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 WWP has to work!

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Kinnay
Wych
Kinnay


Posts : 626
Join date : 2011-06-06
Location : Hamburg, Germany

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PostSubject: WWP has to work!   WWP has to work! I_icon_minitimeWed Aug 17 2011, 18:40

Well, it's like 95% WWP, but it has to!
What do you think of this:

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- Haemonculus with Shattershard and WWP (in the Grotes)
- Haemonculus with WWP (in the Venom Wracks)

- 4 Trueborn with 4 Blasters
- 4 Trueborn with 4 Blasters
- 6 Grotesques with Liquifier and an Aberration with Flesh Gauntlet

- 10 Wracks with 2 Liquifiers and an Acothyst with Agonizer
- 6 Wyches with Haywire Grenades and a Hekatrix with Agonizer
- 6 Wyches with Haywire Grenades and a Hekatrix with Agonizer
- 3 Wracks in an unupgraded Venom
- 3 Wracks in a Raider with Dark Lance, Shock Prow, Enhanced Aether Sails and Flicker Fields

- 5 Scourges with 2 Heat Lances
- 5 Scourges with 2 Heat Lances
- 4 Beastmasters with 5 Khymaeras and 6 Razorwing Flocks

- Talos with Chain Flails and a twin-linked Heat Lance
- Talos with Chain Flails and a twin-linked Heat Lance
- Cronos with Spirit Vortex

Total: 1996 points


Here's the plan:
In Dawn of War, only the Venom Wracks deploy with the 'naked' Haemo - as far forward as possible, dropping the portal asap. Everything else comes in from the portal, except for the Raider Wracks, who come through normal reserves, hide and grab backfield objectives. In every other deployment setting, the Grotes deploy as well, acting as the second line portal droppers, reacting - slowly - to enemy movement.
I have 8 Blasters, 6 Heat Lances, two (and a half) monstrous creatures, a lot of rending attacks and Haywire Grenades plus some angry Grotesques for anti-tank; basically everything else just rips through infantry. The Cronos helps the unprotected units in need of FnP/FC.

I know, I'm basically playing a 1750 point list by sacrificing a Venom, a Haemonculus and 3 Wracks first turn, as well as only using the 3 Wracks in the Raider in an emergency, but I think the possibilities these two units grant my list make up for it. I've only played the list once against Chaos and lost 10-11 in Killpoints, so I'd like to have your opinion on it.

What do you think?
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Thor665
Archon
Thor665


Posts : 5546
Join date : 2011-06-10
Location : Venice, FL

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PostSubject: Re: WWP has to work!   WWP has to work! I_icon_minitimeWed Aug 17 2011, 19:36

I really like the list.

Two thoughts;

Yeah, kinda neutral on the Raider Wracks. If you want something to come in for objective grabbing on your end it seems like fottsloggers would do fine, and you could do that with any of the portal contents. I'm not sure I see the real value there.

Really happy to see you considering DoW - too many WWP lists tend to ignore that.

My only other niggle is the Grots. I like Grots in WWP and think they're a solid tool. But...I'm super neutral about them wasting time on Turn 2 dropping a portal. I'd honestly like to see them either come out of the portal, or be given an extra Haem who will be the portal-b**ch and can spend their time focusing on eating face.

My thoughts,
Thor.
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teknistmajjan
Kabalite Warrior
teknistmajjan


Posts : 121
Join date : 2011-08-05
Location : Sweden

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PostSubject: Re: WWP has to work!   WWP has to work! I_icon_minitimeWed Aug 17 2011, 19:53

Looks like a fun list. WWP has issues as always and some are the lack of darklight weapons. You have 15 weapons to use against tanks, you can hit 7 targets each turn with them. Thats not bad, but a little more is perhaps optimal. Anyway no need to discuss that since if one chooses to play WWP you have to cut back on those a bit.

The trueborns is something ive tried out many times earlier in wwp lists. Did not like them at all. I am not fond of units that come out of portal do one thing and most of the time just is shot into pieces the following turn. On the other hand they provide 50% of your anti tank weaponry so they have a place.

The grot units is cool but perhaps a bit to many? I like grots in smaller units of 3-4 with upgrades so you can throw around some wounds. I would drop a couple of grots in favour for another haemonculus to begin with the grots and then let the second haemonculus with the wwp go with the raider. This way you drop 2 portals far in at your first turn. No reason to walk up with one portal if you choose to include vehicles into the list. I run a wwp list without vehicles so i dont have the option to go fast, if i had i would.

I would like to say that these are just small suggestions. We all have different ideas about what works best and we all play in different envoirements so these are things that i find working well, not a universal truth Smile

The only thing i really feel you should change is the Chronos. I used to play with one in most games but i never got enough tokens on my troops for it to be worth it. Well when fighting things like tyranids it was "ok" but otherwise mostly crap. You would be better off with a third Talos, those guys are kick butt.

Oh and hope you enjoy the list.
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PostSubject: Re: WWP has to work!   WWP has to work! I_icon_minitime

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