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Yes I love WWP!
No I prefer to keep my army out of reserve/deep strike
So now that we have had a time to analyze the DE codex I want to talk about WWP armies. Looking at the advice from White Dwarf they strongly advocate the use of WWP to achieve mischief. However I often struggle with having a reserve/deep strike army since it's so hit or miss. If the army comes in turns 2-3 life is good. After that your pretty much hating life. So is it really worth it when raiders are proven to bring your troops where they need to be. The only advantage I see is getting beasts and the talos across the board without being shot.
Let me know your thoughts
I run a ranged orientated dark eldar army so I prefer to be mounted. I will usually only ever put one unit in reserve, and only if I truly have to. I've tried out the new WWP rules and they are definitely better and a far more reliable way of deploying from reserve, but on the other hand raiders provide constant mobility and additional anti-vehicle fire. My adivce is if you're running anything that can't move at a reasonable speed and be mounted then use a WWP.
Fetch me another plaything. This one seems to have broken- Urien Rakarth
I think now I have run 50/50 so far with the wwp versus non-wwp lists so here is what I think based on my own play style and experiences.
I tend to put units in reserve regardless and both suffer the same way – you never seem to get the units you want when you need them. So for me, putting raiders in reserve is no different than putting other units in reserve for a wwp so no change in strategy here.
I do think the portal can mess with some opponents plans however I have found that the more savvy players ignore it and can adjust play easily. So again, no change in strategy here.
So where I think the WWP has some noticeable merit is where the unit coming out of the portal can reach a target (shooting or assaulting) where starting on the board or from your own board edge you would not. My example:
Last weekend I used bikes and scourges in a tournament and normally I do use a WWP however this time I decided to not use one. I always declared the scourges to be “deepstriking” and the bikes in “reserve” . The scourges had heat-lances and so did the bikes but no caltrops. Deepstriking went smoothly for 2 of the games, I only had out of 6 drops 2 drift out of heat lance range. WWP scourges never had this problem, they still had any pick of the board on an armored target so with this particular unit, a WWP would have been more accurate for them and most likely achieve a 6 out of 6 chance to get to fire at a priority target within the heat lance 9” sweet spot.
The bikes however, I constantly had problems getting them into heat lance range and though they could enjoy a 3+ save to turbo at their target, they would have been less efficient in popping armor. Coming out of a WWP is where the bikes would really shine, their range from that would cover the entire board as well as providing better places to land AFTER blood vaning a target.
As for Warp Beasts and Hellions – slam dunk heck yah. Can’t really imagine running these units from my board edge or even on the board. I know the beasts would probably do just fine starting on the board but the Hellions are just too soft for either. Maybe deepstriking Hellions would work but even that is way too risky for my tastes.
So is the WWP method just as competitive as non-wwp lists?
Depends on the unit you are using in the portal – I do not think wyches or incubi on foot coming out of a portal can be good, I dunno, I haven’t tried it yet. However, just about all the “Fast Attack” options we have would seem to thrive beautifully out of it.
Depends on the player – if you can make regular reserves work then this is no different.
Depends on deploying system you are using and depends on how well you can strategize the game mission, enemy army and deployment options.
In other words, I do not see why not. Sure, it’s not for new players and it isn’t an “easy” button for most people – definitely based on experience and game knowledge.
"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]
I'd like to add to the last thread. I agree that both WWP and raider lists can be effective. I think it's important to point out that the WWP gives two unique advantages. First, it gives you a choice. You can declare a unit as deepstriking and then, if you have a portal, you can DS it or come out of the portal. Whichever is more strategic at the moment.
Second, it allows you to reserve units even if the rules prohibit it, like some of the battle missions.
WWP lists mean that good close combat squads can charge at full strength. raiders, in my view are there to give away as kill points. if viechles are needed, then use them, otherwise, just get one (raider or venom) for an archon who wields the WWP deploy close to the enemy and watch his face drop!!!!!
The WWP is a shadow of its former self, it certainly is a useful tool but the days of building true glass cannon armies off the back of it are long gone - now it is best used to help (somewhat ironically) the tougher elements in the army get close.
I haven't tried the WWP yet because I'm weary of putting things in reserves. My logic is to have everything on the table so I can offer many targets to my opponent.
But I can see the use of a WWP but that you also are giving away points because your opponent has typically only 1 or 2 targets. I would try the WWP if I was sure half my army came out turn 2.
Dark Eldar aren't durable but FnP helps big times! So for now I'm happy with my Raiders exploding or not. It also depends on some 4+ rolls...