| 1850 Starter Wych Cult Army | |
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Baron Tordeck The Helfather
Posts : 1872 Join date : 2011-02-28 Location : In your Nightmares
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 14:58 | |
| I dont count access to 1 SC as having jump IC. And even he cant negate the 2nd part of that argument where putting him with a slower squad negates his speed. Nor the fact that even with a reroll dropping him in terrain is a bad idea. | |
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Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 16:12 | |
| - Quote :
- I dont count access to 1 SC as having jump IC
Well , but your personal preference doesnt change the fact that we do have jump IC. Count it or not, he is one of the most popular HQ choices right now, and for a reason. As for terrain 1/36 that he will have saveable wound on a 2+ roll, thats neglegible, absolutely. Darn - you need to roll 1 three time in a row to get him wounded in terrain. And his speed doesnt really go away completely, he still can leave unit he joined and go do his own business. Thats far outweigthed by the fact that squad he joins gets a massive defense bonus. | |
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Baron Tordeck The Helfather
Posts : 1872 Join date : 2011-02-28 Location : In your Nightmares
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 18:27 | |
| Dangerous terrain does not allow a save. its 2 ones in a row. and ive had it happen | |
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Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 19:17 | |
| - Quote :
- Dangerous terrain does not allow a save. its 2 ones in a row. and ive had it happen
Yeah, it does, but it's not a huge deal since he has multiple wounds... sucks to lose a wound for that, but at least it's not the model... | |
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Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 19:48 | |
| - Quote :
-------------------------------------------------------------------------------- Dangerous terrain does not allow a save.
Does not allow armor and cover save. Invuls are allowed. Rulebook pg.14. | |
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lonephoenix Hellion
Posts : 35 Join date : 2012-03-19
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 20:51 | |
| - Azdrubael wrote:
- Is there a lot of Space Wolves players in your area? Cause i think this list will have some serious problems with Mechanised wolves.
You may trim some points by disposing of succubi and remove some upgrades to get 3 Haemy to the Wyches.
FnP wyches are much more all-round and usefull unit, vanilla wyches bounce from grey hunters and FnP ones dont die all when raider is blown.
- Quote :
- But DE dont have jump ICs so your point is mute. (and even if we did then you would be going a max of 6" a turn thereby negating the whole point of having a JP)
What what? )) We do have Jump IC, with Hit'n'Run even ) Damn thats even funny, i dont even know what unit Baron cant upgrade )) Helions, Beasts, Scourges, Harlies, Grots, Reavers to some extent, large wych squads. And thats all for 105 points. Crazy IC.
He is our magical way of bringing 3+ FnP and grenades to our squishy squads. I don't see how the Baron brings the 3+ FnP, unless I'm just getting confused? (Please forgive the new player.) I see the H&R, and PFP, and Stealth but how does that confer a 3+ FNP? EDIT: Also, I will DEFINITELY be fighting a lot of SM. I see a Space Wolf, Dark Angel, Blood Angel, 2 IG, a GK and an Eldar. I'm guessing I'll need the Wyches to tie up the Terms, Dreads, and any IG mechs I don't really want to deal with, and just shoot and pray at the Marines packs. | |
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Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: 1850 Starter Wych Cult Army Fri Mar 23 2012, 21:12 | |
| he gives his squad stealth, so 3+ cover save. The entire squad wont get FNP, but if they get a pain token, he at least, will.
Also, your guess is right... just for the love of god, keep your wyches away from paladins... | |
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Baron Tordeck The Helfather
Posts : 1872 Join date : 2011-02-28 Location : In your Nightmares
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 00:50 | |
| Why, wyches are great at tying up termies. If anything I would throw them first as a speed bump if nothing else. | |
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Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 01:38 | |
| I had a game a couple of nights ago where i tossed two groups of wyches at a squad of paladins and scored all of 3 wounds before one group fled and the other was down to less than 5 members... a 4+ invul that wounds on a 5+ isnt much of a match for a 2+ invul that wounds on a 2+... on a minor note, i think my hecks scored all of 2 wounds... that was after 2 turns of fighting...
The liquifiers I hit them with before cc started did more...
I should elaborate... Wyches do great against Termies because they only have 1 wound. They tarpit them down and kill 1 or 2 a turn, and soon there are none left... Paladins each have 2 wounds, and each one in the squad can different wargear, so with wound allocation, you have to deal 6 wounds before you kill the first pally... more than likely, by the time you kill your first pally, you would already have done in a termie squad and moved on. Meanwhile, you're getting hit with 10 power weapon attacks that wound you on a 2+ each round...
Wyches, great for termies, terrible for pallies... | |
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Baron Tordeck The Helfather
Posts : 1872 Join date : 2011-02-28 Location : In your Nightmares
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 02:20 | |
| ok that makes sense then. | |
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Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 02:45 | |
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Massaen Klaivex
Posts : 2268 Join date : 2011-07-05 Location : Western Australia
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 04:53 | |
| I would argue that the reason wyches suffer vs pallies is WS5.
The wound on a 2+ is only with hammer hand, you don't give a hoot about force weapons thanks to the 4++ and the 2+ save is exactly what you face with normal termies vs wyches.
Bear in mind the cost of 5 pallies with wound allocation and effective gear will be the same cost as 2 raiders and around 15 wyches... including 2 agonisers... point for point, the wyches will win that fight | |
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Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 16:47 | |
| That's if you can crack them... They're tuff like that... Like i said, i hit a group of 5 pallies with twenty wyches (two squads), had one flee and the other reduced to half power...
I think the biggest difference is the extra wound... Suffering the full number of attacks each round until you deal 6 wounds is what really really hurts you... | |
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Massaen Klaivex
Posts : 2268 Join date : 2011-07-05 Location : Western Australia
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 19:21 | |
| what drug did you have when you charged?
Even without drugs, 18 wyches - should inflict 1.5 wounds after saves and the 2 agonisers should manage 1 more (allowing for sword ++ saves).
The 10 attacks back is 2.8 wounds assuming you did not have shard nets... its a very close match up!
If you popped the 2 DL shots into them before hand you have won that combat easily. | |
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Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: 1850 Starter Wych Cult Army Sat Mar 24 2012, 20:33 | |
| I hit them with 9 disint shots, 2 liquifiers before i charged... I also got really bad rolls for my agonizers, drug was an extra pain token, and the wyches snagged one from homun when the game started so i have FC... maybe it was just bad luck of the dice, but i got mauled real good.
Anyway, the number of wounds I inflicted wasn't the problem, it was the rounds of sustained wounds that they inflicted, since they had their full number of attacks each round, rather than gradually losing them, like termies would have. | |
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