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Friday, February 18, 2011

Dark Eldar Codex Review: Part 6: Troops (Part 2 - Wyches)


In the last article we looked at the overall Troop mechanics for Dark Eldar and how they compare to the MEQ-styled Troops. An important distinction was drawn: even with FNP these guys are not Marines. Whilst this may seem obvious, the combination of Dark Eldar being an aggressive army (you need to kill things to gain FNP tokens) and a lot of inexperience with competitive Xenos forces lately (reference: Tyranid FAQ), it needed to be said. Kabalite Warriors were then looked at in detail which leaves the Wyches and optional Troops of Wracks and Hellions to cover. We'll look at Wyches today and save Wracks and Hellions for another post. but let's keep in mind the general thoughts on Dark Eldar Troops discussed before.

Wyches:

Let's take a look at Wych stats first. Like most Dark Eldar they have good combat skills with high WS and I (6) but poor defensive statistics with T3 and a 6+ save. This means Wyches are relying on cover to stand up to even a weak breeze against shooting. However, Wyches have a 4++ in combat making them quite survivable there considering their price tag. Wyches also have Fleet and two close combat weapons with options to take a special combat weapon every five members. With their improved save in combat and plasma grenades allowing Wyches to take full advantage of their high initiative, this obviously indicates Wyches are a combat unit (no...duh...). Wyches benefit from Power from Pain and Combat Drugs which can drastically improve their offensive and defensive potentials. Let's get down to business then...

At first glance Wyches are the opposite of Kabalite Warriors with a combat focus rather than a shooting focus. Indeed, further divergence is noticeable when we look harder. Kabalite Warriors are quite capable of being a diverse unit, particularly in conjunction with either their Venom or Raider transport; in terms of firepower they are the Xenos Tactical Marines but certainly not in playstyle or defenses. Wyches however are very specialised and have minimal options for diversification. Let's first look at the Wyches primary role and then how we can diversify it so they aren't complete push-overs against certain lists.

Wyches are tarpit combat units (remember this; repeat this) and they are amazingly efficient at it against good combat units and rock units in particular. For 10 points you get a model with a 4++ in combat. Not even your bog standard 40 point Terminator with Powerfist and Stormbolter has that good an invulnerable save. Ever. That's about all Wyches have really going for them however. Without a pain token that 4++ simply gets overwhelmed by torrent combat units. Without a pain token Wyches simply die to any sort of shooting (flashlights included). Without two pain tokens Wyches aren't that scary in combat. Without point investment Wyches cannot do anything to vehicles in close combat and even then it's a pretty expensive upgrade considering their chances.

Can we see a theme? Wyches are not a front line assault unit. Against rock or beater units (i.e. anything with a lot of ignores armor save potential), Wyches are hyper point efficient. Against Guardsmen type units, Wyches will do quite well  in combat (even without pain tokens). To be a reliable assault unit however, Wyches really need multiple pain tokens and whilst point efficient, still aren't stellar combat units. Combat drugs helps their damage output considerably (the math varies from drug to drug and each one is better against a certain foe but no matter what you roll, Wyches benefit from it). What Wyches therefore do really well is tarpit opponent units. The more expensive and more rock-like, the better as this is creating a situation where you are committing less points than your opponent but still delaying the opponent effectively (much like blocking). At the same time, Wyches are capable of putting out a lot of attacks in combat and wearing units down. Outside of that though Wyches really need support from other combat units. When building an army around Wyches you must consider this or understand they are effectively just a tarpit.

Wargear:

Before we look at the Wych weapon upgrades though let's look at their anti-tank potential. They have two options. Haywire Grenades and blast pistol. Unlike the Kabalite Warriors, Wych squads should almost always be taking a Hekatrix upgrade to improve their Ld and get access to a special combat weapon. This lowers the perceived cost of the Blast Pistol compared to Kabalite Warriors but is only a single lance shot (unlike the Warriors who have access to a blaster as well). You basically cross your fingers and close your eyes when you the roll the die. I'd only consider this option if you intend upon attaching an IC which also has a blaster/blast pistol so you've got two Lance shots instead or if you're really desperate for anti-tank. Haywire Grenades allow Wyches to deal with tanks/walkers in combat (walkers specifically). The issue here is against most tanks this leaves the Wyches bunched up and exposed no matter what happens. Not a good place to be when you're T3 with a 6+ save or even FNP. I think Haywire Grenades are only a good choice if you're really low on anti-tank or running a lot of Wyches on foot so they can deal with walkers in combat. Otherwise at 2pt a model it's quite a steep investment and if you're relying on Wyches to deal with tanks in combat, you've got other issues in-game.

So let's now take a look at the Wych options.

Shardnet/Impaler: Any model in base to base contact with the shardnet/impaler has their attacks reduced by one. Combined with their other abilities (i.e. 4++ in combat) this really improves their survivability in combat. The shardnet/impaler is a very annoying weapon against units who have few quality attacks which makes them crazy point efficient against rock and beater units. However, even against units with lots of attacks it greatly helps the survivability of Wych squads. Otherwise put the shardnet/impaler next to a character model and decrease their offensive potential greatly.

Hydra Gauntlets: Meh. A random number of attacks without any sort of re-roll or bonus (other than more attacks) for a single model is pretty crappy. If this model had Rending (like Mark of the Wulfen) or some other bonus then it might be a better option. As it is it makes Wyches mildly better against units they are better against (poor and mediocre combat units) but doesn't really help make them into a combat beast themselves.


Razorflails: re-rolling both hits and wounds is nice but on such a few attacks isn't going to make a huge difference. If you combined this option with the Hydra Gauntlets...well nice. Once again the minor damage bonuses you gain from the Razorflails aren't going to help the Wyches become super impressive combat units by themselves whilst improving them somewhat against the units they already beat around in combat.

In the end the Shardnet/Impaler combination is the hands-down winner. Although it doesn't improve their offensive output, they become much more survivable in combat. The shardnet/impaler combines very well with their 4++ and can make them a very hard unit to shift if they gain a pain token and FNP.

Hekatrix:


A Hekatrix is a very good upgrade for the Wyches as it brings an extra pip of Ld and the option for another combat weapon. Unlike the Syabrite for Kabalite Warriors, the Hekatrix is very close to a 'always include' upgrade for Wyches. Let's take a look at the Hekatrix options.


Blast Pistol: There is less of a hidden cost here for Wych units compared to Kabalite Warriors as the Hekatrix is more often chosen for other reasons but is still steep at 15 points. As discussed before, this is only really a decent option when an IC is attached so you can get two lance shots from a unit.

Phantasm Grenade Launcher: Less necessary on the Wych squad as they already come with plasma grenades. Whilst the defensive aspect is there, shardnets/impalers should already be reducing enemy attacks and the combination of Dark Eldar transports and fleet should mean Wyches rarely get charged either. This one should probably stay at home for Wyches.

Venom Blade: The cheap upgrade and is very good. For 5 points you get a 2+ poisoned combat weapon. Whilst it won't drastically swing battles in your favor, if you're tight on points this option is an excellent buy which improves the Wyches' combat ability whilst not breaking the bank.

Power Weapon: This upgrade isn't too flash but is still pretty cheap and is very effective when a Wych unit gains two pain tokens and charges. Otherwise if you are taking lots of Wych units and are looking for more combat punch against high armored targets without sinking in lots of points to Agonsiers, the Power Weapon isn't that bad an upgrade. S3 does limit it though.

Agoniser: The Agoniser is expensive but like the Venom Blade overcomes the poor strength of Wyches whilst also ignoring armor. With two pain tokens the re-rolls to wound can become very handy. If you are looking for your Wyches to have some offensive impact, the Agoniser is the best weapon for this. However, across multiple units the points add up fast.

Transports:


I would never recommend the Venom for Wyches; it just doesn't have the transport capacity and since the Dark Eldar codex doesn't allow transports to be taken for units which cannot fit in them, I'd say this is a no-go zone. Wyches excel as tarpits and are decent at torrenting infantry in combat. By making them smaller you are not allowing them to fulfil either role effectively. This leaves two options really; the Raider or going on foot.

When going with the Raider your FoC becomes diversified as you bring a Dark Lance to the table. This helps cover the Wyches poor abilities in terms of being able to damage tanks. Obviously you also increase the speed of Wyches in getting into combat which is very easy considering the Raider is an open-topped transport and Wyches have Fleet. I would highly recommend a shock prow for Wych Raiders to allow the Raider to tank shock. This allows the Wyches to be delivered more accurately and are capable of punching through bubble-wrap lines. Otherwise flickerfields and night shields are both very good but expensive upgrades to increase the survivability of the Raider. Remember, Wyches hate taking wounds when not in combat so Explosion results on their Raiders make them happy unhappy chaps, particularly if they don't have a pain token.


Conclusions:


In the end there are really only two set-ups for Wyches. On foot or in a Raider. When on foot, aim to max out the squad size at 15 if at all possible. This gives you more bodies against incoming firepower and access to a third Wych weapon. On foot squads obviously benefit greatly from Webway Portals as they can get close to the enemy without suffering incoming firepower but certainly aren't necessary. Otherwise Wyches obviously need to go in a Raider to improve their pace across the field and to ensure they don't aren't useless in combat, need to be either nine or 10 strong. The only reason you would go nine is if you're attaching an IC such as a Haemonculus or Archon.

Wyches are a lot harder to simply 'fit' into a Dark Eldar army list. Unlike Kabalite Warriors they have a very specific role and if the army list isn't looking for that, they aren't really needed. If they are run as the core of a Dark Eldar army, support combat units are necessary such as Talos, Beastmasters and Incubi. Otherwise Wyches can add some combat ability to a normal Dark Eldar army and as a scoring unit, can great a scoring bubble on top of objectives which is hard to remove. Remember, Wyches improve dramatically with pain tokens and serious consideration should be given on how they are gained. 

Comments (24)

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There are unfortunately no re-rolls to wound with the Agonizer, as it's not an actual poisoned weapon.
1 reply · active 739 weeks ago
My bad. Changed; thanks for catching that.
I have had pretty good luck with a unit of 5 with shardnet and impaler and haywire grenades. 70 points for the unit and 65 for the venom.

Against eldar they took out a unit of dire avengers for about 10 rounds of combat before dying to the last one (exarxh was next to shardnet, nice) Against tau they just ate a fire warriors squad and claimed an objective. Still satisfied with the results

Venom is averaging 4 wounds on anything a turn. Niceeee.

So yea, need more play testing against more diversity but will be interesting to see how it continues to preform.
10 replies · active 738 weeks ago
Kirby, do you think there's any point here to running a group of 5 in a venom as light tarpits/harassers as this guy is suggesting? I understand Eldar are fail at combat, but they could work well for cheap scorers (kinda filling a similar role to 5-man warrior units, or 20-man warrior units), but instead as a contesting tarpit unit. What do you think?
DE fail at combat? Incubi would like a word with you.
He said Eldar fail.

I'd much rather a 5 man warrior unit which doesn't rely on combat and runs around with two lance shots. It's just really easy to get rid of 5 T3/4++ models and even with FNP are pretty easily torrented down.
They are not there to do anything like that, They work well at locking down a vehicle for a turn. Against certain vehicles that is making their points back. Don't get me started on if it is a squadron that did not move 12. Not to mention that they could reliably hold a dreadnought for an entire game.

Still a scoring, as you said sure they die easy but what in the DE book doesn't? All for under 140pts

how do you get a 5 man with two lances?
How do they lock a vehicle down? 5 Haywire grenades aren't reliable against vehicles and if anything semi decent hits in on combat or shooting it's dead. It's hard to get a FNP token for them as they aren't exactly very offensively minded which hampers their defense. They could indeed hold a dreadnought for most of the game but their application outside of that is relatively less viable.

Blaster + blast pistol, Venom, 5 kabalites = 150 points. Much better buy or go for the full 10 man Wych squad at 200.
If the vehicle moved 6 or less that is 4 or auto hit, 2-5 glance 6 penetrate, likely to get a glance which will most likely stop the offending vehicle from shooting. That is their objective. to stop a vehicle from shooting for a turn. Especially against certain vehicles it is well worth the sacrifice. Heck even if it makes them move a vehicle that needs to stay stationary, there by limiting their firing or altering their game plan, it has served its purpose.

Example of what I am talking about.
Also for the blast pistol you need to get within 6 anyway so based on that as the counter arguement I can also assume that the wyches would easily be within assault range. I am assuming a vehicle armor 12 that moved 6 inches since your target for this tactic is a gun heavy vehicle that needs to move slowly to fire all its shots

Both lance shots - that is 2/3 to hit, so 4/3 hit, 2/9 glance and 4/9ths pen. so 6/9ths chance to get a roll on the damage table from those weapons. or roughly 2/3s

Haywire in assault - 5 grenades on 4s to hit. so 5/2 hits. now 2/3 of them will glance and 1/6th will penetrate and 1/6 will miss. So 10/6th(20/12) glance and 5/12th penetrate. So essentially you are getting a 25/12 chance to do something to the vehicle with the haywire grenades. or slightly over two rolls on the table.

With the blasters there is a higher chance of penetrating their armor that is true(not much 4/19s vrs 5/12) but overall the haywire is going to be more likely to prevent the vehicle from shooting and that was the original goal. anything else is bonus. and this is 70 for wyches with shardnet, haywire and 65 for venom with extra cannon. total 135

Also how much more survivable is that 5 man kabalites unit? if they are in a transport then it is only moving 6 otherwise they have to hop out to shoot. At least by assaulting the vehicle there is a chance to use it as cover. and in close combat I would take a 4++ over a 5+. and really for the most part a 5+ might as well be the same as a 6+ most of the time. Most things are either ap5 or you are getting the same cover save

I hope my argument makes sense, let me know if I said something confusing, I am very tired.
it does but a 10-man Wych squad has so much more applicability not to mention once those Wyches shake or stun a a vehicle, it's not hard to kill them. The 5-man Warrior squad is capable of spending the whole game in their Venom and significantly affecting the outcome of thegame. What happens if the vehicle moves 6"+ or your opponent always wraps their tanks, etc.
Yes but I don't care if they die, they are there to simply stop a tank, MAYBE tie up a small unit. If the vehicle moved 6+ then it is not one of the vehicles I am talking about for this as I said this is a unit that goes after heavy shooters. It can also take things like dreadnaughts out of most of the game, 1-2 attacks that hit a 4++ invul will not do anything. There are many vehicles that can easily kill more than 70 points per shot, so if I spend 70 points to stop them once then they have made their points back.

Also as you know venom's do not last very long, if that warrior squad manages to stay in the venom for more than 3 turns you are lucky, well in my experience anyway. and for your proposed strategy to work requires that they get up close and personal while only moving 6 with the vehicle so they can still fire(remember cruising speed mounted infantry can not fire even if fast). The 5 man warrior squad will have about the same impact on the game but in a different way. . A 10 man squad costs twice as much and I would use it differently.
Making their points back is a moot point in 5th edition. You're essentially always sacrificing a Troop slot (which in a venom based list are quite important) for the potential to shake-lock a tank. Why not not sacrifice the slot for a unit which can potentially shake-lock on the go and not need to get into combat or invest a few more points to get a unit which is more effective in combat in general. It comes down to inefficiency compared to other units in that the unit needs to get into combat.

When there are 12 skimmers running around all with a 5++, you'll find Venoms surviving. Particularly if reserves have been used, etc.
I was using points as a gauge of battle field cost vrs value not as victory points. if a 70 point unit saves my force losing over 70 points than it has served as a battle field value. Sure I can spend the slot on a unit that will move at the same speed as wyches (see above about moving and firing) that has a much lower chance of actually causing said shake lock(see mathhammer above). that also costs more.

Also yes with 12 skimmers with 5++ you would see the one with the warriors(compared to the elite and heavy support skimmers) but for those of us who can't spend approximately 400 bucks for 1/2 of a army before troops and everything else the skimmers you buy will not last as long. I use two venoms, two raiders. That is it on that front. So far I have done pretty well. I might convert another venom if I can find that dang vyper that I have lying around.

Another point that just occured is that the wyches threat range is much MUCH higher than the kabalites. For the unit you proposed above to work it would require that the venom survived being within 12 of your target(6 inch move followed by 6 inch range). For the wyches the range is12 inch move 2 inch disembark 1-6 fleet and 6 inch charge. Total range away from target 21-26 inches.
The only wound re-rolling you will do with an Agoniser is if you get that particular Combat Drug result. As such, it becomes highly questionable versus the Venom Blade, particularly for the +15 pts. The Agoniser is actually weaker against anything low saves or Invulnerable only (like Daemons), and really only shines against MCs with a good armor save or 5++ invulnerable type terminators. Unless you're going to stack power weapons/agonisers with ICs, just not killy enough to merit the points, IMO.
1 reply · active less than 1 minute ago
Ya I forgot they don't get re-rolls. The Venom Blade really is a great buy for 5 points and fits the style of the unit more often that not.
Roland Durendal's avatar

Roland Durendal · 739 weeks ago

Good stuff kirbz. I was gonna say wyches with shardnet/impaler are the bane of th/ss termies just for the fact they take them down to basically 1 attack, and with the 4++, this makes tying up a rock unit like th/ss termies that much easier.
It took me a sec to realize - those are mine! Did you find on my site?

Jarrett
2 replies · active 739 weeks ago
Auretious Taak's avatar

Auretious Taak · 739 weeks ago

The Shardnet and Impaler on two wyches for a squad of ten verses a 5 man unit of TH+SS Terminators is brilloiant, it is possible to take 4 of them down to single attacks each if you charge and with 6 attacks from them at you where 3 hit and then of the wounds you save half of them from that 4++, they can excel at typing up and slowly wiping out key units in Thunderbubble lists. A full unit of 15 with 3 Shardnets and Imaplers can be downright awesome verse people running units of 10 TH+SS terminators though, and keeping the Shardnet & Impaler in mind in this context, a Succubus becomes an nteresting and viable (though not massively so) choice in countering such a huge and otherwise difficult to wipe out unit - minimising their damage out put to 2.5 odd wounds or less a turn on average is brilliant for less points and more survivability for you.
Kelvin-Rezh's avatar

Kelvin-Rezh · 730 weeks ago

Haywire grenade are more than a last resort. They have the capability to be our most potent anti-tank, and in particular anti-transport, weapon. The key is to build the army around them to a certain degree. Run a squad of Wyches on their own at a vehicle, and they are going to be wasted. Support them with blasters and splinters, and more importantly with other fast units, and you've got a two-tiered anti-tank strategy that has the benefit of being able to make embarked units go up in a poof of smoke.

It goes like this:
1. Use the lances you have to disable vehicle targets. These become much more dependable when destroying said vehicles becomes a bonus and not a necessity. You can depend on the lances more because every damage result is good. Shaken means you take less shooting, stunned means less shooting and the vehicle is vulnerable to haywires next turn, weapon destroyed is less shooting, immobilized means it's ready to be haywires straight away, and of course destroyed is always a plus for lances.
2. Distract with fast support units like Hellions and Reavers. Reavers in particular are great because you can move them 36", and this means they can almost alway get into position to partially surround a transport...while maintaining 3+ cover no less.
3. Charge in those Wyches, plugging up the hole the Reavers left for them to completely surround the transport. That's 8-10 Wyches doing 4-5 glancing hits most of the time, which is enough to usually wreck the vehicle. Of course, against immobilized or stunned vehicles, those Wyches are double-effective...so can comfortably charge two targets in that case.

Result? The charged vehicle is almost always a wreck (not an explosion). Any embarked unit is destroyed instantly without so much as a shot being fired at them. The Wyches gained a pain token from the embarked unit (clarified in the FAQ), giving them FNP. And the Reavers, Hellions, and the wreck itself can easily be providing cover. In all likelihood, the Wyches will be able to charge a second target next turn.
2 replies · active 730 weeks ago
Remember you can emergency disembark, which is 2" from the hull, and that an infantry small base base is LESS than 1" wide. They can emergency disembark on the other side of the wyches, unless you double up ranks somehow.

Haywires are nice, and if you could reliably do the above great, but it's very rare to be able to pull off such a stunt, and it requires a large amount of resources.
Krovin-Rezh's avatar

Krovin-Rezh · 730 weeks ago

That's the part that often trips players up. Since the Reavers are not assaulting the vehicle, they move to an inch away. As few as four Reavers can block off more than half of the total disembarking area on a standard Rhino-sized transport when spaced out two inches apart from each other. Six Reavers are more than capable of blocking off all sides except the front. Wyches are maneuvered so that they don't charge from too close a range. As long as a few can't make it into contact, they can be spaced out as the second rank you mentioned.

I pull this off almost every game, unless the opponent pulls his infantry out of transports to prevent getting trapped. Then I cackle and blow them away with splinter shots. It takes attention to detail, solid planning, and the right pieces, but it's extremely reliable and not very difficult to pull off.

BTW, for larger vehicles like Devilfish and Wave Serpents, emergency disembarkation is a part of my strategy. It's easier to block just the hatches on those and then deal with the pinned unit at my leisure.
Defensive grenades for the hekatrix? I' m not so sure to better leave it at home. Even with 4++ and probably FNP witches will not endure protracted combat. If you fail wiping out a target, breaking their morale, or supporting Witches by reoving nearby units you're witches are surlly going to be charged by many units (specialy if your oponent clust a large portion of his army in the sae place).

Phantom greneade launcher offers you the posibility to remove those extra attacks in the charge for cheap, making your witches more surviable to counter-attack, specially in the cases I mentioned above, which are not esay to avoid.

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