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how do you field your units of Wyches? What equipment do you give them and what roles do they perform in your army?
I run 2 cheap units of 9 Wyches in a Raider with flickerfields. 1 Wych have Shardnet and Impaler to take the edge off power fist champions. They are accompanied by a haemonculi each to give them FNP right off the bat.
These units speed up to engage enemy cc specialists and once neutered will hold an objective or 2 until warriors arrive.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
personally i like the hydra gauntlets as a weapon for the wyches and will prob use that most of the time. the shard net and impaler i rekon will go betta on a unit of 4 bloodbrides that are specifically geared to hittin comand units.
but back on track.... ill use the wyches to zip ou the sides of the enemy and engage in CC (with weak units to get the token) then the raiders then breakin off and providing fire support for them. once they have a pain token they will gettin into more meatier units.
Each of the Wych weapon options has a specific purpose, so which one works best is going to be dependent on what enemies they face in assaults.
Hydra gauntlets: the extra attacks are going to be much more useful against weak models. Against anything tougher than a guardsman, the low strength of the attacks and lack of armor negation really limits their effectiveness.
Razorflails: re-rolling to hit and wound gives the bearer much more dependability in assaults than with the very random hydras. She will consistently cause a few wounds, forcing the enemy to test against their armor. This makes it a good offensive choice against moderately tough targets (T4 primarily), although it will not blow anyone away unless they actually fail their saves.
Shardnet & impaler: you are trading away the minor offensive bonuses of the other choices for automatically negating a number of enemy attacks. This can often be a more effective way to not lose assaults than trying to overpower the enemy with additional wounds (something Wyches don't really excel at). Of course, not losing isn't the same as winning, but it does buy the rest of your forces valuable time not getting assaulted or shot by the Wyches' targets, and that usually means you will have the opportunity to reinforce the Wyches if they need it.
All in all, I'm a fan of the shardnets. They will always help just as much, if not more than the other options because of their automatic effect. Razorflails come in second because of their dependability, and hydra gauntlets come in last because they are unpredictable and are really only good against T3 units.
Haywire grenades. These are usually going to be well worth the points invested, unless facing an army without transports or tanks (like Nids). Being able to wreck a vehicle without much risk of exploding it, and then trapping the passengers inside is an extremely valuable ability to have. And even with the grenades, Wyches are cheap. So it's worth it even if they get shot up in the next turn. The high chance of stunning or immobilizing means they will probably get cover saves if they fail to wreck the vehicle right away. And one final note here: any stunned or immobilized result scored by your lances makes that vehicle an easy target for your grenades, so synergy improves the usefulness of your ranged guns in this way.
Hekatrix. If you are going to be using the squad as a beat-stick, the agonizer is a must, but otherwise the venom blade is much more efficient for its cost. If you are going the shardnet route, I really think the venom blade is the best choice. A blast pistol is going to give you one, maybe two shots at armor if you're lucky, which makes its cost too prohibitive to consider unless the unit is a centerpiece of your strategy (which I don't suggest, since they are so fragile to shooting). I'm still undecided on the phantasm grenade launcher. It may be useful, but those points may not need to be spent if you have enough support for your Wyches to neutralize other nearby assault units.
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razorflails and hydra gauntlets, reason? the re-rolls with the razorflails are improving chances of all the squad dying, and the hydra gauntlets give me more attacks with witch to decimate my foe, regardless of them being marines or gaunts... or anything inbetween!
I'm a fan of Sharnet & Impaler and a Heamy for FnP. I played two games so far and I saw that equipping them with an Agoniser and Animus Vitae is not really worth it because I scored ZERO extra pain tokens. So I'm now gonna test out the basic set-up: Heamy, Liqui Gun & Venomblade.
Of course I'm adding the Hekatrix with an Agoniser. The Phantom Grenades seem to be a waste since they can't cancel Counter Attack and if your Wyches are being charged themselves in the open, your opponent doesn't know what he's doing since they die almost to any shooting.
Furthermore I do like to give the squad some extra HWG. Just in case you meet one of those all vehicle lists or if you need to kill a drop pod or monolith. It's my weapon for 'just in case'. I know it looks a lot like lost points but it give an answer to problems my Dark Lances can't solve...
I'm tending to field them in a squad of 8 but maybe 9 is better because them 2 casualties doesn't force a morale check.
I put them in a raider because WWP I haven't tried yet and I'm not a fan of depending on a Reserve roll, which you have no influence over...
For the Raider I'm thinking the following upgrades: Flicker Field (FF) (Standard), Torment Grenade Launcher (TGL) and Enhanced Aethersails (EA) if I have the points spare. I need to do some more testing on those because I want to limit the cost of the Raider, I used to put night shields on them too but that seemed a little obsolete since I want to be closing the distance with my enemy as quick as possible...
So all in this unit will clock in at 293, raider and Heamy included. I think this is quite okay for what your getting. Maybe this can be trimmed down some more, play testing will tell.
I do like the idea of leaving the Heamy in the Raider and search for a nice target (small squad of marine for instance) to blow out of cover.
For the roles I think it is clear: tar-pit any unit you want out of the battle for a while. Strangely I can't seem to break any enemy in CC since the new codex. I hope TGL will help some times with this but to be sure I think I will add small squads of Incubi. This fits perfectly: Incubi lack the assault grenades to attack troops in cover themselves but once locked in combat they are the perfect squad to finish the job.
IMO shardnets are worthless on wyches, but on bloodbrydes (especially with attached archon/succubus) result in a unit that will tear down IC's and MC's simply because there are so few return attacks (the majority on single model units have 3-5 attacks, so denying 3 of them is going a long way). It also helps you deal with those monster HQ's out there (i'm looking at you mephiston) very cost effectively.
As for the hydra gauntlets and razorflails? The tl;dr version of it is razorflails will perform consistently and mathhammer shows them to be superior to hydra gauntlets (*gasp* you don't say), but hydra gauntlets stack with combat drugs sliiiiightly better and have a mucher higher potential than razorflails, if you can handle their random nature.
The most amount of kills (without external influence) razorflails can get is 5, the hydra gauntlets scales to a potential 10 (this being on bloodbrydes, otherwise its 4 and 9 respectively for wyches).
Well the effectiveness of Shardnet & Impaler depends a lot on how you are allowed to move during an assault phase. If your opponent doesn't mind you putting the S&I consistently in contact with the sergeant of the squad then I think it is really worth it since you avoid at least 1 save on your wyches. If your opponent has more than 1 attack (quite often the case with pistols) than also regular attacks are removed.
The chance to kill an opponent with the other special weapons doesn't really match the reliable number of attacks you are eliminating by killing maybe the extra guy, which will always by a regular trooper, not someone toting a power weapon or worse.
I did the math on the special weapons and only vs Orks I saw the Razorflail preform decent enough to compete with S&I. On average on the charge with wyches you put 1.23 unsaved wounds on orks, which removes 3*1.23 attacks= 3.7 attacks.
But my main question remains: can you decide where to put your S&I during assault?
Last edited by El_Jairo; December 10th, 2010 at 11:30. Reason: Unclarity
*There are times when you don't get the choice either due to the assault rules, but as a general rule of thumb you will get to pick and choose where your models go.