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EldarOnline => Dark Eldar => Topic started by: Bannedface666 on February 1, 2008, 09:10:08 AM

Title: Wych Cult of Gore
Post by: Bannedface666 on February 1, 2008, 09:10:08 AM
Ollieb has stepped down for other duties here around the boards.

I am now the new Archite 'round these parts, and as such, I shall continue Ollieb's legacy as leader of the Wych Cult of these forums.



Cult of Gore positions - taken from the original Cult by Ollieb. Positions will be changed and shifted around. If you want a position, all you have to do is ask me, and we'll work something out. If you see a position on here that you want, but is not listed, tell me and I'll create it for you... Why you would want to be a Warp Beast is beyond me though :)

Please be patient with me. I know some of you, I don't know many of you as well as I used to years ago as I have been away from the boards for some time now, so the relationships you have with the past Archite are still there, but we will have to form new relationships together.

Archite:  Intellectawe

Dracite:  Kwi
Dracite:  The Lord of War (AB(KCB))

Succubus: Relentless
Wych:  Harlequin Daniel
Wych:  Tynstar
Wych: Ravenklath
Wych:  Insulin Junkie
Wych:  His Grace the Duke of Ankh, Commander Sir Sam Vimes
Wych:  Naikee
Wych:  Typhon of Gore

Beastmaster: Ollieb



Thank you kindly for the quick sticky Ollieb. I will make you proud!

I have been playing DE since the Wych Cult update came out back in 2000/2001ish, so my knowledge about Wych Cults and how they can manipulate rules to win easily is pretty decent. I am not nearly as wise as many posters on here, but one day I will be :)

The Wych Cult is a very powerful army. In my opinion ( gasp!! ) it is probably in the top 3 in terms of raw power among armies. Due to our supposed ugly model range, the Wych Cult ( and DE as a whole ) is devoid of many players, so the few we have are either super experienced experts who have stuck with the army over the years, and the total newbies. I find it hard to see middle of the road players for 2 reasons; 1) From what I see online, many players don't have the patience to get over the high learning curve a Wych Cult has, and they give up easily, and 2) With Wych Cults, you are, honestly, either going to loose big or win big, so you normally only see either an Expert or a 'newbie'. It isn't like a Marine army where you can have 10 draws easily. You will tote around ( in my opinion ... SUPER GASP!!! ) 10 wins or 10 losses. Go figure :)

So if you are new, please stick around with the Wych Cult. You will be pleased! The only reason you should ever give up a Wych Cult is because you get bored of winning!

Now hop on that Raider, exit your WWP and enter the Fields of Slaughter!!



Wych Cult / DE Conversion Links

http://www.40konline.com/index.php?topic=155753.msg1877192#msg1877192 (http://www.40konline.com/index.php?topic=155753.msg1877192#msg1877192)



Wych Cult Battle Reports

Kwi's Wych Cult versus Space Marines -  February 2008  http://www.40konline.com/index.php?topic=155753.msg1885546#msg1885546 (http://www.40konline.com/index.php?topic=155753.msg1885546#msg1885546)

Intellectawe's Wych Cult versus Space Marines - February 2008 - Second Report on page 2
http://www.thewizardswall.com/modules/newbb/viewtopic.php?topic_id=125&start=0#forumpost1096 (http://www.thewizardswall.com/modules/newbb/viewtopic.php?topic_id=125&start=0#forumpost1096)
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on February 1, 2008, 09:23:42 AM
My Leige!

Congrats on your promotion!

... Why you would want to be a Warp Beast is beyond me though :)

Its like you can read my mind, how did you do that  ???
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 1, 2008, 09:30:24 AM
Well done fella . . . anything I can do to help, let me know.

(/ sharpens back-stabbing blade  ;D)

All joking aside, I am currently prepping a few modelling / conversion article ideas (I have three unbuilt Raiders staring me in the face waiting for me to think out the conversion article properly!), and brainstorming a few other ideas too. I'll let you know when I have things sorted on that front.

Are there particular types of contribution you are looking for in particular?

PS: If you'd ever seen me play rugby, "Warp Beast" would appear to have been taylor - made as a title for yours truly!!!
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 1, 2008, 09:52:44 AM

Congrats on your promotion!

Why thank you!


All joking aside, I am currently prepping a few modelling / conversion article ideas (I have three unbuilt Raiders staring me in the face waiting for me to think out the conversion article properly!), and brainstorming a few other ideas too. I'll let you know when I have things sorted on that front.

Are there particular types of contribution you are looking for in particular?

What I want this thread to be is a home base for all Wych Cult fanatics out there. When people link fellow posters in other forums for Wych Cult help, I want them to link us :)

1) What I want to do is have tactical posts specific for Wych Cults here. Everyone uses the same units for different purposes, so it would be great to get the perspective of many players pooled here!

2) I also want as much modeling and converting help/aid here as well, as our main enemy is not Marines, but our 'F'ugly models. Anything we can do to help new players feel comfortable owning sexxxy models should be our goal! Link any conversion sites/posts that you think are great for Wych Cultists. So a link to 'How to make Razor Wire' should not be posted here, but a link for "How to make Razor Wire for Wych Cults" should find a home here quickly! If you find a 'razor wire' post and it is good, and you can slightly modify it for Wych Cult use, that is OK also!!

3) Battle Reports For Wych Cultists. There is another forum here for Battle Reports, so what you can do is post there, but also post a link to that bat rep here only if it is for a Wych Cult.

When you post something, please put at the top of the post something like Battle Report or Conversion/Modeling or Tactica - Warp Beasts to make it easier for readers to get the info.
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 1, 2008, 11:20:14 AM
Noted and understood my Lord!
Title: Re: Wych Cult of Gore
Post by: Ollieb on February 1, 2008, 11:51:47 AM
OK now that the joke is over all you that immediately jumped on the "I'm with him" bandwagon prepare for what is rightfully coming to you.

Now I am not giving up on DE or my Cult by any stretch of the imagination.  I'd rather turn the reigns over to someone with the time to grow it.  I'll stick around the Cult in some capacity or the other. 
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 1, 2008, 11:56:41 AM
You are going to be that old withered Archite crone that hangs behind the throne giving advice? I can accept that :)

We'll have Relentless change your adult Archite diaper when you need it. Don't need you stinking up the throne room with your Arcane Wargear Anumus Vitae.
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 1, 2008, 02:37:09 PM
We'll have Relentless change your adult Archite diaper when you need it...

Aaaargh! Enough already...I have 4 children under the age of 8!! Diapers I have enough of...

(http://i26.photobucket.com/albums/c105/SeerintheDark/100_5184.jpg)
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 4, 2008, 02:41:39 PM
Battle Report


At my local store, we are having a 40k campaign.

I have entered under the Wych Cult of Gore. Even though my armies are normally not Wych Cults in this campaign, this is the Cult I am fighting under.

My Wych Cult lists are tournament lists anyway. I am trying to avoid power gaming as much as I can, so even though I am fighting for our Wych Cult of Gore, I am trying to avoid going FULL Wych Cult unless my opponent wants me to be at my strongest.

http://www.thewizardswall.com/modules/newbb/viewtopic.php?topic_id=125&start=0#forumpost821

As these specific reports are NOT strictly Wych Cult reports, I won't link them to the first post. When specific campaign battles become Wych Cult battles, I will link the individual battle reports in the first post.



Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 4, 2008, 03:29:30 PM
Modelling / Conversion

Came across a few interesting sites whilst looking for idea to plagiarise (**cough**) gain inspiration from. Thought you guys might find them interesting:

http://alia.customer.netspace.net.au/cde-conv.htm#maelstrom

http://www.kingworks.net/jetbikeLord.html

And all time classic stuff from Aegis Neubauer:

http://www.agisn.de/html/dark_harlequins.html

I will add to this list when I come across any more gems!
Title: Re: Wych Cult of Gore
Post by: Naikee on February 4, 2008, 03:45:23 PM
Hiya guys i was just wondering if i could join the cult of gore because as it is under a new commander. Also in have been playing a cult list very regularly.

p.s i will post some pics of my wyches up soon.
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 4, 2008, 03:50:50 PM
Hello Naikee!

I am sure I am as new to you as you are to me!

Of course you can join the Cult, but what about your 'old' cult leader, Incubilord? What does he think of your 'defection' to our Cult? You just want a change of view or something?

What about a Wych Cult makes you want to play it?

- edit -

Actually, after reading the Chain of Ascension rules for these forums, you can join/leave Kabals/Cults as you wish.

So a better question would be, why do you want to leave your Kabal and Join our Cult?
Title: Re: Wych Cult of Gore
Post by: Naikee on February 4, 2008, 05:01:20 PM
well the kabal it a little dead at the moment and not much has actually been happening in the last 2 months or so. I have also been playing a wwp wych cult lately and thought that joining the cult of gore would suit my style better.

here are those wyches i promised

(http://i154.photobucket.com/albums/s272/naikee1010/PICT0082.jpg)

with urien (lol very wychy..)

(http://i154.photobucket.com/albums/s272/naikee1010/PICT0094.jpg)

and a separate shot of the raider

(http://i154.photobucket.com/albums/s272/naikee1010/PICT0078.jpg)

cheers, naikee
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 4, 2008, 05:15:29 PM
Consider this your new Cult.

Welcome little Wych :)

Nice models! I like the Raider especially. Interesting mix of Purple and 'bone' color.
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 4, 2008, 05:26:36 PM
Hey Naikee...

Like the painting...I love the tone you have on the purple you've used...it looks great. Do you use GW paints?

I use a green scheme with purple as an accent colour. I must confess that a lot of the base colour work was done by my army's previous owner, but I have basing, highlighting, shading and a lot of conversion work, including most of the vehicles and Warriors. Will post some pics soon.

Nice work though.
Title: Re: Wych Cult of Gore
Post by: Naikee on February 6, 2008, 01:39:58 PM
thank you very much guys. my wyches all 30 have now been based and i have on some of them changed the painting on the weapon so it looks like a glossy black.

yeah relentless i do use GW paints! much easier to get hold of than other companies.
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on February 14, 2008, 07:28:06 PM
Here is my latest wych cult game at 1,000 points

It was a gamma level Take n’ Hold mission

My list:

Dracite – Shadowfield, Drugs, powerweapon, t-helm, plasma, trophy rack. Reaver jetbike
9 wyches + 1succubus, WW, 2 blasters, plasma, agoniser, splinter pistol – Raider w/lance
9 wyches + 1succubus, WW, 2 blasters, plasma, agoniser, splinter pistol – Raider w/lance
5 Warpbeast + BM
4 Reaver jetbikes + 1succubus, powerweapon, t-helm, 2 blasters
1 Ravager 1lance, 2 disintegrators

His list approximately (I didn’t see a list):

Chaplin with jetpack
10 space marines, 1 sergent w/fist, 1 missile launcher, rhino (I think)
10 space marines, 1 sergent w/fist, 1 plasma (I think)
6 space marines, 1 sergent w/fist, missile launcher (I think)
5 Scouts, heavy bolter, razorback w/heavy bolter
1 Dreadnaught w/autocannon

Sorry about the details but I really didn’t care much about what he had – they are all the same to me once they are in close combat.

Here is the setup:

(http://www.geocities.com/tpetroni@sbcglobal.net/1ksetup.jpg)

I won first turn so:
I moved the beasts forward to the north edge of the ruins.
Turbo the raider of wyches with “re-roll” misses and the lord on a bike together
Moved the raider of wyches with “12 inch charge” forward 12”
Turbo the reaver jetbike squad with “+1 attack” northeast
Moved ravager 5” northeast in between the ruins

Raider with 12” wyches immobilizes the dreadnaught
Ravager stuns razorback

12” charge wyches can’t reach the space marines so they must charge the dreadnaught to get into CC – both sides “whiff” and miss each other.

(http://www.geocities.com/tpetroni@sbcglobal.net/1kdturn1.jpg)

Space marines:
Moves left most space marines into ruins 6” straight south
Moves empty rhino straight south 6”
Jumps Chaplain towards wyches and charges in.

Rhino shoots at beasts but they make the cover save.
Left most Space marines rapid fire the lord but the inv. saves him twice.
Large space marines fire missle launcher at empty raider and stuns it.
Scouts fire h-bolter at ravager but fails to pierce armor
Space Marines on the right fire missile launcher at bikes but misses

Dreadnaught can’t hit dodging wyches but the Chaplin kills one wych – wyches pass morale.

(http://www.geocities.com/tpetroni@sbcglobal.net/1ksmturn1.jpg)

DE turn 2:

Warpbeasts roll snake-eyes for difficult terrain test – they move 1” north
Raider moves to left side of ruins and disembarks “re-roll” wyches into ruins
Lord jetbikes into ruins safely
Ravager moves forward again
Bikes move towards chaplin and dreadnaught and charges in

Warpbeasts get a 4” fleet
Wyches fleet into position
Lord fires but does no damage
Ravager fires at razorback but fails to pierce armor

Warbeasts fail the charge rolling double “4’s”
Lord and wyches charge in and kills 8, surviving 2 pass morale but fail armor saves for being outnumbered 4 to 1.
Wych succubus hits dreadnaught with agoniser but only stuns it
Jetbikers puts 1 wound on chaplin but fails to hit dodging wyches – fearless.

(http://www.geocities.com/tpetroni@sbcglobal.net/1kdeturn2.jpg)

SM turn 2:

He only moves the right most space marine squad south for a charge

The left most space marine squad fires a missile at Ravager but misses
Rhino fires at warpbeasts and kills 2
Scouts fire at warpbeasts and wipes them out
Razorback fires at ravager and again fails to damage it! (lousy luck for him)

Wyches fail to hit the dreadnaught and it kills one wych
Jetbike succubus puts another wound on chaplin but he kills 1 wych
Other jetbikes fail to hit the marines and they kill one bike – both pass morale.

(http://www.geocities.com/tpetroni@sbcglobal.net/1ksmturn2.jpg)

DE turn 3:

“Re-roll” Wyches and Lord move through ruins towards left most marines and charge in.
I move 2 empty raiders and the ravager to fire at razorback

It took 2 raiders and a ravager to finally blow up the razorback – I suck at shooting too.

“Re-roll wyches and Lord again wipe out the entire squad (his luck is getting worse).
12” charge wyches cannot pierce the armor of the dreadnaught and it kills 1 wych
Jetbike succubus kills off chaplin
Rest of the jetbikes “whiff” and in return the marines kill all 4 bikes – pass morale they pile in.

(http://www.geocities.com/tpetroni@sbcglobal.net/1kdeturn3.jpg)

SM turn 3:

He moves nothing

Rhino shoots and destroys empty raider
Scouts rapid-fire in to wyches and kills 4 – they pass morale

Both wyches and Dreadnaught “whiff”
Marines kill one wych and the wyches fail morale! Yeah! They run 9” and marines follow with 3” consolidation.

(http://www.geocities.com/tpetroni@sbcglobal.net/1ksmturn3.jpg)

DE turn 4:

Lord and “re-roll” wyches charge scouts
Ravager turns right and moves 5”
Empty raider moves to the right as well

Ravager kills the remaining 5 marines with disintegrators
Empty ravager “pops” the dreadnaught (finally)

Lord and succubus alone kill the remaining scouts.

(http://www.geocities.com/tpetroni@sbcglobal.net/1kdeturn4.jpg)
Game over.
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 14, 2008, 07:38:01 PM
Kwi, what a glorious combat!

I really don't have much to say. You did everything right. He hid his marines behind cover, and you took advantage of that. You played him perfectly.

Yet another slaughter added to the Wych Cult of Gore!

Thank you very much for this battle report! I appreciate the time it took for you to make it.

Added to the first post!
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 15, 2008, 01:28:28 AM
Nice one Kwi!

Great batrep too mate...what did you use to create the little diagrams?
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on February 15, 2008, 01:04:38 PM
Thanks guys, I really didn't want to post it in the "Battle Reports" thread but figured as long as its a wych cult battle we can post it here and let others who are curious about Wych Cult to see how the army can be played.

As for the battle, I made some mistakes so it wasn't perfect. For exaple:

12" charge wyches was "botched" as I really, really didn't want to assault the dreadnaught - I knew the agoniser just won't wound him enough. So I thought that was a waste and hoped I would fail morale during his turn so I could get out of it (which did happen in the 3rd.

The warpbeasts were also messed up but they did sacrifice themselves to make sure by taking some of the fire away from the lord and wyches nearby. Not great but oh well.

Jetbikes - eh, didn't feel they did much but the added power weapon (although an expensive one) did help in killing the chaplin.

Great batrep too mate...what did you use to create the little diagrams?

I used microsoft "paint" - the icons I made myself and keep them saved so I can "cut and paste" them whenever I make another report.

I will post another battle report next week of a 1750 wych cult vs. dark angles - this was a practice game for tournaments. It was my "I don't care about how badly I will beat you" list - composition will be controversial... do I have you guessing yet?
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 15, 2008, 03:22:14 PM
...It was my "I don't care about how badly I will beat you" list - composition will be controversial... do I have you guessing yet?

No, but you certainly have my full and undivided attention! I'm insanely curious...

PS: Saved icons / MS paint eh? Might have to have a go at that...
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on February 21, 2008, 01:18:09 PM
As promised - here is my 1750 "tourney" list.  I always warn my opponents that its a hard core list that uses Kroot. I would only play this when I know my opponent can "accept" it as it is - no mercy, I will wipe you out as fast as I can.

Lelith + Retinue
6 wyches + succubus, WW, plasma, agoniser, splinter pistol
Raider DL, nightshield

What I consider a "must have" at low points (anything below 2k is low points to me) – this unit is extremely strategic with getting to pick the drug. Sometimes I choose 12” charge and sometimes I choose “Re-roll misses” depending on the enemy and terrain setup. Last year’s GT rules says Lelith gets the benefit of the drugs and that is how our store plays it - I have no reason to believe they will change that rule this year.

Wych Squad 1
7 wyches, WW, plasma, 2 blasters
1 succubus, WW, plasma, agoniser, splinter pistol

Wych Squad 2
7 wyches, WW, plasma, 2 blasters
1 succubus, WW, plasma, agoniser, splinter pistol

This is all the wyches I use and I see it really as 3 dedicated close combat squads if you include Lelith's squad. Personally, I don’t think there is need for more wyches if you consider the rest of my list.

Warp Beast squad
5 Beasts 1 Beastmaster

Warp Beast squad
5 Beasts 1 Beastmaster

My distraction & anti infiltrator unit. They get sacrificed quite often for the betterment of the team.

Kroot Headhunters
9 Kroot headhunters, kroot rifles, frags, nymune gland (fleet)
1 Shaper, Eviscerator, slugga, auspex, surefoot charm, blood of the stalker

Huge distraction unit that infiltrates, fleets and immediately threatens armor. Their main downfall is that they are a bit pricey for a distraction.

Kroot Trackers
7 Kroot trackers, kroot hunting rifles (snipers), auspex
1 Shaper, Eviscerator, slugga, auspex, veneration charm (master crafted), blood of the stalker

Another huge distraction unit that infiltrates, scouts and moves like cavalry – you can’t ignore this one as it can usually end up within 1” of an enemy tank. This unit I am still play testing as I normally like to take Kroot hounds instead. So far they are a guarantee that they will reach anything I send them at if I win first turn and the game isn't “alpha” mission. Again, they are expensive for unit that will die immediately if I do not win “first move”.

Ravager
3 lance

Ravager
2 dissy, 1 lance

Ravager
2 dissy, 1 lance

Priorities are often tank hunting and I really don’t have a problem using a 3 dark lance ravager – sure, you got to be careful with it but laying 3 dark lances on a tank is worth it to me as I have used this setup quite a bit and accept its fate.

An overall summary of the tactics is rather simple really. Infiltrate the Kroot and make them the enemy's #1 priority. Meanwhile, the wyches and beasts advance accordingly. I will also make the beasts a juicy target if the wyches look threatened in any way.  Ravagers have tank hunting priorities and will provide crowd control after the armor threats have been neutrilized.

I will start a bat-rep shortly against decent player with Dark Angels list, deathwing I think they call it (the one with all terminators).
Title: Re: Wych Cult of Gore
Post by: Ollieb on February 21, 2008, 02:10:05 PM
Do you not get tanked for Comp scores with that list?  You have as many ally squads as you do Wych squads in the army. 
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on February 21, 2008, 06:02:01 PM
I haven't tried the list yet other than testing it against other armies at my GW store.

So my question to you would be how would you score it and wouldn't people score me down anyway for playing a special character and Wych Cult?  Honestly, I have run into many opponents who feel the wych cult is "broken" and "cheese" and figured I would not score very high on composition anyway.

Now I could make a wych cult list very similar to this but without the Kroot - would it score higher? Would it make a difference?  Something like this:

Lelith + retinue on a raider
Wych squad on a raider
Wych squad on a raider
Wych squad on a raider
Warp Beast squad
15 warriors
13 warriors
3 ravagers

or cut the middle and only add one Kroot squad

Lelith + retinue on a raider
Wych squad on a raider
Wych squad on a raider
Wych squad on a raider
Warp Beast squad
15 warriors
10 Kroot Carnivores
3 ravagers

There is a part of me that wants to cut the Kroot out but they add so much to the tactics and also help me immensely against those cheesy lists (even the weakest kroot troop choice like the carnivores help alot).

What do ya think? Kroot or no Kroot?
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 22, 2008, 04:24:38 PM
A rather sad Wych Cult battle report is up on the first post... Very sad.... I find it not even worthy of putting up there, but, it is a Wych Cult Bat Rep... :(
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on February 22, 2008, 07:39:31 PM
A rather sad Wych Cult battle report is up on the first post... Very sad.... I find it not even worthy of putting up there, but, it is a Wych Cult Bat Rep... :(

Yes, he was a sad player - usually my opponents will wait until the game is over and I beat them to tell me the Wych Cult is "cheesy" and "broken", gah!

Here is a link to the Battle Report with the 1750 listed above. Tell me what you think.

http://www.40konline.com/index.php?topic=157187.0
Title: Re: Wych Cult of Gore
Post by: Insulin Junkie on February 23, 2008, 11:21:51 AM
Hey there all,

I'm new to the Dark Eldar and am just starting a Wych cult. So I was wondering, is it too early for me to request a position in the Cult?

Isulin Junkie
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 24, 2008, 02:58:12 PM
Hey there all,

I'm new to the Dark Eldar and am just starting a Wych cult. So I was wondering, is it too early for me to request a position in the Cult?

Isulin Junkie

Welcome aboard! Keep lurking around the Dark Eldar boards, and you'll pick up a great deal of advice from seasoned evil b*st@rds tactical geniuses on tactics and related issues. As for "officially" joining the cult and perhaps being granted a title, I'd suggest PM'ing Intellectawe or OllieB...
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on February 26, 2008, 04:18:22 PM
Hey there all,

I'm new to the Dark Eldar and am just starting a Wych cult. So I was wondering, is it too early for me to request a position in the Cult?

Isulin Junkie

Of course you are accepted into the Cult.

Check out this Link.

http://www.40konline.com/index.php?topic=114973.0

It is full of Dark Eldar help. Please check the very first link on that site, as it has some of the rules for being in the Cult and ... stuff :)

I will update the ranking with you in it. Welcome aboard!
Title: Re: Wych Cult of Gore
Post by: Insulin Junkie on February 26, 2008, 04:40:53 PM
Thanks! I tried to open that link but it is on the original website which is still down for the upgrade.

Insulin Junkie
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on February 26, 2008, 05:10:38 PM
Thanks! I tried to open that link but it is on the original website which is still down for the upgrade.

Insulin Junkie

Just replace that first link with this: http://www.40konline.com/index.php?option=com_smf&Itemid=861&topic=114802.0

Basically, in any link to the older boards, just replace the  /mos/  with  /community/
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on March 11, 2008, 07:25:09 PM
Hey fellow Cult members - I have a RTT next month and I am wondering if I should register the name of my army the Cult of Gore?  It would be like spreading the name and instilling fear into the hearts of the mon-keigh. If we all did that then it would be fun, however, this Cult name actually belongs to Ollieb.

I could also just keep my original name (Cult of the Crimson Moon) and claim it as a sister cult to the CoG. I dunno, just thinking out loud. I may be using Lelith but I am not sure how we would work her into the Cult - what is her relationship to us?

Calling the "fluff" masters to think this through.
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on March 13, 2008, 04:57:27 PM
@Kwi

Thats your call! Use either the Cult of Gore or use the Cult of Gore as a sister Cult of your Cult.

At my LGS ( Local Game Store ) I play my Wyches as the Cult of Gore. I don't even use my old Cult name anymore. So far I am winning the campaign :) Link in the first post. Check out the campaign map. I am one sector more than the second place Tau....
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on March 13, 2008, 06:45:36 PM
Imagine, if you will, Cult of Gore going nationwide. Reports of the Gore all over the nation... the glory of it all.
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on March 13, 2008, 08:34:53 PM
Well, I intend to use it when I go to a tournament at the end of this month. The word spreads...here in the UK too!
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on March 14, 2008, 06:15:19 PM
International it is then!

I will be playing my RTT tournament on April 5th, 1850 points.  I will be playing Wych Cult now that I have play tested a couple games.  I had to adjust the list alot compared to the list I posted earlier that had Kroot and Lelith.  Now that Kroot are no longer an allowed army in the GT's there is no sense in playing with them now even thought the RTT does allow them. I also dropped Lelith as it just didn't feel like it was my army - it was Hers. So this is what it looks like today (I have been changing it slightly just about daily).

Archite, punisher, t-helm, drugs, field, plasma, t-rack and animus
Dracite, agoniser, pistol, drugs, plasma, t-rack
2x 8xwyches, 2blasters, plasma, succ with aggy and pistol
1x 6xwyches, 2blasters, plasma, succ with aggy and pistol
1x 6xwyches, 2blasters, plasma, haywires succ w/aggy, pistol, goblet
4 Warpbeasts
14xwarriors, 2blasters, 2splinter cannons, syb w/aggy (this might change)
14xwarriors, 2blasters, 2splinter cannons, syb w/aggy (this might change)
2x Ravagers w/1 lance 2 dissy
1x Ravager w/3 lances

I did leave out some details but the list is changing depending on my mood so what I listed here is basically it - I am thinking of dropping some stuff for mandrakes but that is purely a "play the mission" unit for scoring purposes.

I am going to see if I can "Water-Mark" our banner on to my Army Builder List. Army Builder does have the function where it will put whatever symbol you want down and place the list on top of it. I may have to make an "official" Cult of Gore symbol for you all to approve.  What do ya think?
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on March 20, 2008, 09:04:17 PM
Kwu, my beloved Drachite.... Your idea pleases the Cult of Gore. Your request has been granted. Do not fail your Cult in this task.
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on July 18, 2008, 07:18:42 AM
So my fair minions.... How does 5th edition fare with a Wych Cult? Any experiences yet?
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on July 24, 2008, 06:26:23 PM
I have been sheepishly reluctant in going full bore with Wych Cult into 5th. Somehow, I fear the game is not the same with them and it concerns me. However, I am almost done play-testing the Kabal setups and I am getting anxious to to get in the saddle again. What started me to play Kabal over Wych Cult lately has been the whole, "do I want to send my "troop" choices into CC?" - in 4th, that wasn't a problem as any other unit could score, now, only our best cc unit in the list can score.

So far however, my wyches in my Kabal lists are not doing so well. I do not know if its a matter of redundancy or just bad luck but 2 wych squads in a 1750 list isn't doing well. Idea being, get as many "troop" choices in warriors and use wyches to run amuk on the board and having all the fun. My latest list has only 1 squad on wyches and the rest of list is focusing on shooting.

So the issues I have so far that need exploring are:

1. Can 4 or 5 squads of wyches live long enough to score?

2. Are the model count for Wych Cult lists too low?

3. Should I be ignoring the missions and kill points and just go for "wipeout"?

4. Has the game changed to the point that shooting is more productive than assault.

I dunno really. I have a GW Grand Tournament in early Sept. in Vegas and I have NO CLUE what my list is going to be - heck, I haven't even played a game yet where I didn't screw up the rules. As I see it, if I want to use a Wych Cult list I will only have 1 month figure out how to use a list like that. AARRGGHH!
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on July 25, 2008, 01:33:54 AM
???

You actually don't play for wipe out every game as a wych cult? Thats all I ever do, whether it is a tourney with objectives or pick up games.

Is there any other reason to even use a wych army besides a wipe out :)
Title: Re: Wych Cult of Gore
Post by: ravenklath on July 25, 2008, 03:58:17 AM
hello all, with the new edition comes great change along with my acceptance that the inquistion is all mad. i have chosen to ally myself with the Wych Cult of Gore. new to DE myself i decided a Wych cult would be best as they are what brought me to the DE any advice as what to get would be appreciated atm i only have Lelith and 10wychs so anything else i may need please let me know
Title: Re: Wych Cult of Gore
Post by: Balthraka on July 25, 2008, 07:16:15 AM
Hello fellow cult members and honourable Archite!

I thought i should probably stop by here to make sure that you all know i still have allegiance to the Cult of Gore and that i am back!
I have been away for some time but am now back with a vengenace. If you are interested; i have posted my return in the Beginners and Newbies Forum...

However; i thought i also needed to stop by here to say hi to everyone and check that the system THAT I BEGAN (the Dark Eldar chain of Ascension that is) is still going strong.

So...
Hi again and may you take many slaves!

-Balthraka
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on July 25, 2008, 12:01:57 PM
You actually don't play for wipe out every game as a wych cult? Thats all I ever do, whether it is a tourney with objectives or pick up games.

Is there any other reason to even use a wych army besides a wipe out :)

That is the reason I love the forums, thank you, this probably has saved me a lot of play testing. I was figuring that I would definitely have to play "wipe out" for annihilation games but would still try to play the missions. With "wipe out" in mind, I can now focus a list without worrying on keeping wyches alive or keeping them near objectives as this would just get them killed - time to make some new lists!

@ravenklath - welcome to the Wych Cult of Gore! I take it you are going to be getting serious with the Wyche Cult then I think we need to induct into our Cult proper! Hopefully our illustrious Archite will sign you up before you get thrown into the gladiator pits. ;)

As for your models - you have a nice start and I think Lelith is a great way to start your Cult. For now, since you do not have 1500 points worth just use here as an Archite or Dracite until you have enough to legally use her - she's a bargain!

Right now you are in a bind with the rumors of a new codex and models that might come out next year but I really do not want you to wait that long - its your call. So I will recommend what I think you will need but you will have to decide if you want to get them now or wait until next year (hopefully).

I think you need:

The Ravager Titan Hunter kit - it came out for Apocalypse and I believe it is still available. The ravagers come out $25 a piece and they can be used as either a raider or a ravager. You are going to need to be "mechanized" when using wyches so either go eBay or the Titan Hunter package.

More Wyches - my lists usually has 4 squads of 8 and Lelith's retinue of 7 (1 succubus and 6 regulars). I usually run Wyches in a WWP and thus usually have 2 blasters in each squad (except Leliths). So I think 30 more wyches minimum.

A Dracite - at 1500 I will usually run 2 HQ options, an Archite and a Dracite. Anything less then a Dracite could suffice. Since there really isn't much of a selection for a Dracite model I would consider taking the old DE female Lord and customizing her if your customizing and green stuff skillz are good. Another mini you could consider is the Kruella model but I am not crazy about skulpt however her arms and body looks like it would could easily be changed if you know how to pin.

For auxillary units it comes down to style of play beyond what I mentioned above. In my larger lists I have raider squads, warrior foot squads, warp beasts and sometimes mandrakes - it just depends on your style. For 5th edition, I like raider squads and foot warriors - they are low cost in points and add firepower to the list.

Hope that gets you some ideas.

@Balthraka

Welcome back! I cannot remember if you ever joined any of the other Kabals but I hope you are considering the Cult of Gore. I am sure if you can offer any slaves or sacrifices to our Archite Intellectawe we can make accomodations to add you to the Cult. Glad to see you back. :)
Title: Re: Wych Cult of Gore
Post by: typhon on July 25, 2008, 12:14:14 PM
You actually don't play for wipe out every game as a wych cult? Thats all I ever do, whether it is a tourney with objectives or pick up games.

Is there any other reason to even use a wych army besides a wipe out :)

That is the reason I love the forums, thank you, this probably has saved me a lot of play testing. I was figuring that I would definitely have to play "wipe out" for annihilation games but would still try to play the missions. With "wipe out" in mind, I can now focus a list without worrying on keeping wyches alive or keeping them near objectives as this would just get them killed - time to make some new lists!



I think i can reply with out being a current member of the cult but 

We're wych cult what else is there beside inslaving armies in whole.   

we need slave as plaything to pass the time in between raids for new play things
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on July 25, 2008, 06:41:26 PM
I think i can reply with out being a current member of the cult but

Actually, no. But since you have not been recruited yet we will let you live long enough to join our Cult.

Personally I do not mind as long as its "Wych" talk but you might want to get that past Intellectawe first - it might be easier to just join

Quote
We're wych cult what else is there beside inslaving armies in whole.   

we need slave as plaything to pass the time in between raids for new play things

I think for Wych Cult I take prisoners for sport and the gladitorial pits - some slaves are probably worthless and can either be sacrificed or sold.

I really like this type of mindset of just wiping out everyone - this alone may preserve the wych squads in itself.
Title: Re: Wych Cult of Gore
Post by: Balthraka on July 25, 2008, 10:36:12 PM
@Balthraka
Welcome back! I cannot remember if you ever joined any of the other Kabals but I hope you are considering the Cult of Gore. I am sure if you can offer any slaves or sacrifices to our Archite Intellectawe we can make accomodations to add you to the Cult. Glad to see you back. :)

Well if you look just below my name you will notice that i am in fact a Dracite in this very cult.
I was the starter of the Dark Eldar Chain of Ascension and have always been a Dracite here...

But thanks for the welcome back

-Balthraka
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on July 27, 2008, 02:56:29 PM
Ravenklath and Typhon of gore, welcome into the Cult! I am impressed that you guys want to join. Within the warhammer 40k world, Dark Eldar are the Elite among the many, and the Wych Cult is the Elite among the Elite.

We are not an easy army to play with. How ever many mistakes you think DE can make and still win, subtract 5.

I am currently invloved in moving, and I am deep within my job at the moment (making a video game... takes up all my time) so I have not played 5th. Kwi has the throne while I am out in Commorragh picking daises. If you want an answer to a cult specific question, ask it here.

Say no to warrior armor.
Say yes to thongs and banana hammocks.
Title: Re: Wych Cult of Gore
Post by: ravenklath on July 28, 2008, 03:23:00 AM
well how many squads of wychs is a good number for them. and how big should the squads be
Title: Re: Wych Cult of Gore
Post by: Frogbait on July 29, 2008, 07:22:01 PM
My new army stilllllll hasn't arrived through ebay yet, (http://cgi.ebay.ca/ws/eBayISAPI.dll?ViewItem&ssPageName=STRK:MEWAX:IT&item=280230720406 )  but Ive been proxying and playing on vassal with it in the meantime. I'm still new to the true kin, but it's time to step into the ring and test out my punisher. And Ive been looking for a little advice on the changes to wyches in 5th before I get a live game in. This looks like the place, I'll sign up. If it requires a trial, I was part of the winning mercenaries faction in the summer campaign, and managed to find the seeker's stones for our faction... Along with a decent amount of slave playthings.  ;)
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on August 4, 2008, 06:08:53 PM
well how many squads of wychs is a good number for them. and how big should the squads be

There is no set number and its a matter of style and experience but eventually you will discover a couple things:

Wyches work well with a dedicated transport. With either a WWP or rush style list most people will put them on a raider so they can move 12", disembark for 2" and assault for 6" (or 12" if they get lucky enough for the random combat drug).

With a dedicated transport I have found 8 total to be optimum (7 wyches and 1 succubus). This is a matter of experience where some found the difference between 10 wyches attacking and 8 wyches attacking to not be significant. 10 is fine if you already have plans for your HQ units but 8 will survive just as well. Simply put, if 8 wyches can't take care of your target then 10 isn't either and you might as well throw in another wych squad into the fray.

Another reason (probably the real reason) why I use 8 in a raider is that at the 2,000 point level I will usually have an Archite and a Dracite that run solo. The Archite and Dracite (and especially now in 5th) can be placed into any of the squads on the raiders if there is room.

The older 4th edition reason for 8 instead of 9 is that a squad that is even will stay above or be at half strength longer than that of an odd number. Since there is only 2 HQ units and usually 4 or 5 wych squads I tend to have more wych squads that wont have an HQ on board.

I do have a slight change when I deal with Lelith however, I usually will give her a retinue of 7 (6 wyches (no blasters) and 1 succubus) for a total squad number of 8 including Lelith. Usually, when I also run a Dracite, I will stick her in this unit as well (so 9 total) but the Dracite separates or detaches from the squad during disembarkation even though they may be charging the same target (allows me another shot at a sweeping advance).

As for running wyches on foot - I don't do it (or havn't done it yet). I am thinking of it however but only because of the "Dawn of War" and squeezing in another "troop" choice - I was thinking of taking a raider squad with scaling nets and doing a "switch-a-roo" (both units would have a wwp but opened at different times in certain situations).

Another alternative is taking Lelith with a retinue on foot (no raider) and putting them in the portal with Lelith choosing the 12" charge drug to make up for the absence of a raider. The only thing that I do not like about this idea is that they can now be blocked in portal without their raider so I will probably never try this out.

Other wych squad options I like:

They all get plasma grenades - this is a slam dunk
WWP wyches get 2 blasters - chance of them needing to fleet is less
Always take wych weapons
Succubus most likely takes agoniser (no reason, I just do)
I do not like haywires - assaulting vehicles is a death sentence
Raiders outfitted with horrofexs - to pin other units not assaulted.
Not fond of the Goblet of Spite

Those are my thoughts in Wych Squad configurations - definitely a matter of style and play (milage may vary  ;)).
Title: Re: Wych Cult of Gore
Post by: Sir Sam Vimes on August 29, 2008, 09:45:53 AM
Whoa. Didn't realize until now that this is a new Wych Cult of Gore-thread :o

Well then, that calls for a proper introduction.

Hi!

Name's Vimes and I have been a member of this Cult for a year or more (not a very active one though...). Currently I have a vanilla DE force, though wyches and wych cults are what is closest to my black heart. Haven't played 40k for a very long time, I'll blame it on the uni and work, but I'm planning on getting active again once I've finished the studies.

You can see me here in the DE section, but mostly on the Fiction and Art boards. Love to write, like to draw, although I've done the latter one for a longer time than the other one. If you have any fluff or stories that you want commented, critized, or dumbly praised, I'm the one for you :D

Take care and good hunting!
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on September 19, 2008, 11:10:26 AM
Well, the "playing for wipeout" strategy isn't working for me - the variable game length keeps getting in the way.

Anyone else have a particular strategy or list combination that is proving to be a winner?  I keep pulling "draws" in the hands of defeat so not all is bad its just that I do not have enough fodder to take the pressure off the wyches. I can make a list of 4 to 5 troop choices but due to their cost they do not allow alot of spare points for support units.

I'd be curious to hear of your tactics and list combinations.
Title: Re: Wych Cult of Gore
Post by: typhon on September 19, 2008, 03:52:51 PM
Isn't 5th great   my wyches have that great problem of wiping out a unit and then getting shot to death for their prior victory the turn before.

I can't get them to last more than a turn in close combat so they are good for one close combat versus a smart opponent. 

I think the kabal list a fairing better at least mine are the large foot troop squads are proving gold for me currently in fifth.  Granted they die in droves but when you taking over 70 into a fight they are quite good at laying down a wall of fire. 

In the Ard boys one squad of 17 warriors killed a daemon prince from shooting and close combat and then they proceed that feat with gunning down abaddon can't spell that freaks name.

  I know I can't run my lord independent anymore they get shot to death 2+ only last so long to small arms fire.  So they have to have a retinue for each unless you going with the reaver lord..   Which I'm finally liking reavers again they do more than get shot and run away.

I guess retinues are now gold in fifth  since you no longer kill from the characters kill zone.  unless your running a major killing lord aka reaver lord with punisher and t-helm.


I'm really think of trying scaling nets to allow my wyches to drop off the raider and then have the raider run up and provide cover for the wyches if they wipe out the opponent in close combat. 


large warrior squads for the fire power and then the screening 4+ cover save.  A full squad of twenty can screen alot of board and with only half the unit need to be in cover to get the save is nice.  the front squad half in cover and half out of cover can provide cover for the squad in the open behind it.  This has been working great. 

use your warriors to screen each other and provide fire power leave your wyches in wait and when the warriors get threatened of assault let your wyches attack.  Did this in my last game and worked very well.   

ravagers are standard 3 diss now they work wonderfully with the new bast rules and the new weapons rule.

I guess I have to take a mandatory 2 large foot troop squads 17 warriors 2 splinter cannons and 2 blaster with sybrite and poison blades not the best in close combat but can punish units before they get there.

if i was to throw a list that I would favor in fifth it would be

arhcite SF,CD,PUN,T-Helm,PG HG

2 x 17 man warriors 2 splinter cannons 2 blasters sybrite poison Blades.

4 x 8 man wych squads with agoniser and two blasters, Plasma grenades on raider

8 wyches agoniser, Plasma grenades, raider

2 ravagers 3 Diss

thats 75 models
6 Diss
8 blasters
5 dark lances
4 splinter cannons.

If you worried of armour and liked a sniper squad then go with 3 sniper squads and a 3 warp beast squad

But as for a proven winner that is hard to do since the new attempt to balance out the armies with the new rules and the new codex's being made.



Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on October 7, 2008, 07:49:22 PM
To those new joiners, welcome! To those old hands, my apologies for my lack of presence of late. As Vimes said - didn't realise this was a new thread for our glorious cult!

Been playing with some new toys of late, but have un-retired (is that a word?!?) my ladies having been taunted about them by a new to the game Blood Angel player. Now...this debate that's doing the rounds at the moment . . . playing for the wipe out etc. I've always been a precise scalpel or rapier thrust, rather than a blunt instrument (total contrast to me on a rugby pitch on a saturday afternoon!) . . . however, this BA player's tauntings ("Dark Eldar? Wych Cult? What a load of ****. No one plays them...") riled me somewhat. 5 turns and 1400+ points of dead red smurf later...

All joking and boasting aside, I think a Wych Cult is too precise an impliment (and too fragile in inexperienced and / or inept hands) to go for a wipe out. "Remember the mission" should be the mantra, with caution tempering our natural cold-blooded cruelty.  Think of total butchery of the opposition as a nice bonus!
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on October 16, 2008, 01:58:23 PM
I played a 1,000 point RTT tournament at my local GW and decided I was going to give the wyches a try. I then discovered that GW was going to split the tables in half as to get as many players into the game as possible – of course, I started frothing at the mouth with the thought of playing on 3x4’ board. My list:

Archite: WW, punisher, t-helm, drugs, SF, plasma, t-rack.
8 wyches, WW, plasma, 2 blasters w/succubus, agoniser, pistol. Raider, darklance
8 wyches, WW, plasma, 2 blasters w/succubus, agoniser, pistol. Raider, darklance
8 wyches, WW, plasma, 2 blasters w/succubus, agoniser, pistol. Raider, darklance
Ravager, 3 lance
Ravager, 3 dissy

The tables had decent terrain I and I usually had enough cover to hide 1 raider and 1 ravager and plenty of time to play a full game I figured if I got first turn to go ahead and place everyone on the table and if I move 2nd then I would place units in reserve in case the enemy, terrain and mission endangered my chances of getting the wyches into combat.

1st game was against vanilla space marines and the player was a beginner. He had never played before and I would have to “spoon feed” him the rules and at the same time try not to take advantage of his experience. I basically told the guy that I would help him defeat me but leave the most of the dice rolling to chance – the dice were going to decide his fate. His list was:

Captain with bolt pistol and power weapon
10 terminators with storm bolters and power fists and sgt. with sb and power weapon.
10 Tac Squad with a flamer and missle launcher and a Sgt. with nothing
10 Tac Squad with a flamer and missle launcher and a Sgt. with nothing
7 Devastators with 4 missle launchers and sgt with nothing.

Once I found out how wacked the list was I asked him about it and he said that he wanted a very plain jane list with nothing “fancy” in it. He said it was all new to him and he didn’t want to get confused with a bunch of special rules.

He won the roll to setup first and placed both tac squads behind cover with the devastators sitting in the middle in the open with the terminator squad standing in front. The mission was the old take n’ hold mission from 4th using the pitched battle setup and it was clear that he would have to take 2 to 3 turns of moving to get to the center objective.
 
I decided to put 2 wyches into reserves so the archite started on the lone wych squad starting on the raider behind cover along with both ravagers. The wyches on the table had the +1 attack and the other 2 had +1 strength and always strike first.

Turn 1: He moved both tac squads on both flanks along with the terminators that just moved straight ahead up the middle. His devastator squad had a choice either ravager and he chose the 3 dissy one, I failed the 4+ cover and he blew it up.

In my turn I turbo charged the archite and wych raider behind a windmill on the left flank to challenge the tac squad with the captain in it and moved the 3 lance ravager forward to fire 3 shots at the devastators and ended up killing 2 marines and the sgt.! He passed their morale so it looked like I was going to lose that ravager now.

Turn 2: He moved the same squads again and the devastator squad scored 2 hits but only shook the ravager. His terminators were now close enough to the archite/wych raider and stunned it with bolter fire.

I first moved the shaken ravager behind cover and the Archite and wyches disembark from the stunned raider with the Archite separating from the wych squad as the marines looked as if I could fail the charge with them being in cover. The both had pretty good “run” rolls so I was confident that they would make it. The other 2 wych squads became available and I sent the +1 strength wyches at the terminators in the center and the always strike first wyches at the far right tac squad. Both wyches went “flat-out” as to incur the 4+ cover save. The Archite and wyches both made the assault on the marines in cover and ended up killing 6 marines and a wound on the Captain – I ended up losing 1 wych. He ended up failing morale and could’nt break away and with 6 addition armor saves caused by “no retreat” he passed all 6 saves.

Turn 3: He still moves the terminators forward as to be within inches of the objective and the far right tac squad was still trudging through the forest to the very edge, in one turn they could be able to be in scoring position if they moved and “ran” well. Both the terminators and the tac squad fired at each wych raider but failed to do anything to them thanks to the 4+ cover save. The 4 missle launcher dev squad fired at the wyches threatening the terminators and hit with 3 of them and I failed all 3 4+ cover saves - then he rolled 3 “1’s” for armor penetration. In his assault phase, I chose to put all the archite attacks on the captain and although I hit him 4 times I fail to wound him at all. The wyches ended up killing 2 marines and the marines killed another wych. He passes his moral check.

In my turn both wyches disembark and charged their assigned targets. The ravager moves back out and fires at the terminator squad as to “soften” them up for the wyches and only kills 1. All 3 empty raiders fired at the terminators and again only 1 terminator drops dead. In assault, the Archite and wyches totally “whiff” and no wounds made it through (perhaps the worst example of bad dice rolling I ever had). Luckily, he does nothing as well and we continue on. The wyches charging the terminators killing 3 and the terminators only kill 2 wyches and he passes his 1 save for being fearless. The wyches charging the far right tac squad manage to only kill 3 marines and then the marines dished out 4 kills of their own to win combat. My dice rolling was pathetic and the wyches lose morale and break off .

Turn 4: He fired his dev squad at the 3 lance ravager and destroyed it and the far right marine squad flames the wyches dead. The Archite and wyches finally finishes off the captain and remaining sgt. and I consolidated those wyches towards the dev squad and the Archite towards the terminators. The wyches in the center only manage 1 terminator kill and the terminators kill 3 wyches. I pass my morale with only 3 wyches left.

In my turn the remaining wych squad is now 1” away from the dev squad and move an empty raider next to the dev squad. The Archite is within 1” of the terminators. All 3 empty raiders fire at the tac squad and only manage to kill 1. The wyches charge the dev squad and they are destroyed and consolidate to within 2” of the empty raider. I decided to charge the Archite at the remaining tac squad as to tie them up while the wyches try to kill the terminator squad themselves. The Archite kills 4 marines while they all manage to do nothing back at the Archite, they pass morale. The wyches do manage to kill 2 terminators and I then lose 2 of mine and so we tied combat again.

Turn 5: His assault phase: The Archite kills 2 more and he failed to do anything to the Archite, they pass morale. The one wych with the agoniser actually kills the remaining terminators and consolidates into scoring postion at the objective.

In my turn the wyches on the raider move to the tac squad and disembark 1” away getting ready for a big rush. He concedes at that point.

Man, I thought his bad list was going to be a “push over” but he tested the wyches and I think that with all the points he saved on fancy wargear really put a lot of bodies on the table (especially the 10 man terminator squad) which nearly broke me in the ending turns. My opponent had a fun time and thanked me for helping him out. He knew it was going to be tough and he never got angry at all, I think this introduction into 40k is going to “reel” him in big time.

I will post game 2 of 3 next.
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on October 17, 2008, 10:25:19 AM
Perhaps this is a result of desperation with our ever-shrinking model range, but I like to think of it as inventiveness with fluff and a modelling challenge: I have a question for my fellow cultists.
 
Given the hedonistic ritual society that the Dark Eldar live, filled to the brim with cruelty, cults and covens . . . mixed with their living within the webway and possibly very close to the warp, what do you think of the idea of using the new plastic Daemonettes as Wyches (with perhaps the Masque of Slaanesh representing Lilith)? A modelling challenge undoubtably, but one which could be accomplished with the aid of a bitz box, some green stuff and opponents goodwill.
 
What do you think?
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on December 29, 2008, 05:10:33 PM
Has there been any luck with the little ladies? I am curious to hear if anyone has been playing them lately.
Title: Re: Wych Cult of Gore
Post by: Bannedface666 on December 29, 2008, 11:01:52 PM
I haven't evejn played 5th yet due to life. But things have changed actually, and I may get a game in next month. I'll keep you'll informed.
Title: Re: Wych Cult of Gore
Post by: 40kfomPodmaster on December 30, 2008, 11:45:33 AM
Has there been any luck with the little ladies? I am curious to hear if anyone has been playing them lately.
Sadly not old chap. Been side-tracked with my building a Space Marine army exclusively out of Rogue Trader era models (Mk1 Land Raider, Rhinos & Preds, RTB01 Plastic marines, metal models of the same type / era...ebay's done well out of me of late). Been a while since I've dusted down the ladies for a game...
Title: Re: Wych Cult of Gore
Post by: ravenklath on December 30, 2008, 04:57:05 PM
Well I did not start my Ladies until 5th edition I have had my ups and downs with them but I'm still learning them as well as Dark Eldar as a Whole. So yes I'm on a very steep curve but then again I did learn how to play with the Sisters of Battle first so yes I have much still to learn about these even more so delicate ladies. Most of my games have been against Deamons and well they work well because they have hardly any shooting so it works for me. The biggest trouble I have with them is against shooting.
Title: Re: Wych Cult of Gore
Post by: typhon on January 1, 2009, 12:01:44 AM
not lately the last fight i had with my ladies was the ard boys did ok but not as good as I had hoped.

they are very acceptable to the after combat resolution but then agian if they were easy to run then everyone would have an army.

your just need to find away to get the cover the ladies need to keep them alive after they wipe out a unit.
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on July 1, 2009, 06:04:29 PM
The High Lords of Commorragh have taken notice of the lack of activities within the Cult of Gore. Vect himself inquiring on the status of Cult and the reasons the slave pits are so low.

I'd be curious of the lists those of you are currently running, your success and or failures. If you stopped using the Wych Cult lists altogether I would like to hear what you are running instead.

To start with the contributions I am posting my current list and hope to be posting a battle report soon. Here it is:

Archite, SF, CD, PG, T-helm, Punisher, T-Rack and Animus
Dracite, CD, PG, Ag, s-pistol, T-rack
4x 6 wyches, 2 blasters, WW, PG, Succ ag, Raider, lance, H-fex
6 wyches, 2 blasters, WW
1x 6 man Raider Squad, cannon, blaster, Syb, p-blades, xenospasm, H-fex
2x 5 Reaver Jetbikes, 2 blasters, Succ, Punisher, T-Helm, PG, T-rack
2x Ravagers w/3 lances
1x Ravager w/3 disintegrators

I have been playing similar variants where the bikes were 3 bike tank hunters with 2 raider squads (the reverse of above) - I will be trying this out soon.

What I noticed with the Wych Cult is that 5 "troop" choices really makes a difference and I find it gives me enough squads towards the end of the game to be competitive (even though the on of the squads is on foot).

I have also noticed that reducing the wych squads down to a total of 6 wyches has been for the most part effective. I tend to use Wych Squads in pairs so there will always be at least 2 agonisers in any given combat not including the Archite and Dracite. If the target is tougher than what 2 wych squad can handle then I got the solo Archite and Dracite there to throw in.

Another tactic I find useful is having some "in-your-face" distractions to help spread the enemy fire. Having Bikes and Raider squads turbo boosting directly at the enemy on turn 1 really panics them and they tend to focus fire on the closest target instead of the more deadly (scoring) ones. This allows my wyches that necessary turn to position themselves into a charging position.

Setup is somewhat subjective but if I do have first move then just about everyone will start on the table. If I lose first move and I do not like what I see in the enemy setup I will most likely use "reserves" to control what can be shot at (I am not talking a lot, just a squad or two).

Another tid-bit I really did not expect is the amount of fire-power this list can dish out if they get within range. I do find myself keeping the wyches on board their cardboard death traps a little longer than usual and that sometimes lets me shoot 2 blasters and the dark lance at a given target (like a mini-ravager).

I am trying 2 CC orientated Reaver Jetbike squads for the first time in 5th (I think the last I used one was at last years 'Ard Boyz tourney). Totally experimental and I will admit I will be using them almost sacrificially (kinda expensive for that I know).

The Ravager setups are pretty much how I run them in all my lists. At my store there are always a ton of armor targets to get rid off and I find the 3 lances on a ravager to be more effective than the ordinary sniper squad.

These are a few adaptations I have evolved to since 5th was introduced 11 months ago. At first I thought WWP Wych Cult was doomed but I have found that only the WWP was what made my games lop-sided along with my 4th edition strategies. I say things look a lot better than they did for the Wych Cult, you just have to let 4th edition go.
Title: Re: Wych Cult of Gore
Post by: draconjoke on August 9, 2009, 09:05:15 PM
Dear Wych Cult of Gore,
I'm a returning DE player (after a 5 year hiatus in the army, ugh), who hasn't played a game since v3 in 2004.  As I wipe the dust of my old models, what are some new tactical considerations I should be aware of?
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on August 10, 2009, 05:39:11 PM
Dear Wych Cult of Gore,
I'm a returning DE player (after a 5 year hiatus in the army, ugh), who hasn't played a game since v3 in 2004.  As I wipe the dust of my old models, what are some new tactical considerations I should be aware of?

Welcome to the forum draconjoke!

Although I am glad you posted your question here I will also advise you that by design, not everyone is allowed to post in this section "Wych Cult of Gore" unless they are a member of it. 

What do I mean by "member"?

The forum started a little project a couple years back that recruited the members of the DE forum and placed them Kabals (and this Cult) as a system of generating a type of "role playing" in the form itself. In fact, there was even a system of battle amongst the different Kabals for supremecy of the forum in a fairly complicated on-line ruleset found in the Chain of Ascension and important links to past "Stickies".

You will notice that there are 3 Kabals and 1 Cult. You will also notice that some of the members actually have rank within their Kabal/Cult listed in their Avatar. Only these members are allowed to post in their respective Kabal/Cult. For example, I am the Archite of this section and I can not post in any of the other Kabals (I don't belong to them) although I am free to read them. Same goes for non-Cult of Gore members, they can not post here either other than read what's going on.

So, since you do not belong to any of the other Kabals I will respond to your question but only me and the other Cult members will be able to respond to your question. To be fair, you might want to post this question as a new thread for everyone to participate so you can get as many opinions.

Otherwise, I can comment from a Wych Cult point of view even though I am unsure you are asking for it (are you running a Kabal or Wych Cult?).

Anyway, in a nutshell, wyches and warriors/Raider squads are going to be the backbone of your choices. They are both very solid performers and once you filled out the troop and elite slots with them you can spend the points on the other aspects of the army.

Tactica Outline (my opinions):

*Get as many “scoring units” into your list, at least 4 up to 1500 points and at least 5 from 1750 on up

* Mechanize your army as the movement phase is now (in my opinion) the most important phase. When you take a Raider with your units you are actually getting 2 units – that raider can move into scoring or contending position on the last turn

* Annihilation is a killer mission that will never be in our favor. Our army is designed to be mechanized and the game now punishes mechanized lists so do not let Kill points design your list. I am not saying “give up” on annihilation games but your only real recourse is trying to table your opponent

* Ravager disintegrators are hugely popular and most people take at least 2 ravagers with all disintegrators. I personally on take one while the other two ravagers have 3 lances. In a wych cult I find balancing the list by making the ravagers tank hunters and leave the “crowd control” to the wyches. Strictly a matter of style – I play in an armor rich gaming club and have a huge need for some dedicated tank hunters and “sniper squads” just don’t cut the mustard.

* I have been playing a “Raider Rush” style army and just bum rushing the opponent on the opening turn. Sure, you will lose some raiders but I have found getting into close combat by 2nd or 3rd turn to be a good tactic. I do use “reserves” at times depending on the mission, enemy and setup but with true line of sight I find you might as well put everyone on the table and blitz. Too many times I have held back and have given my opponent too few targets to focus on and just fed him “piece meal” my army. Engage him as soon as possible.

* I do not care for the WWP anymore, its too expensive for what it offers. True line of sight, the new IC rules and the fact that the enemy can reach you anywhere on the table by turn 2 puts the nail in the coffin on its effectiveness. Too many times I have lost the wwp to outflankers, deepstrikers, teleporters, scouts and drop-podders and I am not found of dropping the wwp on the first turn (what's the point?). Using "Reserves" is free, more reliable (guaranteed to give you the rest of your army) and still can allow your raiders to be on the mid-way line in one turn (usually by that time the enemy is already on my half on the table anyway).

Hope this gives you some ideas, I can contribute more but it really is just my opinion on the game.

Are you running a "Wych Cult"?
Title: Re: Wych Cult of Gore
Post by: draconjoke on August 10, 2009, 07:06:42 PM
Oops. 
Sorry for the misplaced post and thank you for the direction.  I'll be sure to post a thread on the DE forum.  And to answer your question, yes I run a Wych cult mostly because I never had success with a Kabal. 
Also a big fan of the raider rush, I'm glad it still works.
Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on December 27, 2009, 01:26:38 PM
Wych Cult for Dummies – Part One, 4th edition Wyches

    A couple weeks back a fellow DE member "Silver" asked me if I found Wych Cult lists more successful than Kabal lists – although I thought the question is easily answered I discovered it wasn’t easily explained. I have tried 5 or 6 separate attempts to tackle the question and what I have found was that there were too many things (variables) that dictate “synergy” or “harmony” or “zen” in a list. Variables such as, raider rush vs. wwp, last turn grab vs. “tabling”, mechanized vs. non-mech and even retinues vs. non-retinue units all can be considered pieces to a larger puzzle and finding how they all best fit together to give you the means to adapt, survive and conquer a normal 40k game. I think for this thread I will have to take it down to the grass-root level and describe the changes I believe have affected a very common squad selection (found in both Kabals and Cults) and that is the basic Wych Squad. Even if you do not play Wych Cult, I think you might find some insight of some sort even if you are only taking a squad of them in a normal Kabal list.

    I also want to chime in that the new nuances of 5th edition also had a huge impact in that some of us are just now realizing. I think 4th edition tactics and popular 4th edition formations are still evident in many of the lists I see and I think their role gets convoluted beyond successful productivity in some cases. So my goal at first is to take a look at a wych squad and compare their advantages from one edition to the next. Some may say their effectiveness hasn’t changed much and still expect them to kick some butt as they did in 4th but I think this is where many fail to realize that the arena has changed – with this I hope to shed some experiences and examples.

    Let’s start looking at the common Wych Squad in the 4th edition spotlight - I'll have to make a generalization.

    I can expect that the unit was always mounted on a raider and even though raiders were a flying “death trap” you couldn't get them into close combat without them (fortunately, raiders are a little safer in 5th). The means of getting the wyches on a raider into close combat was either by using a Web Way Portal or a massed “Raider Rush”. Although I believed that most lists that used wyches in mass tended to use web way portals (used mostly by experienced players) that even the raider rush tactic had the "skimmer moving fast rule" that did a fair job of getting the wyches across the board. I will at this point just presume that most DE players mounted their wyches no matter what method of delivery they used as the thought of anyone putting them on foot is just too far-fetched.

    Next, the squad size. In 4th edition I noticed that most wych squads were at least 8 to 10 wyches strong and every one of them outfitted with a succubus with some sort of power weapon, wych weapons and plasma grenades. The reason for 8 or 9 wych squads was to have a raider available for a lord of some sort to ride in the raider due to the funky reserve rules we had to deal with when working with the portal. Retinues may have been the exception here as a lord with a retinue was already a potent squad and I do remember seeing squad sizes as low as 5 to accompany Lelith or an Archite. For the most part, retinues were a little more popular in 4th edition because it ensured a lord would ride on raider when entering the game through a web way portal. In 5th, some still use retinues to either shield a lord or because it was the only way to get a certain squad into the list (like incubi) or because some sort of advantage can be utilized (like Lelith being able to choose her drug for the whole squad to use). I think retinues warrant some discussion but I would probably address that later in this topic and for now just focus on the rank ‘n file wych squad.

    Now I am going to just mention the choice of adding blasters to a squad like this but overall the feelings I got mostly in 4th edition was if you were playing the Web Way Portal tactic then the wyches coming out of the portal were going to come straight out, disembark and charge a target in one turn. Blasters were taken simply because most portals were placed so close to the enemy that the wyches could spare the “fleet of foot” move in the shooting phase and use it instead to “soften” their target before the charge (while being 1" away!). In “Raider Rush” lists blasters were frowned upon since the wyche’s raider would be starting in their own deployment zone and most often or not the squad would most likely need that “fleet of foot” move to get within charge range. Even if the squad did get close enough to shoot, you ran the risk of either causing the target to flee in the shooting phase or you ended up killing the only models within your charge radius. Blasters were not sure thing in a 4th edition wych squad so for the most part not a factor – I will exclude them for now even though I always used them in a wwp list.

    All right, we have a common 4th edition wych squad of 8 to 10 wyches strong with all the trimmings I mentioned above on a raider – what were the expectations of this unit? I think the first thing that most people expected was that a wych squad was a dedicated assault unit that needed to get into assault as fast as possible, hit so hard on the charge that the enemy would fail morale (or at least fight back weakly), outnumber the opponent, “sweep” the unit and “massacre” into another assault. The ideal situation was to get into assault and “roll” the enemy line and the enemy could do nothing about stopping the wyches as they were always in close combat and couldn’t be shot at. (Personal note: I strongly feel that the new 5th edition rules purposely targeted WWP Wych Cult lists - probably not but this world was absolutely shattered when 5th came out).

    Now, I do believe that some DE players thought that a single ordinary wych squad can beat an ordinary squad of marines in a fair fight and as long as we got the charge. Here I want to interject that I usually did not have such high expectation and it really depended on what drug the wyches had, how many marines they killed in the shooting phase and how many marines I could “clip” limiting the amount marines that could strike back. I did however, embrace the ideology that we should never fight fair and avoid 1 on 1 confrontations. However, I’d say that most often than not, a squad of wyches could win that fight most of the time (if they got the charge and average luck in the opening assault) and still keep some combat potency when finishing the marine unit – if a lord was present, it was pretty much a slam dunk combination and the marines were as good as dead and eventually the wyches would massacre into a new assault when they were done to the man.

    How many squads were there in a list? In my wych cult lists I would say about 4 squads were the average and in a Kabal list I’d say 2 was the norm and 1 or 3 squads was not unlikely – having no wyches was unusual but not unheard of. This is for the most part, what I see in lists in 5th edition. In fact, many Kabal lists I see now could have been easily played in 4th edition with the bulk of the points invested in specialized assault units while skimping on the Troop selections with min/max squads geared for shooting only that are 1 dimensional in nature (just shoot baby!). Maybe it’s habit or it is still believed it gets the job done but these formations haven’t changed much in today’s lists (although I think we are seeing more min/max raider squads with lances and less sniper squads (down to 1 or 2 squads). I think it is fair to say a 4th edition wych squad was a specialized assault unit that looked something like this:

    8 to 10 wyches, ww, plasma, succubus, agoniser, pistol, raider

    I honestly believe I needed to go through all this information as a “common” ground to work from so I can continue the rest of my point. Now that I am delving into 5th edition I can point out the changes I have made and observed in the last year and a half. Hopefully, even if you never used your wyches in the way I described that perhaps you can still get what I am trying to say and you just might be able to apply in your own way.

    So sorry for the lengthy post so far – I thought it was unavoidable if you wanted to understand everything I wanted to say.

    Part 2 will be some of my thoughts and experiences using 4th edition wych tactics in a 5th edition game.

    I would love to hear of any wych formations or expectations you might used that I did not mention above or if you thought I missed something - I do make mistakes quite often. Thoughts or suggestions?

Title: Re: Wych Cult of Gore
Post by: Grumpy Kwi on June 10, 2010, 01:00:09 PM
Sure, I am going to double post - I will punish myself later.

I am going to play a 1,000 point game with my wyches today, just thought I'd share the latest and greatest (in my mind) ideas mixed in a list. I still think Wych Cult is easier for me from 1750 points on down so no regrets as I really do want to win this game against an IG player. So here goes:

Archite, punisher, t-helm, drugs, shield, plasma, trophy rack, animus vitae
5 wyches (6 total), 2 blasters, WW, plasma, + Succubus, Angoniser, pistol, plasma on Raider, NS, Fex, lance
5 wyches (6 total), 2 blasters, WW, plasma, + Succubus, Angoniser, pistol, plasma on Raider, NS, Fex, lance
5 wyches (6 total), 2 blasters, WW, plasma, + Succubus, Angoniser, pistol, plasma on Raider, NS, Fex, lance
Ravager, 3 lances and NS
Ravager, 3 lances and NS

His list is very optimized and although I know just about exactly what he is running my list is exactly as it was when I won with it in a 1,000 RTT. His list is something like:

Yarrick
Officer guy that drops an ordinance blast template in a small command squad
2 platoons with nothing special in them
Vendetta with 2 heavy bolters and a las cannon
Lemon Russ with all plasma cannons with a hull mounted las cannon.

I believe I am going to need first turn and a good mission to win. Idea is to get the right match ups, pin what I can, silence the vendetta and russ with any result I can generate and pray for some 12" charging drugs.

We will see - be back soon.