First try at a 1,500pt wych cult wwp army, take 2 - Warhammer 40K Fantasy
 

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  1. #1
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    First try at a 1,500pt wych cult wwp army, take 2

    So, I play Tau and i wanted to do something different than just sitting there and shooting. So I looked at Chaos as a possible next army put they are way too slow for my liking. I decided on DE and i got a list. At my club i play against Chaos and sometimes Eldar, nids or even Necrons. So any and all advice would be very welcome.

    HQ

    Archite (139)
    -Agonizer
    -Wych Weapons
    -Plasma Grenades
    -Combat Drugs
    -Shadow Field

    Dracite (139)
    -Agonizer
    -Combat Drugs
    -Plasma Grenades
    -Wych Weapons
    -WWP


    Elite

    10 Warriors (100)
    -2 Darklances

    10 Warriors (100)
    -2 Darklances

    18 Warriors (25
    -2 Blasters
    -2 Splinter Cannons
    1 Sybrite
    -Agonizer
    -WWP

    Troops

    8 Wyches (227) (Archite in this one)
    -Wych Weapons
    -Plasma Grenades
    1 Succubus
    -Agonizer
    -Wych Weapon
    -Plasma Genades
    Raider

    9 Wyches (243)
    -Wych Weapons
    -Plasma Grenades
    1 Succubus
    -Agonizer
    -Wych Weapon
    -Plasma Genades
    Raider

    9 Wyches (243)
    -Wych Weapons
    -Plasma Grenades
    1 Succubus
    -Agonizer
    -Wych Weapon
    -Plasma Genades
    Raider

    Warp Beast Pack (51)
    -Beast Master
    -3 Beasts

    Basically, the wych squads are in the wwp along with the warp beasts while the warriors and drachite run up and deploy the wwp's. the 2 "sniper squads" are there to take out the tanks or to instantsplat those obliterators that my friends seem to like so much.

    Last edited by Tcan_Dal'yth; December 3rd, 2007 at 04:10.

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  3. #2
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    personally if i ran up against this army i would deploy all my forces in attempt to fire on your 18 man warrior WWP squad and just go crazy on it. I really think you need to add another warrior escort squad somehow, because one squad will get shot to bits and your dracite with its 6+ save will go soon thereafter. also i think you have to pay the point for giving a pistol to each of your lords, which will give +1 attack and a pistol shot that always seems to wound for some reason.
    Dark Eldar (2500)
    Iron Warriors (1500)
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    nope, im pretty sure that wych weapons count as close combat weapons and a pistol.

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    true, i guess i never really took them on independent characters so i never looked into that. but he is right
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  6. #5
    Dark Eldar Gerbil Splata's Avatar
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    wych weapons are not weapons. It is a badly named piece of wargear. They do not contribute towards your attacks, and definatly not shooting.

    That 18 man squad, while big and nice in that respect is going to be impossible to hide and is going to stick out like a sore thumb. I would recommend splitting it up or cuttting down the size and trying to confuse the enemy as to who to shoot at. Make them split their resources between two targets. You will generally be more effective that way.
    The enemy only need 5 wounds to cause a break test and if you fail it will screw you around royal.

    even if you don't get another squad of warriors you could use the points for another warp beast squad and use that as an escort.
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  7. #6
    A bit of alright. Walex's Avatar
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    If you play Tau and don't wan't to just sit back and shoot then why not play them agressively; Kroot, Flamer/ melta armed Crysis suits, Vespid...
    I've just given myself a great idea! I really might do that one.
    Yep the big warrior squad is going to go boom and the warp beasts are not going to get to work their magic either.

  8. #7
    Archite of Caerbannog KwiKwag's Avatar
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    Quote Originally Posted by Tcan_Dal'yth View Post
    nope, im pretty sure that wych weapons count as close combat weapons and a pistol.
    Naw, wych weapons do not count as a ccw & pistol - think of it wargear. The wych lords get the wych weapons automatically but you will have to pay if you want the wyches to have - I strongly recommend you pay for them.

    Also, the Dracite total is not correct - not by much but its too low. Did you include a splinter pistol? Pay the cost of the pistol as the wych weapons do not give you that.

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    ok so what about a non cult army list. kinda like this one.


    Archon (132)
    -Punisher
    -T. Helm
    -Plasma Grenades
    -Combat Drugs
    -Shadow Field

    Haemonculus (80)
    -Scissor Hands
    -WWP

    Haemonculus (45)
    -Scissor Hands
    -Distructor


    Elite (execpt gortesques, in WWP)

    9 Grotesques (190) (Heam. w/ WWP in here)
    -Raider

    9 Wyches (227) (Archon in this one)
    -Wych Weapons
    -Plasma Grenades
    -Succubus
    -Agonizer
    -Wych Weapon
    -Plasma Genades
    Raider

    10 Wyches (243)
    -Wych Weapons
    -Plasma Grenades
    -Succubus
    -Agonizer
    -Wych Weapon
    -Plasma Genades
    Raider

    2x 5 Warpbeasts and Beastmasters (150)

    Troops

    10 Warriors (100)
    -2 Dack Lances

    10 Warriors (100)
    -2 Dack Lances

    Heavy support (in WWP)

    2 Taloi + Animus for Archon + Slave snare things for his Raider

    or

    2 Ravagers
    -2 Dissies each

    ok so same as before. my snipers snipe stuff while my heam w/ the WWp flyies up 12" in his Raider get out and fleets to some nice place as his Grotsques meat shield for him and then the WWP opens and my army gets into cc.

  10. #9
    Archite of Caerbannog KwiKwag's Avatar
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    Ok, my turn. The list is ok but it still needs some focus and there is a few things that you cant do that I will point out. Let's get started:

    Quote Originally Posted by Tcan_Dal'yth View Post
    Archon (132)
    -Punisher
    -T. Helm
    -Plasma Grenades
    -Combat Drugs
    -Shadow Field
    Perfect, with the animus vitae he will be unstoppable. I used this exact setup and he killed a Broadside squad, crisis suit squad, and 2 Firewarrior squad single-handedly - the blood, oh all the blood...

    Haemonculus (80)
    -Scissor Hands
    -WWP

    Haemonculus (45)
    -Scissor Hands
    -Distructor
    Wonder twins lack focus. The first haemy is obvious, he goes on the raider with the grots - I always prefer mine with scissorhand and a destructor. Now the second haemy has a destructor but I'm not sure what your plan here is. I like having 2 or 3 Haemys but only if they both can have scissorhands, destructors and a wwp (each). I will not recommend having 1 portal - I strongly recommend you have 2. If you can't find the points for 2 portals then don't run a portal list. I rarely play a wwp list at 1500 for that reason so if you are going to do it, do it right.

    If you decide to just run 1 portal (ugh!) then drop the grotesques down to 8 so both Haemys can ride together. One haemy leads the grots and never leaves them while the other haemy with the wwp rides with them but separates when he disembarks (this protects him immensely). If you do decide to run 2 wwps on the haemys then you don't have to drop the grot - as the other haemy will run on foot hiding in with the warriors.


    9 Grotesques (190) (Heam. w/ WWP in here)
    -Raider
    Drop a grot for both Haemys to ride here, Remember, the grotesques cannot fleet of foot so the Haemys can only move with them 6" and that is all. If you separate them from the grots then you can fleet but then you will out run them and not confer the IC status of your Haemy.

    Wyches look fine. I would drop a wych from the 10 wych squad in case that squad gets a random drug the lord wants to be with. For example, the wych squad with the 12" assault charge should have the Archon riding with them as they both can move and charge the same distance - you do not which squad will get it so make room for him on both raiders.

    2x 5 Warpbeasts and Beastmasters (150)
    Only 1 warpbeast squad for a Kabal and that is the max. Wych Cult is different and you can take as many beast packs as wych squads but in a Kabal you can only take one and this only if you take a wych squad to boot (which you did).

    With the points for dropping the warpbeast pack you can get that wwp and outfit both Haemys with the weapons I described.

    10 Warriors (100)
    -2 Dack Lances

    10 Warriors (100)
    -2 Dack Lances
    Troops are fine I suppose - dont care for 2 min/max troop choices with 500 points going into the wyches but if you dont care for composition then go for it.

    Heavy support (in WWP)

    2 Taloi + Animus for Archon + Slave snare things for his Raider

    or

    2 Ravagers
    -2 Dissies each
    I would recommend the Ravagers and I like them coming out of the portal as you wrote it. Taloi are fun too but its totally different as they are very good against troops while ravagers are good at armor. I say the ravagers as he will be hiding his skimmers and you will need some guns with range in order to hit him. The taloi will do well against the average firewarrior or crisis suit but they would have to survive by not getting shot. At least with the Ravagers you will have a chance to destroy the skimmers because of their range - the talos would a problem with that (besides, you have enough CC units so you really dont want the taloi - take the gunboats!).

    ok so same as before. my snipers snipe stuff while my heam w/ the WWp flyies up 12" in his Raider get out and fleets to some nice place as his Grotsques meat shield for him and then the WWP opens and my army gets into cc.
    In a perfect world that would work. The Tau however can sport enough firepower to wipe your wwp carriers off the board. You will have to be careful, use cover and get some lucky rolls. Half your battle will be winning the first roll. Then you have to limit who can see your portal carriers and support them so they don't get shot up (remember all 1500 points of Tau are on the board against your measly 500 points). Demand 25% terrain for your board and play the mission as much as possible. Dont try to assault their skimmers and if you can get that Archon into Firewarriors then you are golden!

    Hope this gives you some ideas, good luck and happy hunting!

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