I've been recently thinking of a
WWP list as well.
Just some suggestions (keep in mind I havn't play tested any of this):
1. This list seems like a combination of 2 lists, Raider Mobile: Wych/Trueborn heavy, and
WWP. I am assuming you would start with all 3 wych raiders on the field. Lets assume best case scenario, you get first turn. You move forward, deploy portals (probably 2 12" deploys and maybe a 24" flatout for a little dimension). Assuming your opponent is fully deployed he then has 1 full turn to shoot down the raiders in the open, and concentrate firepower on reducing your wyches. In the tournament scene this can be an obscene amount of shots. Next turn you get half of your reserves (venoms/talos/scourges) Your opponent now has another turn to shoot down the incoming troops. The only
CC capable squad in your portal groups would be the Talos, Your wyches by now would either be wiped out or reduced to rather low numbers.
Now Assuming you won first turn, the results would be somewhat the same, with still a full turn of shooting to takeout wych raiders, while only half your force comes in the next turn. I realize that wyches have
FnP but some tournament lists can pump out 50+ shots a turn, and with that many, they will most likely go down.
Now. If you start with raiders and venoms on the field, target saturation will result in higher troop survival. At this point why waste points on
WWP, your already halfway accross the board with the majority of your army. Replace Talos and Scourge with ravagers and you have a very strong "Dark Storm" Wych list.
2.
IMO scourges will never perform as well as trueborn in venoms and Ravagers. If your already placing
WWPs you can easily get even foot slogging true born in range of most armies (fast mobile armies being the exception).
3. 1 Ravager is a dead ravager. In tournaments its all about redundancy. 3 Dark Lances is a high threat, and will be taken out fast.
Now if
WWP is your true goal I would consider:
3x Haemonculus w/ wracks, webway portals in venoms: wracks are more resilient to shooting,
FnP should insure that even if the venoms are shot down, their precious
WWP cargo isn't destroyed. Start with only these 3 units on the table in cover and spreadout. Move 1/2 forward 12, and deploy
WWP, move 3rd flatout and hope for a good portal next turn closer to enemy lines. If you don't get first turn, weather shooting and pray all 3 units aren't destroyed (most likely not as the distance and cover most likely means several anti-tank hits but very little infantry hits. Even if the vehicles are destroyed, move the units as far forward as possible and attempt to drop portals, or hope for another turn and fleet.
Now, the remaining list can contain 2/3x Talos, maybe Chronos for heavy support (1 ravager will die, 3 talos will greatly support your troops). Equip them with a simple load out (Heat Lances for anti-vehicle). Troops can consist of wych squads w/ or w/out raiders and definitely with haywire grenades. Obviously raiders will give them added mobility, but assuming that you are able to place your
WWPs well, they should be able to move, fleet, and assault the turn they arrive. I would also consider positioning Haemonculus in good positions to transfer to their unit in order to give them
FnP on arrival (though chronos would help transfer pain as well). Warrior squads would work as well, though without mobility, they will most likely get shot to pieces. Either way, 3 Talos less than 12 inches away from your opponents line should cause some panic.
Fast attack can be filled with beastmaster squads, Rending birds and khimeras are awesome regardless of the foe. Plus the 12" assault means they will most likely be making it into combat the turn they arrive. Incubi/grotesques would also form a great shock assault force if you feel the wyches just won't cut it.
While vehicles will add mobility, it will also put units outside the support range of your Talos/Chronos. Now all regulard dark eldar tactics apply, and if there is a flank you can crush first, feel free to deploy first round/2 troops on that flank. When other flank moves over to support, drop units in the portal behind them and seal the trap.
Now a lot of this lists success revolves around luck. There are two
HQ options which make this easier. Sliscus and Sathonyx. Sliscus will enable your
WWP venoms to start further up the table, aiding in
WWP deployment (plus combat drug re-roll which is awesome!). Sathonyx helps grab the first turn, ensuring
WWP deployment at all. Both are good choices, but obviously with haemonculus you will only take one, either Sliscus supporting a combat squad/incubi or Sathonyx running with hellions (troops for objective grabbing) or beasts (providing stealth to the beast unit, he can be detached prior to assault to use is 12" movement 6" assault while the beasts use their 6" movement 12" assault, landing them both in combat).
Hope this helps, and don't take it as 100% right, just what I've gleaned from intelligent posters here on Dakka, and of course I haven't play tested any of it:
http://www.dakkadakka.com/wiki/en/DE_Listbuilding_Strategy_%28by_Ketara%29