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To my mind, for DE the WWP is valuable for one main reason: because it saves your CC units (Wyches, Warp Beasts, Talos) from getting shot up before they get into CC. Which means, in turn, that they hit harder and will survive longer in a fight. I did this today to great effect versus Tyranids in a 1500 pt game.
I deployed a Wych Dracite and retinue of Wyches, 5 Warp Beasts with BM, and a Talos through two seperate Portals on two seperate Haemonculae (who had 5 Grotes each for protection).
Both deployed in good positions, and on subsequent turns all this killy death rampaged through 6 Warriors with Wings and Rending Claws, then a unit of Hormagaunts, then 2 Genestealer squads, then a shooty Warrior squad. Then the game ended while they were butchering the last Genestealer squad. The Warpbeasts and Grotesques died, (the Grotes early, the Warpbeasts in turn 6) but the rest was still killing when the game ended!
Mind you, it suits my main tactic with DE which is, in a phrase, 'bully tactics'. Never attack with one unit when you could attack with 5 at the same time.
Also, it mightn't work as well versus Tau or Necrons or something, but against Nids or Orks or (Chaos) Space Marines, it's a real winner.
Thats the only reason why anyone would ever want to take it, its the only way to get into CC quickly considering the carriers dont get shot down before deploying it.
But as always there are many downsides, as the WWP has to be 1" away from enemy models if the units are to come out as the WWP does follow deepstrike rules. And, its extremely unpredictable as you never know what units wil be coming out every turn due to reserve rolls, and there are no reserve upgrades like improved comms.
On average, the WWP either lets you completely and easily anihilate the enemy or simple let the enemy completely anihilate you. This is why so many people dont use it in tournaments as the risk of failure is the same as that of success.
Thankyou! Yes they are! Webway portals are awesome, it's true. But still, don't overdo them, don't use them in anything under like 1250 points and don't use more than 2 till like 2000+.Webway Portals are GREAT!
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
Dark Eldar player.
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Also always try to bring two because if one fails for what ever reason you are stuck with half your army in the wwp.
The WWP doesn't follow deepstrike rules. It follows normal reserve rules in that it becomes a table edge to place your unit on the board. Deepstrike rules would mean that your unit could not move or assault. Units entering from the WWP can do both. Also there is no scattering of units and should the enemy units surround the portal, your units simply do not come into play. They aren't destroyed the way DS units are that come within 1" of an enemy model.But as always there are many downsides, as the WWP has to be 1" away from enemy models if the units are to come out as the WWP does follow deepstrike rules. And, its extremely unpredictable as you never know what units wil be coming out every turn due to reserve rolls, and there are no reserve upgrades like improved comms.
Don't forget, you deploy the portal in the shooting phase. Reserve rolls are made at the beginning of the turn. So say for instance you deploy your portal during turn two's shooting phase, you would still roll on your units on turn two even though they couldn't come into play until turn 3's start. Technically as per the note on pge 85, you must roll for reserves asap and bring them onto the board as soon as available. You can't delay the dice rolls.This is not true at all. I have played many tournaments with WWP's and have never failed to open at least one (you should always bring a min of two in a 1500+ game). If you play fast advancing armies, a simple tactic is to hold one of you WWP squads back and while moving forward with the other unit. This ensures that one portal will be certain to be opened. The only time I was ever in danger of losing both carriers was in one tournament where my eldar opponent tried to use his psyker power to snipe the carriers. And that was only due to an unusual board configuration where it was quartered and the two sides were seperated only by a 9" circle in the middle. Once you learn to use your portals correctly, there is very little danger of having your forces be lost due to failing to open a portal. You can always do a turn 1 deployment if you are worried.On average, the WWP either lets you completely and easily anihilate the enemy or simple let the enemy completely anihilate you. This is why so many people dont use it in tournaments as the risk of failure is the same as that of success.
The biggest problem with WWP's in tournaments is that most tournaments are timed games. Games rarely get into turns 5 and 6 which is where wwp armies tend to sweep through earning a lot of points. If your opponent moves slowly, they can eat up a lot of the game.
There is no rules for this. I have also searched for a FAQ that explain this but couldnt find it, so most of the time GW enfoces rules that it cant even proove. And every time I call their customer support, evry rep gives me a different answer so unless anyone can find a specific written, and valid proof to proove this wrong...lets say it remains a questionable matter.
I dont know how your GW does that but thats how mine does.
Last edited by WraithGuardian; February 25th, 2007 at 20:16.
Your units don't get destroyed when they exit a portal because they are coming on as reserves, they aren't escaping a burning vehicle, so there isn't any reason for them to jump on to the board and then get ripped apart, just like reserves, they don't get killed if ou have the reserve board edge filled with units, thy just get delayed a bit
Not a fan myself.
I prefer to have all my raiders early on so I can start inflicting maximum amount of damage as quickly as possible.
It seems to be going pretty well.
The only way I would a WWP is if I used a wych cult (in which case a WWP and wyches are hideous combination).