Hexwraiths in groups of 10?

  • The masquerade of murder returns! A new game of Vampires Amongst Us has begun. Unmask the killers, trust no one, and try to survive the night. Find out more and sign up now!

Vampire Ron

Grave Guard
Sep 28, 2011
279
Zombies
185
I always see it suggested that Hexwraiths are taken in groups of 10 at the moment. Now, I obviously see the added protection from magic missiles etc, but this is in stark contrast to the judgement a while back where units of 5 were advised in order to enhance mobility. When in groups of 10, you rely far more on staying within range of the general, am I right?
 
Not sure what you're getting at. But what I am sure is that taking 10 means they put out a lot more damage. I just played a game with two units of 10 against Warriors of Chaos and it went amazingly.
 
I have always used 2 units of 5 instead of 1 unit of 10. They are fast cav and move nicely for taking out war machines and chariots. Not to mention it is more distraction for your opponent. And it gives you another drop in the deployment phase.
 
10 actually survives enemy attention for a bit, which is a critical advantage in a VC army, given that you can bring stuff back. I'm not that big a fan of Hexwraiths, but 10 strong seems to be the way to do it.
 
Either way is fine, it can depend heavily on your local metagame. I'm seeing a lot more generals including them in lists now since there are so many 1+ armor save units running around.
 
As an additional aside, taking 10 (Formed up 2x5) as appose to one or two units of 5 means that you can keep them within range for the march since their "Unit Foot-print" will be larger with the extra rank. So, considering mobility, it might not entirely be a detriment.

But from my experience with Etheræls, I certainly want the unit large enough to not accidentally get blasted off the board by a lucky thunder-bolt or some crap.
 
Tomfoolery said:
I suppose it would depend if the meta supported a RaW interpretation of IoN or not by way of the recent FAQ. I now have 30 Hexwraiths. You don't want to know how I field them.

Horde? :thumbsup:
 
Tomfoolery said:
I suppose it would depend if the meta supported a RaW interpretation of IoN or not by way of the recent FAQ. I now have 30 Hexwraiths. You don't want to know how I field them.

5x6? ;-)
 
Max unit size for Hexies is 10 so I doubt that... Surely by having 2 ranks though, it means you can never actually get through an enemy unit unless you can march?
 
I used to field them in groups of 10, but then I was sick of using my scroll T1 by silly things like a boosted Shems spell.

They're like HE sisters (Though Sisters can probably pick off a unit of 5 hexes no prob)... expensive magic missle magnets... Heck, even Flame Cage would lift Hexes if they moved.

Hex weaknesses:
Lores: Fire, Metal (Enchanted blades spell WWRRREEECKS them), Light, Death (I1), Shadow, Big Wagg (Stomp and Fists of Gork give magic attacks to the +3), and ANY other lore that has at least ONE magic missile.
OK: Firebellies, Dragonhide Banner Breath Weapon
HE: Sisters, Reaver bow, Loremaster, 2d6 S4 bound Spell (3)
VC: Gaze, Blenders, static res from zombies
DoC: Hexes are borderling useless
WoC: Ensorcelled weapons, Daemonic attacks, Hell Cannon magical template, heros, DPs, most Daemonic Lores, ENSORCELLED WEAPONS
Lizzies: See Lores above (If yoiu run into a Party Slann on Light... don't even bother deploying them)
Empire: See Lores above, light council
Dwarfs: Runes = Magic Artillery
Chaos Dwarfs: Hellbound
DE: I see alot of xbow units with enchanted blades, lifetaker
Skaven: Warp Spikes, WLC, Vermin tide (I was on the receiving end of this before... not fun), Plague, Gutter slings etc etc etc

Now I field them in units of zero :slapface:

But when I did field them, they were 10 strong with a champ, yiedling 310 VPs to my opponent.

In uncomped settings I supposse they have a place though with, say, 2 TGs soaking up damage as well... but that's gettign silly lol
 
I noticed Bretts aren't on your list there. I found them useful against them because except for Characters and grail knights there's not much magical attack in the Brett army.
 
I never play against Brets, or Wood Elves (Hail of Doom arrow melts them) for that matter... but I suppose there's the off chance I get paired up against them Round 1 of a tourny.
 
I have run 2 units of 7 in my most recent tourney lists. 7 is the best number for me, I don't worry too much about MM, because between vanguard, march, and Vanhels they are typically way past any flank defense an opponent has and out of charge arcs. If my opponent chooses to turn their whole battle line to shoot at them I've already won!
Sure 20 is nice, but 14 is also good and saves you 180 some pts. That's a lot of choices there!
 
RobTheWise said:

landisx said:

Vampire Ron said:
Max unit size for Hexies is 10 so I doubt that... Surely by having 2 ranks though, it means you can never actually get through an enemy unit unless you can march?

1x10. 3 units right across the front of the deployment zone and run your ass off. Being able to pass through whatever you want mean you never really have to reform for terrain. The ememies LoS gets thrown right out the window.
 
While we're talking about a Hexwraiths screen, and being silly, just a QQ (Quick Question):


If a cannon (Non-magical for this sake) falls in front of an Etheræl unit before the bounce, does the shot get negated since it can't wound the Etheræl? Or does it go though it (Which would make sense, flavor wise, since they.. go though things)?

Just curious off hand.
 
Tawg said:
While we're talking about a Hexwraiths screen, and being silly, just a QQ (Quick Question):


If a cannon (Non-magical for this sake) falls in front of an Etheræl unit before the bounce, does the shot get negated since it can't wound the Etheræl? Or does it go though it (Which would make sense, flavor wise, since they.. go though things)?

Just curious off hand.

Goes through as they are not montrous
 
geordieclubba said:
Tawg said:
While we're talking about a Hexwraiths screen, and being silly, just a QQ (Quick Question):


If a cannon (Non-magical for this sake) falls in front of an Etheræl unit before the bounce, does the shot get negated since it can't wound the Etheræl? Or does it go though it (Which would make sense, flavor wise, since they.. go though things)?

Just curious off hand.

Goes through as they are not montrous

Ah, monstrous is the key? Or is it anything with multiple wounds? Come to think of it, are Monstrous things the only ones with multiple wounds besides hero/lords? But on that point, it is important to know that a cannon ball that fails to wound a character in front of a unit does not block the shot for the troops behind him, ne? Well, good to know at anyrate, thank you :pumpkin:
 
Tawg said:
geordieclubba said:
Tawg said:
While we're talking about a Hexwraiths screen, and being silly, just a QQ (Quick Question):


If a cannon (Non-magical for this sake) falls in front of an Etheræl unit before the bounce, does the shot get negated since it can't wound the Etheræl? Or does it go though it (Which would make sense, flavor wise, since they.. go though things)?

Just curious off hand.

Goes through as they are not montrous

Ah, monstrous is the key? Or is it anything with multiple wounds? Come to think of it, are Monstrous things the only ones with multiple wounds besides hero/lords? But on that point, it is important to know that a cannon ball that fails to wound a character in front of a unit does not block the shot for the troops behind him, ne? Well, good to know at anyrate, thank you :pumpkin:

you need to be monstrous or be a monster in order to catch a cannonball. Chariots, war machines, multiple wound models etc. none of them are enough.


there are models that have more than 1 wound that aren't a character or monstrous. Cairn wraiths for instance.
 
While we are on this subject, hexwraiths healing with IoN is one wound per casting. This has been FAQ'd. I know the whole argument is 1 wound per model. But in the rulebook vampiric, ethereal and large creatures use the same rule. In the FAQ, it clearly uses the blood knights as an example of a unit that only ever gets 1 wound.

So how is RAW at this point level+1, when it has been cleared up as its not?
 
I think most players realize the intent of 1 model for ethereal vampire ect. Thats why i like multiple small units instead of large units of hexwraiths whraiths and ghostswarm because then you can replace 1 wound to each unit per casting.

Now keep in mind if you do vargheists you can replace 1 wound with the casting and then 1 additional wound from the lore ability since they are multi-wound models.
 
The confusing part that leaves it RAW 1+level raising is the fact that the FAQ clearly specifies it is only refering to Vampiric Units.

"Q: For units such as Vargheists and Blood Knights (which are
Vampiric)
, does a successful casting of Invocation of Nehek enable
them to regain 1 Wound per model, or 1 Wound in total? (p60)
A: A Vampiric unit can never regain more than 1 Wound from
Invocation of Nehek." - GW Vampire Counts FAQ from April..Link to Gw's "Shrine of Knowledge" page with the Faqs

If they left out the vampiric bits, we could then assume they also meant ethereals etc..but they were too specific. It really wouldn't have been too hard to add ethereal into the FAQ either..
 

About us

  • Our community has been around for many years and pride ourselves on offering unbiased, critical discussion among people of all different backgrounds. We are working every day to make sure our community is one of the best.

Quick Navigation

User Menu