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i use wyches but they never help. i use warp beasts to and they do very well but me wyches get ripped apart by marines like nothing. is there something im missing? also can DE jetbikes move in my oppenents movement phase or only in my own? sorry im still kinda new to dark eldar but i love playing them.:ninja:
wyches are good, but shoule only charge at specific units for maximum effect.. against marines, i recommend charging terminators (they wont be able to use their assault cannon), assault terminators (you got your inv save, and your wych weapons, a must, will remove the effectiness of his 2 lightning claws), his HQ (they are usually armed with power weapons, and your wych weapons will help), assault squad (similar reason as the assualt terminators)
never fight with the equal numbers, always outnumber, use your raider squad for support..
i dont think any unit in the WHOLE 40K universe has rules that allow them to move in your opponent's movement phase..
I think black templars do actually... or it may have been khorne... I think it was templars though.
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
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You aren't giving enough information. Are your wych squads maxed? Are they on raiders coming out of a WWP? Are you giving them blasters? How are you using them? What is the point number of your army? Any unit can be ineffective if not used to its advantage.
Wyches are probably the best assault unit I have seen. Some tips to using them successfully:
1. As Warsmith mentioned, out number your foe. The main reason is that after the initail charge your attacks drops and you don't want to take 3 CC"s to win the battle. Like any DE strategy, you want to hit fast and hit hard.
2. Bring blasters. They are cheap. For the cost of a warrior dark lance , you get two blasters which are mini DL's that are an assault weapon. A raider full of wyches coming out of the WWP rarely needs to fleet. Fire your blasters and SP's and then charge.
3. A fex and a dissie on a the wyches raider can also work wonders. You can help soften up the target before the wyches charge.
4. Don't forget to roll for your drugs and don't forget to use them. My wych squads often get the reroll misses option. Even with needing 5's to wound, you cause a lot of wounds that the marines have to save. The agonizer hits alone should kill a couple of marines on the charge.
5. Max out your wych squads.
I am never worried about marines in hth. The only things that I tend to have to plan for is their speeders with assaults cannons and their DN's.
Lets look at the typical marine squad. You generally see @6 marines total and one is usually with a powerfist. I don't normally see too many 10 strong squads but lets say that you do. You jump off the raider and get ready to shoot. Firing your SP's and blasters should net you between 1-4 kills. I normally see 2-3 kills.
If they are clumped together, fire your raider's disintegrator on maximal. If they aren't in a clump you can consider firing on sustained. Either way, any wounds will be kills with the ap-3. You should net another 1-3 kills on average (yes you can miss with your raider but odds are on your side with bs4).
Now you are charging a unit that is at worst about 8 strong but more often 6 strong. You hit on 4's (3's if you get the +1 WS). And whats more important, you hit first. You should on average kill another 2-3 marines. They lose any CCW bonus so you are hitting them with four times the attacks. The odds are heavily in your favor.
I find the main problem is wiping out the marine squad and having to face his firing phase the next turn. Thats where wyches are really vulnerable.
On your point about jet bikes. We do not get to move in his movement phase. About 6 months ago, the wargear book came out which allows us to use a 6" movement in the assault phase providing you aren't in CC or didn't turbo boost. So essentially, you could move 12", fire your weapons and then move another 6".
You will hear people argue that this is a typo in the book or its not a valid source (the wargear book). The beginning of the book states its the latest rules and there has been 6 months for GW to write an errata correcting any mistakes. The last three tournies I played, I asked before hand for a ruling and everytime the wargear allowed assault move was allowed.
Redant lays it out pretty well. My own experience with the numbers of likely casualties is much lower, possibly because I don't use dissie or blasters, but the strategy is the same. As long as they have wytch weapons and the succubus has an agonizer you should be fine.
Maybe you could explain how you are using them a little better.
Wytches are a tarpit unit and don't actually do much killing. The succubus does the killing, along with the sybarite and BeastMaster you've thrown in to support them. Basically you need to support the wytches with another unit.
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar