Switch Theme:

1850 DE Wych Cult  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Lethal Lhamean






Venice, Florida

Greetings,

I love me my DE, but I am an admitted mocker of the Wych Cult build under 5th edition rules. I don't want to be ragging on them too much though considering I have yet to even try to give them a fair shake. So I am looking to make a list to play in competitive local games to allow me to get a better feel for the Cult as well as maybe even try out some things I normally wouldn't. I'll admit up front I'm going to be a whiny baby if I am told too much to drop Horrorfexes and to take plasma grenades. Usually whatever is hiding in cover isn't something I'm scared to charge anyway, and also with this many Wyche Squads I'm sure I'll have 1 or 2 with the always strike first combat option anyways. I also theorize the Horrorfexes will help my anti horde tech to allow my Wyches to dual/tri assault if needed without having to worry about getting assaulted or shot up once it is over.

That all said - I'm very much open to advice or any "are you insane, why field that?" comments - hopefully including reasons as to why I'm insane or shouldn't be fielding something. I really was debating heavily between some of the horrorfexes and some of the Ravagers being 3 Dissie Ravagers and I'm not sure which way will flow better for the cult. It feels like they'd need more anti-tank so that's the way I sort of erred at the moment - any thoughts on that point would be appreciated.

Lelith
Wych Retinue (4 Wyches, 1 Succubus, Agoniser, 2 Blasters)
Raider (Horrorfex)

x2 Wych Squad (5 Wyches, 1 Succubus, Agoniser, 2 Blasters, Plasma Grenades, Wych Weapons)
Raider (Horrorfex)

x3 Wych Squad (5 Wyches, 1 Succubus, Agoniser, 2 Blasters, Wych Weapons)
Raider (Horrorfex)

x3 Raider Squad (5 Warriors, Dark Lance)
Raider

Warp Beast Squad (5 Warp Beasts)

3x Ravager (3 Dark Lances)

Total - 1850

Edit - to clarify Wych Weapons and adjust a Ravager and plasma grenade situation

This message was edited 1 time. Last update was at 2010/01/26 03:21:38


Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Storm Trooper with Maglight





CT, USA

Whoa! That's a deadly list you've got there.

I think the only unit I'm not completely certain of would be the Warp Beast Pack. Care to explain their inclusion in the list?

I wouldn't be afraid to go all out with the Disintegrator Ravagers. It may be horrible advice, but vs. certain opponents, the 3 warrior lances are more than enough to take out their armored core of vehicle. You run the risk of being swarmed by light vehicle spam, but I'd guess you could hold your own against that, even if it wasn't the ideal matchup.

...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in us
Lethal Lhamean






Venice, Florida

Iboshi2 wrote:I think the only unit I'm not completely certain of would be the Warp Beast Pack. Care to explain their inclusion in the list?

Sadly enough - to a certain extent they are simply thematic. I've also gotten into a few debates with other DE players who swear by the little blighters so I feel somewhat obligated to give them a bit of a shake by trying to field them again.

Tactically their purpose will be an aggressive sweep up the field either with half or all of the Wych Raiders depending on what I'm facing and other various considerations too numerous to outline - but basically they will serve as part of a sweep with some Wych Raiders aiming to assault a flank. Their goal is to either look scary enough (as I loudly describe how many attacks on the charge they generate) to absorb up incoming fire that would otherwise be directed at Wyches, or to manage to assault either infantry or perhaps a rear armor 10 vehicle in an attempt to help cause mischief and keep my opponent distracted from too many viable threats.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in au
Commoragh-bound Peer





Melbourne, Australia

The way you aim to use Warp Beasts is fairly circumstantial, charging up one flank. you better hope that flank has a lot of cover and you get good 'run' rolls. Otherwise they are going to be quickly left behind your otherwise vehicle mounted force, and shot up by everything that isn't trying to pop you're raiders.

Also are you aiming to table every opponent? If not I'd be worried you don't have enough holding power with such small wych squads to claim objectives, except by last minute raider rush.

 
   
Made in us
Lethal Lhamean






Venice, Florida

Mitch wrote:The way you aim to use Warp Beasts is fairly circumstantial, charging up one flank. you better hope that flank has a lot of cover and you get good 'run' rolls. Otherwise they are going to be quickly left behind your otherwise vehicle mounted force, and shot up by everything that isn't trying to pop you're raiders.

They will either be left behind or will be shot up - they really can't do both as anything that will have range on them will either be shooting Raiders if they haven't been left behind, shooting them instead of a Raider, or being assaulted by Wyches if the Warp Beasts have been left behind. My concept of them is as a throwaway unit and since almost all infantry units in the game have the ability to shoot down Raiders I am okay with the idea that the Beasts may absorb some of that fire instead - do you have a better tactic to use with the Warp Beasts or a better use for my points? I'd love to hear some ideas.

Mitch wrote:Also are you aiming to table every opponent? If not I'd be worried you don't have enough holding power with such small wych squads to claim objectives, except by last minute raider rush.

I'm planning to table my opponents in 1/3rd of all missions due to the nature of how DE are played - so I certainly have a bit of a tabling mindset in the other 2/3rds of games as well.

For objectives I plan for my usual DE plan of claiming one objective and contesting all others - which works pretty well for Kabal. Are you suggesting it won't work with Wych Cult? if so please let me know what is their optimal plan for objective missions as clearly I don't know it or I wouldn't have built the army this way.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in au
Commoragh-bound Peer





Melbourne, Australia

Some good points Thor, besides not taking them at all I think you're way of using warp beasts is the most effective. If they die, it means a raider is still alive, and if not you have a cheap agonizer and a brutal amount of attacks. I think the only way to decide whether or not warp beasts are worth it, is to use them.

In terms of claiming objectives the problem I have isn't with your particular strategy, but rather for all wych cults. Wyches are far more expensive than a warrior but also less resilient, and added to that, need to be up front to do their best work. Whereas a sniper squad can camp an objective in cover all game and still operate effectively, I'd question camping a wych squad since it seems to waste the unit.

In this regard Kabal lists are more suited to objective based missions. Your list looks like a competitive Wych Cult list and I wouldn't change anything. The only question left to answer is whether it is more effective at tabling an opponent than a Kabal, but that's what actually playing is for.

 
   
Made in us
Lethal Lhamean






Venice, Florida

Mitch wrote:In terms of claiming objectives the problem I have isn't with your particular strategy, but rather for all wych cults. Wyches are far more expensive than a warrior but also less resilient, and added to that, need to be up front to do their best work. Whereas a sniper squad can camp an objective in cover all game and still operate effectively, I'd question camping a wych squad since it seems to waste the unit.

The trick here, in my opinion, is to change yyour concept of which objective(s) you are going to claim and which you are going to contest. Kabal likes to claim objectives in their own deployment zone or that are off to an extreme flank because they can either camp a DL squad like you noted, or have a Raider with some Warriors operating on the edge of the battle that can slide over to the point with ease.

Wyches have to have a different concept with setting up objectives, and though they are like Kabal insomuch as they probably want them spread out - they are also like Orks insomuch as they'll probably be claiming objectives on the opponent's side of the table. By planning to capture an opponent's objective(s) and leaving Warriors behind to help contest your objectives you basically run a reverse of Kabal strategy (claim with Warriors and contest with Wyches/Raiders) that I think ought to work out okay...hopefully.

Also, I will note that though Warriors are more resilient then Wyches - it's not exactly by huge leaps and bounds. They have 6+ armor instead of 5+, yeah, hold on whilst I write home to momma. In cover each squad is basically identical for survivability if squad sizes are equal. You are correct to note that one shouldn't camp with Wyches - but one almost should never camp with Warriors either. DE are very good at taking objectives - we are mediocre at holding them. The goal is to attack my opponent and remove his ability to damage me and then at the 11th hour turn and hop on some objectives in the hope of sneaking the win.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Couple of questions:

1. Do you plan on going second to handle late game contesting? If so, what's your plan for keeping raiders alive?

2. Warp beast pack is 75 points. Three RJBs with 2x blasters is 95 points. That would make you give up your horrorfexes....or something else. Thoughts?

3. I've only used warp beasts in one game - they performed horribly. =p

4. Anti-tank: You and I have had ample discussion about DE anti-tank, and the weaknesses that the cult has in filling that role - why would you not make all your ravagers dark lances?

5. Something that's been boiling at me: Can Ravagers split fire? Fire their weaponry independently? Or no?

   
Made in us
Regular Dakkanaut





My suggestions will be geared towards:

1. Being mechanized – which you pretty much are already
2. Using a last turn grab – as opposed to “tabling”
3. Optimizing Raider Rush – # of squads that are rushing

If you are not embracing these qualities then my recommendations won’t mean much but perhaps it will still give you some ideas to play with.

Lelith, Wych Retinue (4 Wyches, 1 Succubus, Agoniser, 2 Blasters), Raider (Horrorfex)


Does the retinue have plasma grenades? I will presume you spent the points on Wych Weapons.

I liked Lelith in 4th edition and I think if you do take her then she has to take a retinue in order to take advantage of picking your one drug. In 5th, I tried her a few times and all I kept thinking about was that the retinue is a wasted scoring unit. With that nagging in the back of my mind, I no longer take Lelith and free the retinue so it can be scoring. Some of the other disadvantages of Lelith are:

She doesn’t come with plasma grenades so she will be striking at initiative “1” when she is charging into cover (this a good reason why her raider should have a horrorfex).

She doesn’t have the “wych dodge” ability stated in her description – almost a non-factor when she has the shadowfield but still.

She only gets the one drug effect she gets to choose for her retinue and I think that hurts her more than getting to pick it. I probably wouldn’t mind much but she is stuck with the agoniser and not getting 2 or 3 drugs to optimize her I think makes her weaker (although cheaper as a package deal, I would rather have the Archite).

And the fact that she has a retinue in the first place - I think of them as a "ball and chain" and a liability, I want them to single out my HQ, Lelith or an Archite is no matter, good luck with that!

So I too would be fine with just 1 HQ choice but instead of Lelith I would prefer a punisher Archite that gets to ride solo in another wych squads raider. I wouldn't mind you dropping a raider squad for a Dracite but that is purely optional.

x4 Wych Squad (5 Wyches, 1 Succubus, Agoniser, 2 Blasters)
Raider (Horrorfex)

x1 Wych Squad (5 Wyches, 1 Succubus, Agoniser, 2 Blasters)
Raider


Again, the plasmas and wych weapons are needed – you probably just forgot to list them but if you had this list even in a “friendly” game it might raise an eyebrow.

I like the size and the blasters. I put horrorfexs on the raiders as I find that if the target doesn’t need a lance then why not pin them instead – just a preference of mine, I don’t mind not using the upgrade.

Now with a “rush” style list I have been sold on nightshields. All the raiders and ravagers get them and although I will still lose a skimmer or two on the opening turn I do find that they save at least one raider and I find the cost of all the nightshields are recovered by the second instance of a failed shot.

Also, with rushing in mind I usually have 3 or 4 squads going flat-out on the first turn towards the enemy. Each move should have the nightshields in mind when you place each skimmer in order to prevent small-arms fire and rapid firing. You can’t just simply move everything forward and expect the nightshields to magically work – some shots will get through but as I mentioned they usually save me one raider on the opening turn and then cause the opponent to “manage” his shots better.

Other than the nightshields, my only difference with the list is that I do use 6 troop choices and I usually pair them up to charge in tandem. The first turn is either going “flat-out” at the opponent or going flat-out to overload a flank. Focus the assaults and never let them charge alone – remember that it’s not the number of the wyches that wins the fight but rather the number of agonisers in the assault that will.

x3 Raider Squad (5 Warriors, Dark Lance)Raider


Not crazy about this kind of min/max squad - I do like the raiders but not the squad. When I do use raider squads in a wych cult list I usually use them as a distraction “in-your-face” sort of way. They are geared for shooting with little emphasis in CC and are used as skirmishers that will usually not get off their ride. Typically, they either head for the nearest enemy unit like scouts or infiltrators and screen. My raider squads look like this:

6 warriors, blaster, splinter cannon and a sybarite with poison blades (or a rifle) and xenospasm. The blast weapon usually makes the opponent worry about this unit and I have no problem the opponent shooting at them rather than the wyches – I tend to find them to be more productive the more aggressive you get with them.

Warp Beast Squad (5 Warp Beasts)


Not a fan of beasts, they are a little too soft for my liking and they attract too much attention. I usually do not mind them being a “distraction” to draw fire but the squad is too small and fragile to soak up enough fire for their points. I would rather use these points for a small reaver jetbike squad with 2 blasters (you will need to find more points) as just like the beasts they attract fire but are a little more tougher and will have a better save all around.

My other concern is that this is another CC unit that is not really needed – when you got a list full of wyches then why bother? The wyches are faster, shoot better and are scoring – use these points for a shooting unit that will balance the list (something like that jetbike squad I mentioned).

2x Ravager (3 Dark Lances)


As you mentioned above – the list is geared for crowd control with the wyches so why bother competing for the same targets? Use the lances to pop long range threats and to pop transports so the wyches can assault them going into the 2nd and 3rd turn. Most often these ravagers are my MVP’s and I rarely run out of targets for them. Even on the 5th turn I tend to have one of these still floating and as far as I am concerned they can contest an objective 27” away and are more resilient than an empty raider.

So the “synergy” here is very strong – they make better snipers, they pop armor, mc’s and HQ’s like nobody’s business and they do not compete (as they fill a need) with the rest of the list. I like them with nightshields and on the first turn when there are 4 wych raiders heading for the opponent the lance are ravagers are usually left alone.

1xRavager (3 Disentegrators)


This is fine but I can easily do without but I have found this unit useful in games versus marines. I usually use this unit to target the far-out-of-reach squads that my wyches either can’t make it to or the target just isn’t worth sending 2 wych squads after. The part I have to watch out for is the chance of the blasts scattering onto my wyches – often times I have to shoot in sustained mode because there might be wyches just too close to the target.

I will be honest, however, I have played without this unit and have gone with 3 ravagers with 3 lances each and I did not find I needed the disintegrators. If you are facing a lot of “mechanized” lists then the lances become invaluable and for an extremely cheap price they fill the role of anti-armor beautifully. If they were like “meltas” I can see the overkill but the nature of the Lance and my bad luck with the squads with only 2 lances is so bad that I can count on 3 lances in doing something useful (hence my dislike for squads with only 1 lance in them).

A generic outline of my Wych Cult list would be:

Archite – dedicated infantry killer
6 scoring wych squads – infantry and armor killer
Raider squad – infantry and armor skirmisher (can be jetbikes)
3 Ravagers – dedicated armor killer (mostly)

The design is balanced and each has an easy role to fulfill. I do prefer moving 2nd in a turn but will not pass it up if it’s a “Dawn of War” mission. I do use “reserves” freely but I am careful not to put too many into reserves as it tends to make the rush weak and easier for the opponent to stop me. Often times, I will put a ravager or a raider of wyches into reserves but not much more than that and it does depend on the mission, the opponent and terrain setup. My turns look like this:

1st turn the wyches and Archite are advancing or maneuvering for a 2nd or 3rd turn charge, the ravagers are targeting the long range threats first and transports second. Any wych raiders that crash in the shooting phase are usually sent to an objective at this point and I find that the enemy is focusing on the advancing wyches, not the walking ones.

2nd turn the Ravagers are targeting the loaded transports first and long range threats second while the wyches and Archite should be close to their intended target for a charge or are still trying to crack the transports with their blasters so they can charge their escaping passengers. Often times I am using the wyches blasters to crack the transports first and then use the ravagers “just in case” the wyches fail – they must get into CC!

3rd turn the wyches should all be in assault, the ravagers are still working on long range threats, transports, MC’s and super HQ’s. Empty raiders are maneuvered back to either take pot shots with the ravagers or are pinning counter charging units. At this point, the empty raiders stop being disposable and are now starting to be calculated into contesting the heavily held objectives.

4th turn the assaults will start to resolve themselves and any survivors are either moving towards a objective or towards their empty raider. Ravagers are drifting (they have been moving <6” per turn) towards any enemy held objectives that should be 27” away.

5th turn the some wyches may still be in close combat and the Archite should be used as a “spoiler”. Remaining wyches free of combat should be embarking onto an empty raider and moving 12” to claim a free objective while the empty raiders are used to “flat-out” to an objective to contest. I usually save the Ravagers for the 6th turn contesting job when the empty raiders run out or get neutralized in the 5th.

Just my thoughts on the matter, sometimes you can imagine the list design better if you can run the methodology of your play in your head.
   
Made in us
Executing Exarch






Odenton, MD

::Makes a phone call::

Uhuh, REALLY? you don't say

::Hangs up::

Its unbelievable, it really happened....... Hell has finally frozen over!









I can't believe how everyone is riding you about the warp beast! (no... wait... I can)

But none the less I have your back Thor!

I am running on a platform of "MOAR NAKID SLAVE GIRLIES! and a warpbeast squad in every list!"

So is you is, or is you aint my constituency?














Well on to the list:

First I would drop all the Dis on one ravager and make it DL, you don't want them to be scattering onto your own units starting turn 3. And you can always use more lances =)

That frees up 15 points, so you have 17 left, from there I would buy two squads plasma grenades and use them situationally, then I would give the last boat a horrofex, exactly 117 points huzzah!


I think you can handle the tactics so I wont post any of that nonsense. But I will offer a thought, on warpbeasts, Try leaving them behind with your ravagers, when they move 6" so do the beasts. It will keep them completely covered and is just enough threat to keep enemies honest with there DS, Outflanking. (maybe some other time I will regale you with the tail of the mighty warpbeast killing a Trygon)

This message was edited 3 times. Last update was at 2010/01/25 19:50:36


 
   
Made in us
Lethal Lhamean






Venice, Florida

Huzzah - lots of activity, let's try to take some a piece at a time;

Dashofpepper wrote:1. Do you plan on going second to handle late game contesting? If so, what's your plan for keeping raiders alive?

2. Warp beast pack is 75 points. Three RJBs with 2x blasters is 95 points. That would make you give up your horrorfexes....or something else. Thoughts?

3. I've only used warp beasts in one game - they performed horribly. =p

4. Anti-tank: You and I have had ample discussion about DE anti-tank, and the weaknesses that the cult has in filling that role - why would you not make all your ravagers dark lances?

5. Something that's been boiling at me: Can Ravagers split fire? Fire their weaponry independently? Or no?

1. This depends a lot on the mission type, the deployment type, the type of terrain on the map and what army I'm playing against. I know that seems vague but it's a very complicated answer.
2. I agree with you that RJBs seem better then Warp Beasts. I wish to try Warp Beasts to some degree simply because they're fluffy and because I don't think Clthomps will leave me alone till I do.
3. This might prove true over more games or it might not. In your specific list I think Warp Beasts area bad idea.
4. I have 18 lances in this list which is actually more then I usually have - I think the one Dissie Ravager will help thin out Ork hordes or allow me to shoot up infantry I'm not in a position to Wych assault.
5. No, no, and yes Ravagers, like most units, have to pick a single target.

Kwi wrote:Does the retinue have plasma grenades? I will presume you spent the points on Wych Weapons.

My bad - yes, all my Wyches have Wych weapons. I didn't give any Wyches plasma grenades.

You have a very good pro Archite over Lelith argument insomuch as you do point out that I'm paying for Wyches who are not Troops. This is a serious consideration and something to work over.


Again, the plasmas and wych weapons are needed – you probably just forgot to list them but if you had this list even in a “friendly” game it might raise an eyebrow.

I like the size and the blasters. I put horrorfexs on the raiders as I find that if the target doesn’t need a lance then why not pin them instead – just a preference of mine, I don’t mind not using the upgrade.

I agree with you on horrorfexes but am somewhat lukewarm as regards plasma grenades in all honesty. Now, of course, this attitude towards PGs came from a Kabal gunboat build player who is used to being able to pummel anything that wants to hide in cover with more firepower then is needed, so perhaps I need to reexamine this. How often do your Wyches in need to assault into cover? It sounds like you run some shooty Warrior squads who could do the damage for you without leaving their boats.


Other than the nightshields, my only difference with the list is that I do use 6 troop choices and I usually pair them up to charge in tandem. The first turn is either going “flat-out” at the opponent or going flat-out to overload a flank. Focus the assaults and never let them charge alone – remember that it’s not the number of the wyches that wins the fight but rather the number of agonisers in the assault that will.

6 troops became 5 troops plus retinue, a possible error I'll concede and one I will consider. I am well aware that Wyches need tandem assaults sometimes and agree with your overal flat out strategy, which is one of the reasons I went with extra lances in my Raider squads (that you hated) because so many Wych Raiders would be going flat out that I wanted to be able to keep up enough fire support to pop vehicles for when they get there.

Not crazy about this kind of min/max squad - I do like the raiders but not the squad. When I do use raider squads in a wych cult list I usually use them as a distraction “in-your-face” sort of way. They are geared for shooting with little emphasis in CC and are used as skirmishers that will usually not get off their ride. Typically, they either head for the nearest enemy unit like scouts or infiltrators and screen.

I love me my assaulty gunboats but, as previously mentioned, I feel the need to assure popped transports by the time my Wych squads arrive on turn 2 to assault. I'm thinking the extra lances will help assure me I have a lot of targets on foot to assault into.

Warp Beast Squad (5 Warp Beasts)


Not a fan of beasts, they are a little too soft for my liking and they attract too much attention. I usually do not mind them being a “distraction” to draw fire but the squad is too small and fragile to soak up enough fire for their points. I would rather use these points for a small reaver jetbike squad with 2 blasters (you will need to find more points) as just like the beasts they attract fire but are a little more tougher and will have a better save all around.

My other concern is that this is another CC unit that is not really needed – when you got a list full of wyches then why bother? The wyches are faster, shoot better and are scoring – use these points for a shooting unit that will balance the list (something like that jetbike squad I mentioned).

I agree with you 110% But I'm sort of trying the Warp Beasts out for personal reasons rather then a true belief in their potential effectiveness. Depending on how my first half dozen or so games go I probably will remove them in favor of RJBs which I approve of.

1xRavager (3 Disentegrators)


This is fine but I can easily do without but I have found this unit useful in games versus marines. I usually use this unit to target the far-out-of-reach squads that my wyches either can’t make it to or the target just isn’t worth sending 2 wych squads after. The part I have to watch out for is the chance of the blasts scattering onto my wyches – often times I have to shoot in sustained mode because there might be wyches just too close to the target.

I have often gone low power Dissie due to nearby Wych units. I am a total wuss about that. All tol though I feel the Dissie Ravager ought to, as you noted, make a big difference vs. MEQ and will also allow me to focus Wyches at one part of the board while the Ravager threatens infantry in other locations.


Clthomps wrote:Its unbelievable, it really happened....... Hell has finally frozen over!

I have it on good authority it is only a touch chilly.

I am running on a platform of "MOAR NAKID SLAVE GIRLIES! and a warpbeast squad in every list!"

So is you is, or is you aint my constituency?

You already sound more intriguing then 98% of all politicians.

I like your all Lance Ravager switch and new point allotment, I may have to do that.

This message was edited 1 time. Last update was at 2010/01/25 22:08:08


Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Regular Dakkanaut





Well, we agree on most things as I thought we would - I think the original list can work but wanted to streamline it.

If I was to stand staunch on anything that I proposed it would be plasma grenades. Not only do you get to keep the god-like initiative but you get it at a discount as well. At least consider giving it to the succubus but I see plasma being the 3rd most important piece of wargear and if you wanted more for your points worth you can also assault armor with it (av10) if you had to (I would never do it but if its an empty rhino - hell yah!).

As for frequency of charging into cover? Every game. Not sure about everyone else but at my store primary targets (any foot squad) that my wyches would charge are almost always in cover and no way am I going to strike at initiative "1" with such a small squad. Idea is to strike first whenever possible and eliminate the majority of attacks striking back (I love the 4+ inv. but to rely on it that way is foolish). I'd take plasma over horrorfex's anyday, plasmas guarantee me my initiative, horrorfexs do not.

I too would have no problem seeing you work the warp beasts, maybe there is something good there. I did try them once in 5th edition and they killed a couple of Death Company marines very nicely then were rapid-fired shortly after. So my feelings are they are only going to be good once and the more aggressive you are with them the better. Not sure about keeping them back but perhaps they can baby-sit those min/max lance squads. So yah, try them out, give them a fair chance, make some notes and let us know if you got something to work with.
   
Made in us
Lethal Lhamean






Venice, Florida

Okay, I dropped the Dissie Ravager to a Lance Ravager (mostly on the advice of Kwi, Lord of Wyches), I then followed Clthomps advice on point allocation.

I think my usual disdain for PGs on Wyches in Kabal (where I run 2 Wych squads normally) will be quite different from here where I'm running 6. I'm almost tempted to dump Lelith for an Archite - but to get that something would have to be cut and since my first instinct is the Warp Beasts (who I'd probably cut for the Archite and probably upgrading to some gunboats). However I am of the desire to try the Warp Beasts, so for the nonce they shall stay.

Thanks a lot for the feedback guys, there were a few things about the list that didn't please me but now it's looking more coalesced in nature. I'll have to see how she does in battle and also see if I have to adjust my Kabal stratagies more then I've anticipated for.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
 
Forum Index » 40K Army Lists
Go to: