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 Out of the portal or 2k competitive wwp list (points left)

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Belsibub
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PostSubject: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeMon Jan 09 2012, 19:13

Greetings fellow Archons
New to this forum, but I have played since end of 2:nd ed. and I started with DE since first codex.
I have allways liked Wwp and trying to make it competitive.
My main problems is the Fast choise I love all choises so I have added one from the ones I feel fits wwp the most. If you have any suggestions please add a comment.
Haemos will ride with Wrack unit and one Trueborn unit, or should one Haemo join a 10 Wrack unit that footslog and deploy?

I know that I am 166 points left and I must add another troops choise, and I was thinking of another 10 Wrack unit out from the portal or in a Raider?

Onto the list:

Hq
2x Haemos w Liqufiergun, wwp and Powerwepon - 210 points

Elites
2x4 Trueborns w 3 Blasters
Venom Sc - 316 points

Troops
9 Wracks w Liqufiergun
Raider - 160 points

2x10 Wyches w 2 Shardnet and Impaler
Haywiregrenades
Hekatrix w Agoniser - 170 points

Fast
6 Reavers w 2 Cluster caltrops - 172 points

5 Scourges w 2 Haywire blaster - 130 points

3 Beastmasters
4 Razorwings
5 Khymera - 156 points

Heavy
2x Ravagers w FF - 230 points

Talos w Chain and Heat lance - 120 points

Please feel free to add comments.


Last edited by Belsibub on Mon Jan 09 2012, 20:53; edited 1 time in total
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Thor665
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PostSubject: Re: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeMon Jan 09 2012, 20:40

You need +1 Beastmaster to field that unit as current;y set up.

I'd tend to want the RJBs to shoot mech not harass infantry - the Wyches, Wracks, and Beasts (and Talos) ought to be able to handle infantry fine as long as they can get to it.
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Maldoror
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PostSubject: Re: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeMon Jan 09 2012, 20:47

Hi there, Belsibub. I'm new to this forum too and I've also been playing this game off and on since 2nd. I'm not the best player but I've picked up a few hints from the overwhelming games I have either tied or lost Wink. I like your list because it has a ton of variety.

First things first, lose 1 True born from each squad. An extra guy is not going to matter once their venom crashes. Trust me, haha. Unless you plan on adding an extra blaster to each squad. You could do that. 3 is a good number though. Do you have 2 splinter cannons on the venom? If not, you should. Definitely worth it.

I think you would benefit from mechanized wyches more than wracks. I love wracks, I use wracks, but the best thing about them is their survivability. Wracks are awesome at sitting on objectives. They can fight most things in close combat and have a chance (except dreads and vehicles and things in cover, etc...Sad...) and liquifiers are awesome when they work, but unreliable. I think it's best to either go 10 man with 2 liquifiers if you plan on killing things with them, but you might want to save points and go with a 4 or 5 man squad in a venom to hold objectives.

Sticking with wyches...I know you want to use web portals, and I think you should. What you should do is drop the wyches by one and have the haemonculous hitch a ride with the wyches. Move the raiders 12 inches forward, drop off the haemonculi (leaving his pain point with the wyches of course) and have him drop the wwps. Now you have fnp wyches who tend to survive a bit more (tons) than foot sloggers.

Your beastmaster unit needs 1 beast master to be legal but is otherwise fine, but Thor just said that while I wrote my super long post,ha ha. Might I also suggest a venom blade on 1 of them for wound allocation's sake?

I have had zero luck this codex with bikes. Gone are the days of 2 blasters in 3 bike squads for dirt cheap. They might be ok with cluster caltrops. An extra beast or scourge squad would certainly do better, but use the reavers if you love them.

I was going to suggest a haywire blaster on the Talos, but with the rise of Grey Knights and ignoring stunned and shaken results, heatlances might work better. Scourges still need to get too close for comfort to make the melta happen. Then again, there is so much in the Grey Knights list that makes the Talos cry. I still love them and field 2 of them and a Cronos over the far more competitive Ravager.

I hope that helps a little bit. I think some of that advice may be useful. I tweak my list a lot but I usually throw things in there that I enjoy using and try to tweak it to be more effective. I'd prefer losing and tieing a lot with a list I have fun playing then winning with a boring list.
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Belsibub
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PostSubject: Re: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeMon Jan 09 2012, 21:04

Ooops sorry about the Beastmaster Smile

Thank you for all the replies.

It´s all about taste I think about Wyches as portal carrier or Wracks. I tend to think that Wracks is a better choise since they have higher survivability and should survive one turn of shooting. My thought is to go 12inch to nearest terrain (near center) and jump into cover and then release wwp out into the open.
But I agree that Wyches have more to gain from a Raider, but then they are lousy at baby sit an objective or wwp.

Good point on the Trueborns

I was hoping that my raiders should be able to zoom out from the portal and decapitate some static heavy support (ie. longfangs). But you are probably right that I should need some Heatlance.

Should i buy a raider to my (soon to add) footsloging Wracks? Should they be a wwp carrier?
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Belsibub
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PostSubject: Re: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeTue Jan 10 2012, 20:16

So I have a complete list cheers
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Grumpy Kwi
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PostSubject: Re: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeTue Jan 10 2012, 20:46

Now to confuse you even more, here are my wacky thoughts (I play mostly wwp lists).

Belsibub wrote:
Haemos will ride with Wrack unit and one Trueborn unit,

This is fine, I like the idea as it is not absolutely necessary they both ride here but still very functional. In a Dawn of War deployment you can always default to the Wrack squad. You may even default to the Wrack squad against armies that have first move or looks like they are going to shoot you to kingdom come.

Quote :
or should one Haemo join a 10 Wrack unit that footslog and deploy?

I like 2 wrack squads in my wwp lists. Usually one is mounted and the other is on foot. The one on a raider is always delivering a haemy with a wwp for an aggressive spot - idea is the wracks should allow the haemy to survive, they are tougher than the trueborn obviously.

The foot squad of wracks however can be flexible, they can either be used as an escort for deploying the wwp or they can go into the portal. The squad I use is 10 strong with 2 liquifiers and a naked Acothyst. I would choose these guys over the wyches and there is no need for them to have a raider.

Quote :
2x Haemos w Liqufiergun, wwp and Powerwepon - 210 points

If I need points I would drop the power weapons for venom blades but that is optional.

Quote :
2x4 Trueborns w 3 Blasters
Venom Sc

I too would drop 1 trueborn or add 1 blaster. I now put these guys in the portal but thats my playstyle.

Quote :
9 Wracks w Liqufiergun
Raider


I would drop to 8 wracks and turn one into an Acothyst but that is optional.

Quote :
2x10 Wyches w 2 Shardnet and Impaler
Haywiregrenades
Hekatrix w Agoniser

This is what I run when I have a wych squad in the portal. Haven't tried 2 yet.

Quote :
6 Reavers w 2 Cluster caltrops

Now here comes the wacky advice that everyone should cringe at...include 2 heatlances. Ouch! Think of it as the squad's first priority is to caltrop but if they get the chance or if there is no good unit to caltrop then you got 2 meltas to pop something (if not then you are only wasting 24 points).

I kind of believe that units that come out of the portal have to be flexible to handle the random nature of reserves and random target selection and this guarantees you they can handle anything stupid enough to get close to the portal. Often times I find myself caltropping longfangs and end up in the opponents deployment zone and from there I have a wonderful selection of either caltropping some more or shove 2 heat lances up some tanks arse. Just love these guys in the wwp!

Quote :
5 Scourges w 2 Haywire blaster

For me, a 12" move from the portal plus the range of the haywire blasters is a waste, do need that kind of range out of a portal unit unless you were going to just drop the portal in the deployment zone. I switched to 2 heatlances and never looked back. I declare them "deepstriking" and when their turn to arrive is ready I decide if I can get close enough by using the portal. If not, then I deepstrike to get rear armor shot but I am really hoping that the portal is close enough. Haven't had a problem with the heat lances getting into melta range as long as one of your portal carriers is on a raider.

Quote :
3 Beastmasters
4 Razorwings
5 Khymera

Perfect, love them out of a portal.

Quote :
2x Ravagers w FF

Ok. I prefer 2 Talos and 1 Ravager but that is just preference.

Quote :
Talos w Chain and Heat lance


This is my second favorite wwp Talos setup. My first is instead of the chainflail you get a twin-linked liquifier - wacky, I know. It is cheaper and I net more kills with it than the result of the chainflails do for me. Again, the liquifier gives the Talos flexibility to deal with infantry or armor in the shooting phase and we already know it can handle infantry or armor in the assault phase. I have just killed more with the liquifier before the charge than I do after it. Trivial? yes but if do not end up using the liquifier then you are only wasting very little points.

So yes, I think a 10 man wrack squad on foot is what I would take and then use the remaining points to do some of the changes I suggested. I would not primarily put the Haemys inside with the Trueborn but I do not use Trueborn on a Venom much so that is your call - I think the Trueborn should be free to move as they like and not make the opponents job of shooting at them obvious (who wouldn't want to pop a venom full of blasters with a wwp inside? On the other hand, the opponent would have to pick between shooing the wracks with the haemy or shoot at the Trueborn. Personally, I would put the Trueborn squads in reserve and just have them enter the same time as the portal units - if I got to change the unit at all, I would drop the venom and put just the Trueborn into the portal, woot!
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Belsibub
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PostSubject: Re: Out of the portal or 2k competitive wwp list (points left)   Out of the portal or 2k competitive wwp list (points left) I_icon_minitimeWed Jan 11 2012, 05:30

Thank you Grumpy, I was hoping you would comment this list. I´m an old lurker and thought you have good understanding about wwp affraid

My initial thought is to have Scourges on the table (behind cover) and hopefully stunlock vehicles.
My thought is to have some kind of weak alpha strike with my Trueborns, Scourges and Ravager, and to take some heat from my wwp delivry units.

Units that I should remove completly and add something else?
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