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Wyches
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Old 21 Jul 2007, 12:07   #1 (permalink)
Kroot Warrior
 
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Default Wyches

i dont play DE. but am thinking about starting an army.

the main thing i want to know is what makes wyches so good, and what are the stats/ special rules for them ?




thank you in advance
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Old 21 Jul 2007, 13:28   #2 (permalink)
Shas'Vre
 
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Default Re: Wyches

they have a thing that turns a SM WS to a rattling WS, and a scout like inv. save in CC
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Old 21 Jul 2007, 14:12   #3 (permalink)
Shas'Saal
 
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Default Re: Wyches

What makes them great is how they make other uber cc units weak in cc.
Let's say they are fighting sm termis in cc this is how the termis fight
WS 2 and the powerfist is useless, because of the iv save.
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Old 21 Jul 2007, 14:19   #4 (permalink)
Shas'El
 
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Default Re: Wyches

Quote:
Originally Posted by black-ronin
the main thing i want to know is what makes wyches so good
Wyches are fantastic close combat units, indeed more than that of the rest of the Dark Eldar, which is quite a compliment! They're a tad expensive with a first glance, especially for a unit with armour that 90% of the guns in 40k pierce automatically, but if used correctly, much like the rest of the Dark Eldar army, they're a ferocious opponent, and can easily grapple with the likes of Space Marines.

On the charge, a single Wyche can output three attacks, and with up to twenty Wyches, that's a hell of a lot of attacks. But, you're going to want to limit yourself to squads of ten, so that they can fit into a Raider. Because Wyches on foot aren't very good Wyches, really. And are hard to use. When put into a Raider they can zigzag across the field at 24" a turn, and probably make it into CC (if you're careful and don't get your AV10 vehicle destroyed) by turn two.

Not to mention they have Combat Drugs, which you roll for at the beginning of the game. This can give them anything from +1 S to +1 attack. All of these abilities are pretty good except for the Always Strikes First one, as it's kinda redundant (they're at I6 anyways, not many enemies have more Initiative than that).

But possibly one of the best things about them is that they've got some really fun upgrades. You can give them Wyche Weapons, which are great. They still count as two CCW's (a CCW and a Splinter Pistol), but have some great abilities. You can make a Space Marine squad attack at WS2 (if you add this to a 4+ inv. save from your Wyches in CC, they're getting very minor amounts of casualties), and can completely ignore bonus effects for two CCW's, making a unit of infantry that had taken two CCW's instead of shooty weapons wish they hadn't (ie. Eldar Storm Guardians, or Chaos Marines, etc). Plus, If you're really extreme, you can take Haywire Grenades on Wyches. This is great anti-tank with a large squad.
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Old 21 Jul 2007, 16:39   #5 (permalink)
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Default Re: Wyches

Don't forget that due to a rules oversight on the part of GW you can give a squad haywire grenades and the goblet of spite so that they can always hit any enemy on 3+ (including skimmers) and use haywires on them so they can reliably take down a monolith. This is in fact the only effective way in the army of killing a monolith or a land raider with blessed hull (allows it to ignore the lance special rule).
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Old 21 Jul 2007, 21:48   #6 (permalink)
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Default Re: Wyches

Lets just say that wyches are the best CC unit in the game point for point. Especially when they each get 4 attacks on the charge, and have a practically guaranteed strike first and 3+ to hit.

Hell if you dont win your close combat with wyches, then you should jsut pack up and go home
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Old 21 Jul 2007, 22:18   #7 (permalink)
Kroot Warrior
 
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Default Re: Wyches

thanks guys
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Old 23 Jul 2007, 23:11   #8 (permalink)
Kroot Shaper
 
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Default Re: Wyches

You have all this CC goodness, but how do yoy get close enough to use it? DE raiders are no stronger the SM land speeders and mine usually die by turn three. With no other armor on the board to seem every gun in the other army would be on them.

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Old 24 Jul 2007, 00:03   #9 (permalink)
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Default Re: Wyches

Easy, you use speed and cover to get across the board. Or you sacrifice units. There is only so much the enemy can shoot in one turn, and thats usually all you need.

Plus you dont understand the amount of raiders and ravagers that DE players have, theres quite a few usually on the board. I persoanlly use 5 skimmers and a monstrous creature in my army, and thats a small amount of skimmers for a DE army.

And with every gun on the game on the raiders, then it opens up gaps where you other units can expoit.
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Old 24 Jul 2007, 00:41   #10 (permalink)
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Default Re: Wyches

My current list uses a total of 7 skimmers. 5 Raiders and 2 Ravagers. I hardly ever have problems getting my Wyches up close (although the track record for the rest of my army is pretty craptastic) and I've had them carve through 3 Grey Knight squads before being taken down. Once in combat they're absolutely godly and can easily match the beefiest of assault units. Ok terminators are tough but when you outnumber them with so many attacks at least some are gonna die.
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