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!