Title: Web Way Portal
Description: tactics
darthken - January 20, 2008 12:09 AM (GMT)
Are there any DE players out there who use and can post tactics on the WWP.
I recently tried using it as something different to my normal playing style. 3 games and i got my ass handed to me on all 3 occasions.
This was mainly due to my units that were being held in reserve didn't make it into the game until turn 4 or later. Which was just way to late to be of any help. And when they did finally arrive the come in piecemeal and got overwhelmed.
the troops i had on the board just didn't have the staying power required to be of any help to the reserves (when they finally arrived.)
I personally cant see how you can justify having a piece of wargear that costs 50pts and still have to rely on a dice roll to be that cost effective.
Admittidly this was the 1st time i have use the WWP but i know the Dark Kin pretty well and i didn't think my tactics where that bad.
Euleze - January 20, 2008 02:06 AM (GMT)
I found that WWP for DE are weird as well. Like you said Darthken how can you have something that still requires a dice roll, it is pretty pathetic. I suppose to be able to use one, your whole force has to be based around it's use. I mean you have to have the ability to be able to hold off the enemy until your web way comes into play. But I've found this very contradictory to the DE way, since the DE are fast and are basically space pirates, get in and get out, none of this wait for re-enforcements. My suggestion if you want squads in reserve take deep striking units.
DarthIbis - January 20, 2008 04:21 AM (GMT)
I have a friend who has played DE at the GT level, so I'll see what his thoughts are...
But what might be an interesting way to use it is to possibly wait until turn three to deploy it. Then your reserves will enter on 3+ so there's a good chance that most of your units will get in.
...but I don't know. I think you're right about it appearing counter-intuitive to the whole purpose of a fast-striking force.
darthken - January 20, 2008 11:28 PM (GMT)
yes its seems a pretty poor and expensive device for what it does. but i know that some people design whole Kabals around the WWP theme.
It also means you have to take 2 or 3 haemies just to hide from your opponent who is carrying the WWP.
and if he gets killed or slowed down in any way it spells doom for your reserves.
Now if our troops could appear from the portal without having to roll for reserves, then it might be worth the points costs.
mellchia - March 10, 2008 08:58 PM (GMT)
The purpose of the WWP is to help get units that are normally slower into the face of the enemy. It also creates a great redeployment mechanism.
Unfortunately you have to tailor your tactics and list a bit. WWP are great for hidden Talos delivery and Warp Beasts or even Grotesques and Incubi not mounted in a Raider! The dice might be fickle, but we're not looking at a turn 2 slaughterfest.
I've found that it works best to have two WWP. It's expensive, but fun and keeps the enemy on their toes. Also, Haemy delivery system through reavers (thus getting a 3+ inv save), while a huge point sink, is a fun way.
Pick and choose your battles. Remaining hidden and dropping those WWP is the biggest concern first.
darthken - March 10, 2008 11:18 PM (GMT)
except you cant' give a WWP to a character riding a reaver jet bike or a helion skyboard. They have to be on foot
mellchia - March 11, 2008 02:54 PM (GMT)
Quite correct. Which is unfortunate. I'll make my appropriate changes.
Because I know what the Reaver JB and Skyboard usually do, I never read their actual entries until now.
rincewind - May 19, 2008 11:53 AM (GMT)
I gave my WWP's to sybarites (x1) in warrior squads (x9). To built in some security I also bring 2 WWP's, so that means 2 squads. And I personally prefer to make them all-out assault orrientated with splintercanons and splinterpistols (+ shredders if u can afford the additional costs but i wouldn't spend too much on them though 'cause they 'll probably be shot up by turn 3).
I ussually move 1 squad forward and start shooting with it if they can (S.C. shoot up to 24" so you should be able to hit atleast 1 infrantry squad). This squad can deploy it's WWP in turn 2. And I keep the other squad behind to deploy the portal immediatly in turn 1 (so these guys could also carry DL's... depends on your oponnent... if he has lots of huge vehicles then u better take more DL's). This means my units will come out nomatter what happens, 'cause I already have a portal deployed. When the other squad (the one that moved in turn 1) makes it I'll deploy in turn 2 that WWP too (if I feel lucky that day (or I did a really good job being stealthy & sneaky)) I could even try to move another turn and deploy in turn 3). You see... I ussually have whych squads on raiders ready in reserve and once out of the portal they'll be able to assault anything between 20" and 26" (raider 12" + 2" deployment + ?" fleet of foot + 6" assault (if you roled combat drugs of 12" assault you can even assault anything between 26" and 32" SO KEEP THAT IN MIND). So I don't actually háve to drag that portal across the table! I'm just trying to get the 2nd one closer for my HQ (Archon + Incubi) or the slower Talos.
Why keep something that fast in reserve you might ask? Because I also see the WWP as an escape for us DE players to the "not having turn 1" scenario. It won't matter to me, because I ussually have nothing on the table in turn 1 for my oponnent to shoot at. All the games I played so far using this technique I had all my units, that are ment to be in CC, locked in H2H by turn 3 (if your dice rolls véry unlucky some will be in CC by turn 4).
So you see... you can't really just bring along WWP's without even an elaborate plan with it. But hey... that's what us DE players are used to, so you should be ok with it. ;)
I'm gonna check out other configurations with the WWP, so I'll post my findings here if you guys want.
darthken - May 19, 2008 12:36 PM (GMT)
hhhmm thats something i haven't thought of, giving it to just a sybarite.
maybe that'll work as my opponent will be mislead by the haemonculus with his retinue of grotesques.
ill give it a play test this sunday and let eveyone know how it went.
Spacefrisian - May 19, 2008 03:14 PM (GMT)
I think the cost of the WWP should go down in the new codex or allow to travel between portals. That would be cool i guess.
darthken - May 19, 2008 10:34 PM (GMT)
its not really the cost of it that bothers me (id still like to see it come down in points though) its the "can't move or shoot to deploy it" that's anoying
having DE stand still to long is just suicide, if you could deploy it in the assualt phase instead of shooting or fleeting it would be better
rincewind - May 20, 2008 08:16 AM (GMT)
Hhmm... I'd be carefull with that. You don't want it to become an easy on-the-fly thing to drop a portal, it will cause unbalance between armies. DE will get too strong using the WWP and even novice players will be able to pull it off succesfully. Which will in turn lead to that every DE player will have the same boring WWP 'rape' tactic.
I can find myself more in the point drop though, 'cause it is quite expensive. I always take 2, so that's 100 pts. For that you can get an entire Talos, so it's a bit too expensive in my humble opinion.