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Thread: WWP DE list

  1. #1

    Default WWP DE list

    Hey there guys. Ive been playing DE since 5th codex release a few months ago and im very used to raider lists, and Im doing great with them, no complains, but now that we have new awesome models for haemonculi coven Im testing a list and it gave me great results. Nontheless i would like to share it with you to see if we together can make it better.

    Dark Eldar 1750 Army - Release the beasts

    Asdrubael Vect - 240p

    Haemonculi w/ poisonous Sword and webway portal 90p

    Haemonculi w/ poisonous Sword and webway portal 90p

    x3 grotesques in raider w/ enhanced aethersails 170p

    x9 Wracks in raider w/ enhanced aethersails 155p

    x5 kabalite warriors w/ blaster in venom 115p

    x5 kabalite warriors w/ blaster in venom 115p

    x3 beastmasters w/ 4 kymaeras and 4 razorwing flocks 144p

    x5 Scourges w/ 2 heat lances 134p

    x5 Scourges w/ 2 heat lances 134p

    x1 Talos Pain engine w/ chain flails & twinkinked heat lance 120P

    x1 Talos Pain engine w/ chain flails & twinkinked heat lance 120P

    x1 Talos Pain engine w/ chain flails & twinkinked heat lance 120P


    Vect is a must in WWP lists, becouse you really need to go 1st. He goes in the grotesque raider and after turn 1 goes by himself. Really hard to deal with, had some awesome games with him.

    Raider w/ WWP Haemonculi w/ wracks instead of grotesques is becouse you need something you can deploy in dawn of war mission to place the portal (1HQ+2troops)

    x2 venoms is becouse in this list I lack of troop choices and in 5th you really need them. Would you recomend something else instead of this? It has to be troops.

    Scourges are for additional AV. I leave them deepstriking and when they arrive from reserve I choose if I want them to come from the portal or risk the deepstrike

    Beast has proven to me that they are a hell of a unit. Cheesy wound allocation (S5 or less to flocks S6 or more to kymaeras/beastmasters) makes them very tough, and able to kill not only infantry but also tanks (24 S3 rending attacks on the charge). And becouse they are beasts they can assault huge distances from a portal

    Talos Pain engines are equiped w/ chain flails and twilinked heat lance. This way they have the chance of pop a transport and assault what was inside it in the same turn. Or kill a tank if its not quite in range for assault. I do not equip +1 cc weapon becouse I think 15 points for just 1 additional attack is excessive. I would be expending 45 points in total just to have 3 attacks more. Not worth it in my oppinion.

    To prevent enemy for blocking my WWPs I always place the second one more or less 24 inches away from the first one in my table edge direction. That way if they block the first one, i come from the second one and kill who blocked the first, and if they cover both (unlikely but possible) I come from my table edge and kill who blocked the second one. If the enemy is intelligent they'll see this coming and wont try to block them. If not, better for me.

    Al constructive criticism to improve this list is most welcome. BTW Im new to BOLS lounge, but been reading articles and posts quite a while. Best forum/blog community about wh40k Ive found.

  2. #2

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    Beasts are great, I've had a lot of success with them. Scourges however, are not so good. The deepstriking melta looks good on paper, but hey just don't seem to work out on the battlefield.
    Also, those venoms need a second splinter cannon, the mass firepower they put out is part of what makes them great.

    If you drop the Wrack squad down to 4, you should have the points to swap both scourge squads for beasts, upgrade the warrior venoms, and swap the wracks' raider for another venom.
    This might leave you a bit light on ranged anti-tank, but between the grots, taloi and beasts you should be able to destroy anything in assault.

  3. #3
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    I agree that Vect is a great combination with Webway Portals, but I'm not sold on running him with the Grotesques. Grots can be good in the list, but I think a larger squad of at least 5 coming out of a portal would be better. I think a good escort for Vect would be minimal squad of Harlequins. Normally Harlies are a bit underpowered, but the Shadowseer's ability really helps keep Vect alive for the turn the squad is stuck out in the open dropping the portal. Harlies also offer a pair of fusion pistols.

    I don't think the Scourges are the best for this list. I think you'd be better off dropping both squads and adding a Reaver squad with heat lances and beefing up the wonderful beasts. Reavers are much better at delivering the lances and surviving.

    Also, I don't think the Sails help you at all, because you must be disembarked to drop the portals, and the raiders aren't likely to live through the rest of turn 1.

  4. #4

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    @AlCorps

    Its like you said, iif I remove the scourges I have almost no ranged AV and have to trust all into assaults. But it could work, Ill test it. BTW Deepstrike is my last resource with scourges. Normally they come out of the WWP and blow something up from cover.

    Im not so confident about 4-man wrack squad. They have to drop the WWP and the second they step out of the venom they will get obliterated. And I really need troops. One remaining wrack of that scuad gave me the game in the last game I played.

    In my raider list I always carry venoms w/ double splinter cannon, but in wwp i didint have enough points so I decided to not include them. Anyway in a portal list guess where is all the enemy AV going to, so not sure if its worth it. But interesting idea though, ill try that too


    @Commander Vimes

    I think I didnt express myself correctly. In the grots raider I have Vect, Haemonculi w/ WWP and 3 grots. In turn 1 raider moves up 12", Vect walks away from the squad stealing 1 pain token and tries to assault something if he has the chance and haemonculi+grots stay there, drop the portal and wait to get shot, grots are great taking a beating so almost all the time I receive only 1 casuality in the squad.

    by the way, harlequins cant have a venom/raider as transport, so they would have to move only 6" and drop the portal... and dont forget the haemonculi, they would lose fleet. How would you use them exacly?

    I chose scourges over reavers becouse of the price really. If i go reavers I can only have 1 squad. If I go scourges I can have 2.

    Sails are for in certain matches go flat out turn 1 with one of them and turn 2 open a portal in their back or in their flank. Its proven to be useful vs nids and orks especially. Any army that runs straight forward to you.
    Last edited by BizarreShowbiz; 06-06-2011 at 03:48 AM.

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