lose the extra close combat attack. This is strength 4 flamer with a variable AP and is as cheap costs as much as a Wrack or Acothyst, it is cheap.  If you have been following these reviews, then you know I dislike random and variable rolls. However, I’ll let it slide here. This weapon used to be only available to Haemonculi, and did the same thing. The variable AP is nice since ½ the time it will ignore power armor, which appears to be the prevalent armor in most gaming circles.  It also requires no ballistic skill roll. Which is another reason why, I wonder, do Wracks need a BS 4? Sure it is nice for the Acothyst if he wants a Hexrifle, but regular Joe Lunchbox Wrack could have a BS 1 and skill hit with his Liquifer. Maybe it would lower them a point or two thus making them too cheap? Who knows why?
These guys can also take the Raider or Venom for transport. I’ll get to the use of these things one day. Hopefully.
Last is the ability to be used as troops, if a Haemonculus is a HQ choice. Wait…cheap-o troops that come with feel no pain to start? Cheap-o troops (if you run them in squads of 3 but that to me is madness) that need to only a cheap-o HQ and that leaves open more points to spend on other units and stuff. Yes! I like this ability the best.
So if I run (and will if I ever play this army again) a unit of Wracks what would they be like? Well ten Wracks, Acothyst with Scissorhand, and two Liquifer Guns. I think two squads like this if not three or four with a Haemonculus or two leading them, giving them an extra pain token if in the squad, (Thank you furious charge) and more than likely half coming from a webway portal. Their multiple poison close combat attacks, feel no pain to start, possible AP 3, 2 or 1 flamers and modeling fun really make me like this unit.

ADDENDUM: After a look at my codex, the Liquifer Gun does replace a close combat weapon.  I apologize for this mistake. I still feel they are worth the cost and the loss of one poison attack, shouldn't hamstring a full squad of these guys.

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