So I got around to building some more wraiths out of GW spirit hosts. Here are some of them for those interested:
I now have 9 trays of them and have decided that the best way to get a lot of practice with them is to run a very wraith heavy army. This is what I ran in my last game:
Ardus IxErebus [37] 1x1
Ardus Fury [1]
Total Unit Cost: 38
Wraiths [24] 3x1
Trumpets [2]
Raven Tabards [2]
Total Unit Cost: 28
Wraiths [24] 3x1
Trumpets [2]
Raven Tabards [2]
Total Unit Cost: 28
Wraiths [24] 3x1
Trumpets [2]
Raven Tabards [2]
Total Unit Cost: 28
Reanimate Archers [18] 2x1
Combat Ingenuity [6]
Total Unit Cost: 24
Reanimate Archers [18] 2x1
Combat Ingenuity [6]
Total Unit Cost: 24
Carrion Lancers [15] 1x1
Total Unit Cost: 15
Carrion Lancers [15] 1x1
Total Unit Cost: 15
Total: 200 pts
While I think this was probably too many wraiths, holy crap was it fun to play! With Raven Tabards and Trumpets they can make really early, really sharp turns, making them a nightmare for almost anything to deal with. Here are some examples:
Kinda hard to see the dials, but the ability to make a sharp turn 1 at initiative 2 makes your opponent have to make a tough call. My opponent didn't see this maneuver coming the first time I used it and I got an easy flank the next round. Even if he does see it coming...
They still have to consider this charge which can happen at init 3 and covers a distance of 3. If the opponent has initiative you can even just crash into him with a normal init 2 turn without the charge to cancel their potential charge. There are a lot of head games here.
Here is another situation that came up. I was able to dial in a march-turn 2 at init 3 and pass through a unit I was squaring off with to get into some crossbowmen before they could shoot. Note that this can also be done as a charge at init 5, covering a distance of 4, countering the shot from an open archer unit when you have initiative. Also note that the Wraiths connect with their corner exactly in the middle of their original position. I thought that was interesting and will be using it as a frame of reference in future games when determining if I can make a maneuver work.
This situation didn't come up during the game but I did get a ton of use out of the turn 2 template. In practice I believe you can line up slightly to the side of a ranged unit like these crossbowmen and then bank out of their shooting LOS, as well as out of line with their blockers. With both Raven Tabards and Trumpets this move is at an incredibly fast init 3, meaning not much will be able to catch you before you pull it off. This has the added benefit of lining up a potential flank next round.
Here is a turn three move or charge that can be done at inits 5 or 6. Note that there is a big space covered there and you could conceivably get around medium sized units and terrain. Others on the forum have noted the distance covered by turning maneuvers with wide units and I think this illustrates it's value nicely. A charge 4 would not have covered this gap which is about 5, and just shorter than the whole ranged ruler.
A few takeaways I had from this experience:
First, Ardus' Host of Crows passive went up in value significantly in my perception. This unit (3x1 of Wraiths with Raven Tabards and optionally Trumpets) does not exist without him. The 2x2 is the only formation that naturally can have a banner upgrade. However, it is too deep to pass through a lot of things and not wide enough to cover some of these distances. If this unit is as good as I think it is, bringing Ardus will be viable in competitive Waiqar lists...
Second, wraiths are even more fun than I already thought! I have been playing with wraiths since Dec, but never in this set up, and never this many. Additionally, there were multiple games in which I just misjudged distances and didn't make the maneuvers that I thought I could. It turns out I just needed practice with them. These three units though were flying around the board like I was playing x-wing. One got a huge flank on a 3x2 of spearmen on the opponents side of the board and decimated them. Then it turned around and back tracked all the way back to my deployment in two turns, just in time to protect a unit of Reanimate Archers from the oathsworn that were on their way around my flank. Another got behind his army and kept pinning down a Tank-Thorne that it couldn't possibly kill, but just kept engaging/disengaging and dancing with him, essentially neutralizing him for the whole game.
I think I underestimated this unit...