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Back in 4th I used to be a huge fan of the WWP, but in 5th my first few attempts to use my old wwp lists ended in disaster (line of sight and character targeting rules). I have since gone to an almost completely mechanized list and have had some serious success (2 1st places in 2 tournaments) due in large part to the greater durability of raiders under the new vehicle damage rules.
There have still been times where the wwp would have been nice to have, but I can't see to many ways to bring it without having to either place it immediatly or risk loosing it right away. Even grotuesques with Haemie doesn't seem to work that well.
Any ideas or is the WWP done in competative lists?
Ive done alright with them but I usually play people who dont try to kill them as fast as possible due to lack of experience. I think in a more competitive setting, they are too much of a liability. The risk of having your army killed before its on the board is a large risk indeed.
I would play all mechanized except I only have 3 Raiders (I know I know what kind of Dark Eldar Player do I think I am?) But I do plan on getting more sometime in the future. Its nice to know the DE still have an edge though. How do you play your air force?
For the sins of the past.
For the sins of our fathers.
For the sins of ourselves.
i usually play a mech dark eldar list too! about 5 raider born squads and 1 ravager with 1-2 tallos. for my hq i use 3 haemonicules with disintegrators, 1 with the WWP. when my opponent suddenly has to deal with 2 T7 MC's all of a sudden in turn 4, i've usualy already taken out anything that can take it out with ease! leaving my tallos to kill whatever necessary or seek out objective markers so my opponent can't claim them!
WWPs still work for me!! but i never really have tried having any more than 3 units in reserve
Dark Eldar: 9/1/2 Winning streak: 6
Tyranids: 16/3/4 Winning Streak: 8
inquisition:4/0/3 Winning streak:0
I've found that the new vehicle/transport rules lend themselves very well to a VERY aggressive playing style. I have abandoned thoughts of hiding behind terrain and now run at my enemy at full speed. Against horde armies I focus everything on one or two units at a time and try to wipe them out. Against shooting armies I try and get as many units in combat as possible and tie the close combats together with overlapping assaults if possible (nothing like winning combat by 10 or more and running down 3-5 units in one assault). The key to all this is giving my opponent to much to deal with. All my 'Ard Boyz opponents where overwhelmed by having to deal with 8 raiders and 3 ravagers and ended up splitting their fire, my last opponent focused on the raiders, but between the new vehicle damage chart and the 4+ save for going flat out meant only 2 of the 8 where shot down and they where already on his doorstep.
I enjoy that style of play, but it requires extreme aggressiveness in almost any situation.
I was a huge wwp player as well - if I was playing 1850 to 2000 points it was guaranteed that I would be running a wwp list.
When the Las Vegas GT was in town I was still playing wwp lists at 1750 and thought I was doing the right thing but I ended up losing both my wwp deployers in one game which I gave up in the 2nd turn. There was another game in which I decided to use reserves and just "ate" the points of the portals. Only one of the remaining 3 games did I successfully get both portals open and the other 2 I only got 1 portal open total. So you see I had a very tough time getting the portals where I wanted them as well as trying to get from being shot up by the enemy's entire army.
Now, I am trying solely raider rush lists and depending on the terrain, enemy, mission and deployment I use just plain reserves. In both Dawn of War and Spearhead deployment missions I completely think its not necessary to use the portals - portals still work but I really think you don't need them to be strategic.
So now I think its really risky as with the true line of sight rules and with "outflanking" maneuvers the enemy can easily reach you anywhere on turn 2. The speed in which everyone moves is much quicker than 4th and that leaves you with very little time to be aggressive with the portal location. I found myself dropping the portal on turn 1 in many occasions with fear of outflankers reaching me and in just about every occasion I did find my portal carriers locked in combat on turn 2.
My game plan now is:
If I get first turn or move then I put everyone on the table and maybe put a raider squad or two into reserves just to preserve them.
If I lose first turn then I will usually put 3 to 4 raider squads into reserve and place everyone one else on the table. The elites, HQ and heavy choices pre-occupy the enemy while the raider squads get to come out later anywhere along my board edge and provide fire support until the 5th turn and then they turbo to grab objectives.
This game plan has also changed my troop choice layout as well - now I play with 6 choices with 2, 16 man foot squads usually with dark lances and 4 raider squads. The rest of the list is there to do everything they can in preserving the warrior squads so they can be scoring later in the game. Unfortunately, this doesn't work well with a Wych Cult list so I will admit that I have been playing more "Coven" or "kabal" lists more often.
So yah, I have had the same observations as you - times have changed and when I use a portal now I do not use it to get into close combat anymore (as I did in 4th), I now use it so I can get my units to the objectives faster and that is no real reason to spend 100 points anymore. I am going to be use rush and reserves alot more now.
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]