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So I have been doing alot of thinking on how to make a WWP list work at 1000 points. At first I put a WWP on a lord with a skyboard but then I read the codex update online and found out this was illegal. Cant put it with a character with a jetbike so that idea is right out. dont feel like using a raider as they seem to get shot down alot more then I like with the new skimmers dont block LOS rules. Well it took me a while but then I noticed the scourges. they have jump packs not skyboards and as if to just add icing on the cake they can deep strike whenever they want wether or not the scenario allows it or not. So Im thinking take a squad, fill them up with splinter cannons, upgrade one to a sybarite and slap on a WWP. they ether deepstrike close to the enemy behind some cover or they start out on the board and move a bit closer to the enemy, drop the WWP and let some nasty nasties pop out and bring on the hurt.
So I guess what I am asking has anyone heard if this isnt legal as from everything I can see it seems to be.
also if this does turn out to be legal which of the following units would you suggest and can you see any obvious flaws in this tactic?
A. 10 scourges + 4 splinter cannons + sybarite + WWP = 296
B. 5 scourges + 4 splinter cannons + sybarite + WWP = 216
C. 10 scourges + sybarite + WWP = 216
D. 5 scourges + sybarite + WWP = 136
Last edited by Deathwishjoe; May 27th, 2005 at 04:44.
If your depending on the webway portal, I would take a full squad as they still have DE stats (low toughness, bad save) and having them run off the board would be a huge blow to your plans in 1k. So I would say A although there awfully expensive in small pts games. Also do realise you still roll for reserves even if your wwp isn't down so I wouldn't recommend deep striking them.
High Elves (BloodBowl)
Warseer Blood Bowl League
thank you for your isnight 311. the real problem with the WWP portal list is because you pretty much need two in an army if you want to feel confident in your troops arriving before someone slaughters the portal carrier. at 1000 points 2 WWP cost 10% of your point cost in wargear alone. not to mention upgrading a unit to a sybarite or a sucubus. So even with the scourge I wont be just using them to transport the WWP. I also have a large squad of foot slogging warriors to pop it out as well.
Its expensive but I figure a raider would cost as much and more anyways. while I do loose out on the heavy weapon radiers provide and possibly the speed they privide as well I never loose a single model before deparcher.upon reading this I broke out in a cold sweat. would my squads I'm holding in reserve be destroyed if my scourges were being retarded and taking an extended lunch break instead of getting there butts down out of the DE break room in the sky early on in the fight? I reread the rules for the WWP and my squads do NOT die if the WWP isnt down and they become available.Also do realise you still roll for reserves even if your wwp isn't down so I wouldn't recommend deep striking them.So I'm still safe there with deep striking them....if it (the WWP) has not been opened on the turn they become available to enter play, they must be held back until it is.
The main problem with scourges at 1000 pts is that the game is not going to last a lot of turns. You have to roll for reserves and scourges will arrive at turn 3-4, meaning reserves inside the portal will arrive at turn 5-6 that can be a sad problem.
That is one of the few benefits of holding off on deploying your WWP on turn 1. Any unit that makes it's reserve roll and you designate (be careful here) that it will come out of the WWP may wait until it is deployed. So if you waited until turn 3 to deploy it, any unit that made the roll on turn 2 may enter. Why be careful you ask? Lets say you are playing a mission that also allows reserves. If your HQs makes it's roll before the WWP is deployed and you designate it as coming through the portal and your carrier(s) is killed then that unit is lost.
this is a valid point. I could handle having the WWP units out by turn 4 but turn 5 is just way too late. I suppose there is still the option of flying them up and hugging cover.The main problem with scourges at 1000 pts is that the game is not going to last a lot of turns. You have to roll for reserves and scourges will arrive at turn 3-4, meaning reserves inside the portal will arrive at turn 5-6 that can be a sad problem.
I think turn 3 or 4 is the best time to lay down a portal, that way most 'reserves' will be able to come through it.
With that in mind don't be afraid to use a foot squad for delivery. They are cheap and can use the first two or three turns moving into position anyway. Plus they can then support whatever comes through by softning up targets or gang piling into assault.
Besides the obvious point sink, Scourges are pretty frail and deep strike can scatter up to 12" (off the table or right into the enemy's best fire lane). Plus what happens if you deep strike turn 1, survive enemy counter fire, deploy portal during the Movement phase of turn 2 and no one makes thier 'reserves' roll? You have to convince 5-10 scourges to defend this portal for another turn. Remember, if the enemy surrounds the portal, you aren't allowed to bring anything through.
its a good idea but be careful of indirect fire. if you scourges die before they open the gate you have had it. my oponent uses this method and i have never been able to counter it once the portal opens and the whitches pore throught!