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I have been using a WWP more and more in my army and have found that it is REQUIRED in order to win. Unless, (correct me if I'm wrong) the DE player gets the first turn, in which case the 4+ Raiders and 3 Ravagers will deal tremendous amounts of damage. But, one cannot rely on luck alone to win so I find that the WWP is crucial in any game you play. It saves your Raiders, Ravagers, Wyches, Incubi, etc. from being gunned down on the first turn from heavy weapons and is the only way to save your open topped vehicles if you don't get the first turn. Without the WWP the only other option is to send mass troops at the opponent which is ok, but like I said not half as effective as an army with a Webway. It saddens me to think that I will always have to use that item if I ever want to keep my Ravagers/Raiders/Wyches/Incubi alive long enough to shoot or get into CC.
"One death is a tragedy, a million deaths is a statistic" -Stalin
I actually find that i can usually win without using a webway portal (Come to think about it ive never even used one) the trick is to set up your raider and ravagers behind terrain .
I've found that no matter what army you play, if you depend on getting the first turn you will probably lose if you don't get it. I always plan to go second. For the DE that means setting up behind terrain so if you don't get first turn your opponent has nothing to shoot at and in your turn you move forward. If I plan to go second and then get the first turn anyway, no harm. If I plan to go first and get the second turn it is usually disasterous.
Artificial Intelligence is no match for Natural Stupidity.
Yes, I haven't even played a game yet and I am getting the feeling from the battle reports that the non-WWP armies are 50% / 50% in wins to losses. Granted that the more experienced players need the portal less BUT to tell a newbie DE player that he will lose his first 10 or so with his non-portal army until he gets the hang of it doesn't click right. I bet the newbie DE player SHOULD start a portal army until he is confident enough to go without.
ARCHON RYAN - I am not calling you a newbie, just that you may have shed some light for me on this army. My plans thus far have been to build a balanced army (without a portal). I thought the portal was cheese or just a fancy gimmick but I really get the feeling that this army is totally developed around the portal.
If I was GW, I would not have planned DE to be a non-WWP army. The "rush" technique seems to an Ork/Nid thing and I think GW planned them that way. Is it me or is the average lifespan of any model the DE have is 3 turns? Destroy your enemy in 3 turns after it shows itself or you will start to lose your numbers rather quickly - at least, that is what I have gathered from the 2 months I have been reading (and painting) in this forum.
DE appears to be a "finesse" army centered around surprise and speed - hence the warp portal. The speed is obvious to me and I think it is more obvious that I cannot depend on it alone to be successful - however, without it it is damn foolish.
I am not an expert on Pirates but their techniques required surprise and speed and GW based the DE on Pirates. Pirates don't hold objectives, or have massive bulky armor suits or depend on a hellspawn god to do their nasty work (They may be evil but they are not lazy).
Is the portal cheese? I dont think so anymore, I am going to rethink my army and tactics to include a portal.
What say you evil doers?
If you use one, use two. That way you aren't hosed if the one bearer gets whacked before he can deploy the portal. If you can manage to get both deployed, the enemy now has two fronts to worry about and you can choose which portal to bring each unit in from once they are available.
The DE are very much a shock army. You hit the enemy hard and fast and hope that you either put a serious dent in their force that you can mop up the next turn or that they ran away and you wiped them out and managed to consolidate out of LOS from a shooting unit. If you don't seriously cripple the enemy in the first turn or two of the game, you are probably in for a beating. The DE lack anything resembling staying power. They attack very well, but they have close to the worst defense in the game. Ideally they should hit the enemy and kill enough that they don't get hit back.
Artificial Intelligence is no match for Natural Stupidity.
My personal recommendation?
As said before, if you bring one portal, bring several. Simply because:
1) If you have a SINGLE portal, and they die, that's it. You're over.
2) Even if none of your portal carriers are killed, it's still worth it. People can block the portal template and deny your units from coming - so open three portals! This will seriously tear the enemy apart, s/he won't know where to fire at! That seems like a huge surprise attack as most armies I see containing WWP only have one or two.
WWP portals are a great thing to have in a Dark Eldar army but you can win without em even if you don't get the first turn. To many people rely on equipment to when them games instead of focusing on good old tactics, cover and key terrain. Yes the raiders and ravagers arre thin skinned, so you need to watch how you set them up in the deployment so they have some cover, and as little LOS on them as you can get.
There is nothing absolute in this game, there is a tactic for everything, if you start thinking that things are absolute someone is gonna come up with a brand new tactic for a unit and surprise the heck out of you. Then you lose. To many people let their tactics stagnate, and just rely on wargear.
anyways just my humble opinon
I tried a radical WWP army. It included a small squad of grotesques (we where playing a king of the hill game) who held the hill nearly the whole game and I took three wwp. Two wwp carriers deployed, the third got killed, but the portals where deployed in such a way that, had he assualted the hill, my troops whould deploy to suround him. It worked okay, but I was lucky to roll good reserves rolls.