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Haywyches are a bacon sandwich with a side of awesome

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Post  AllmightyDM Wed Aug 15, 2012 10:09 am

So I got a chance to run a bunch of Dark Eldar wyches with haywires in venoms in our teams game last night. I will say that I'm really impressed by the grenade throwing rules and how much they help wyches become one of our best anti-tank weapons. What you are looking at is a minimum squad of 5 wyches with haywire grenade upgrades for 60 points in a cheap venom for 65 points (which is a great unit anyway). They move up on enemy vehicles, toss their haywire grenade for a glance on average and then assault and typically finish it off. And since they keep their plasma grenades I even got to toss a few of those into some infantry blobs, which really turned out well.

Now I'm not saying I'm going to be charging groups of 5 into melee with ANYTHING any time soon, but they do make a great antivehicle unit, probably moreso than the fairly mediocre 5 Warriors and a Blaster or the 4 Trueborn with 3-4 Blasters. I can see myself taking 6 troops of haywyches and then another 3 haybrides (the elite version of wyches) for less than 1000 points. There's not much foot slogging that stands up to 9 venoms shooting 12 poison shots.

I've also been running Razorwing Jet fighters with disentegrators lately to great effect, typically making their points on the round they come into play, but not much more since they are pretty expensive at 145 base.
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Post  grots life Wed Aug 15, 2012 11:32 am

I'm still partial to a choppa applied to the side of the head.
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Post  AllmightyDM Wed Aug 15, 2012 12:56 pm

Apply directly to the forehead?
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Post  shootiest Fri Jan 18, 2013 10:10 pm

Have you tried 10 wyches in a raider w/ enhance aethersails? Comes in at 165 pts. 12+18+2d6 movement sounds really appealing. I like wyches but I just can't seem to get them to work the way I want. I usually have better luck with 5 warriors w/blaster in a venom than haywire wyches in venom
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Post  AllmightyDM Sat Jan 19, 2013 11:05 am

I hate to say it like this, but wyches are a suicide unit. Never put more than 5 in a vehicle because of the vehicle explosion rules you are just wasting points. Since overwatch the wyches purpose IMO has shifted to removing hull points only. A squad of 5 can throw just as many haywire grenades as a squad of 10, and you only need 3 glances to take out a vehicle so if you get an assault you are hitting on 3's so chances are you've done the job. Plus if you manage to land a 6 you might just get it with 1 hit, the real trick is you do want to glance it to death, otherwise the explosion will finish off your squad.

About combat. When a squad of wyches used to assault space marines you could do well in 5th, you might loose most of your squad by the end, but it was possible. Now if you don't loose half the squad to a vehicle explosion, or the other half to overwatch, you really won't end up with enough in melee to win or really tie them up for long. Either ways now the space marine sergeant can challenge you and you will loose the combat to wounds. Alot less people are picking up the Agonizer because for 20 points it really should be a bit more powerful. We have plenty of poison in our army already so there's not much sense in having a weapon that does the same for more tons of points. It used to be a great anti-terminator weapon, but now its just junk wargear. You might as well just cheap out and buy a power lance and settle for a cheap power weapon when you assault for the first round of combat.
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Post  AArdvark085 Sat Jan 19, 2013 12:08 pm

How dare you sir! Invoking the greatness of bacon to describe some filthy Xenos! Surly such a title is worth only of the Custodes or maybe the Emperor of Mankind himself! Wink
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Post  shootiest Sat Jan 19, 2013 1:57 pm

I've never played wyches before and they're the first unit I've ever used grenades with,haha. Am I understanding the process correctly?

Movement: disembark 6" from venom. Shooting phase:throw ONE haywire. Assault phase: assault with five wyches w/five haywire grenade attacks? So, 6 haywire attacks between both shooting and assault phase?
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Post  AllmightyDM Sat Jan 19, 2013 5:45 pm

You are correct
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Post  shootiest Sat Jan 19, 2013 7:48 pm

Right on. I'll have to give them a go then. Do you usually just shoot them forward and hope for the best or do you deep strike them?
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Post  AllmightyDM Sun Jan 20, 2013 4:45 am

Typically I move them forward the normal 12" move and follow that up with the 24" move in the shooting phase, giving the skimmer a 4+ cover save. If they wreck it or immobilize it on their turn, the wyches still have a small chance of survival and can still dish some great damage. With this strategy you are looking at a turn 2 assault that is going to mess up some vehicles. Just a note, try flying up on your opponent's aegis defense line, so just in case your guys are forced to disembark you can benefit from his cover save.

Why I don't deepstrike.
If you are deep striking them, you are probably leaving a venom off the table first round, which has some decent shooting. Secondly IF you manage to come in on turn two and IF you don't scatter away (or misshap!), you might just be within the 8" range to throw 1 grenade and not disembark. See the Retrofire Jets special rule and remember no assaults from reserves, if you planned on being sneaky and using Duke Sliscus, since his special rule allows them to disembark. So if you manage to come in on turn two, you can look forward to a possible assault on turn three if you survive a full round of shooting and assaults, probably in your enemies deployment zone, with the new rules on hull points on our 2 hp armor 10 open topped skimmer and an unmitigated strength 4 explosion on T3 armor 6 wyches, I'd go ahead and count that as a loss.

So basically, take your chances with the flat out move, just don't put it in difficult and you won't loose your squad due to wrecking.
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Post  shootiest Sun Jan 20, 2013 6:28 pm

I've been running my lists with Sliscus. Honestly, just for the double poison roll in hopes of getting fnp for my reavers and wyches. I'm thinking about using Lady Malys instead though. Playing an army with so much speed I've come to realize the importance of deployment. Being able to redeploy D3 units could potentially be huge. I'm going to try it out some Very Happy

The other option I was considering was running a unit of 3 Haemonculi ( 1 paint token to reavers, the other 2 tokens to the wracks. Instead of two units of wyches venoms, Use two units of wracks in venoms.
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Post  AllmightyDM Mon Jan 21, 2013 2:39 am

Lady Malys got hit with the nerf hammer as far as her weapon and she suffers from the same strength 3 problem the rest of the melee has. I don't run her because for a fighting unit you can kit out an archon to be a beast for the same points. Her redeploy is pretty nice, I've looked into allying Eldrad from CWE and he has a similar power. He costs more points, but you get a bunch of psychic powers with him.

Personally in 6th reavers are quickly becoming one of my favorite units as they are contest units and if you pay a lot of attention to the rules they have tons of perks. They have jetbike so jink 5+, turbo goes to 4+, but what skilled rider drops it to 3+. Don't want to start them in play? Fine, deep strike them with heat lances/blasters on rear armor, oh wait they scattered well now you can just turbo boost in the shooting phase the same turn they come in and get some bladevanes action. And that perfectly positioned unit with the terminator armor in front giving you problems? Its ok bladevanes have random wound allocation, watch your opponent cringe.

Haemonculi you say? They are pretty sweet for unlocking Wracks and drop one with a squad with some neat arcane wargear like Shatterfield, Liquifier, or the Casket of Flensing for some fun. Heck, give him a power weapon if you plan on putting him with wracks for strength 4 furious charge and better rerolls on your wrack poison weapons. FNP got a big nerf this edition with being 5+ instead of 4+, so its less useful.

As far as combat drugs go, I'm usually hoping for +1 strength depending on the unit, virtually none of the options for it are bad except the run. +1 ws makes your guys hit on 3's vs space marines, on an archon it makes him just a big more likely to hit on 3's vs high ws opponents, +1 attack I will never complain about, and rerolling CC wounds is great!

As far as wracks, you can buy 3 as a super cheap troop choice to get another venom, heck stick the trio on a quad gun that's what I do now. But seriously, a 5 man group of wracks in a venom with a liquifier is nasty, especailly with all these people using aegis, not to mention that you can get really lucky flaming marines and termies. Plus you can randomly stick an hq with them to benefit from fnp.
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