Okay, so I said I'd do it some time, and now I have. This afternoon I played a game against a Witchhunters army at 1000 points...using a WWP army.
The list I took was something like this:
Archon Marius - Agoniser, Spinter Pistol, Shadowfield, Combat Drugs, WWP - 181
Mae'lok the truely Insane (Haemonculus) - Scissorhands, Destructor, Hellion Skyboard
11 Warriors - 2x Dark Lances - 108
11 Warriors - 2x Dark Lances - 108
10x Raider Squad - Blaster, Splinter Cannon, inc Sybarite w. Agoniser + Terrorfex, Raider w. Disintegrator - 196
9x Raider Squad - Blaster, Splinter Cannon, inc Sybarite w. Agoniser, Raider w. Horrorfex - 173
9x Raider Squad - Blaster, Splinter Cannon, inc Sybarite w. Agoniser, Raider w. Horrorfex - 173
Total: 999
75% Troops - Just how I like it.
My Opponents army:
Inquisitor Lord with retinue
Priest
Vindicare Assasin
2x units of ~10 Sisters of Battle, Decked out with flamers + Veteran Sisters
5x Seraphim w. 2x Flamers
2x Pentinent Engines
Exorcist
I should probably point out that my opponent took very little in the way of wargear - the Inquisitor Lord had no invulnerable save, and the Veteran Sisters weren't equipped with anything I was aware of. He did know I was taking a Dark Eldar army with a WWP, so he equipped his army to suit.
Anyway, a quick Battlereport:
The Mission played was Secure and control (loot counters). There where 3 counters on the board, 2 of them on my left flank, which is where we set up most of our armies (In my case, 2 DL squads plus the Haemonculus). Contesting the third counter on my right flank was my flying Haemonculus vs. his seraphim and Vindicare.
The first 2 turns where pretty uneventful. He advanced towards my army with everything, and my Dark Lances failed to do anything to the damn penitent engines. The Archon moved up behind cover and deployed the WWP on turn 2. My Haemonculus decided to throw caution into the wind and fly straight at the vindicare assasin, taking a wound off with his flamer, only to die shortly after to a turbo-penetrator round.
In turn three, all hell broke loose.
The three Raider squads all emerged from the portal, and along with my the Dark Lance squads (who finally decided to do their job) and the archon, I took out the Inquisitor, both Penitent Engines, one of the SOB squads, and pinned the second SOB squad. The Seraphim proved more than a match for the raider squad I sent to kill them (damn those faith points
), but apart form that hiccup, the rest of the game was essentially a cleanup operation. He had nothing left by the end of the game, and all I'd really lost was a raider squad, my Archon (mainly thanks to the combat drugs), and the Haemonculus.
While this was a total massacre, it wasn't a surprise. My opponent was relatively inexperienced, and his list could have potentially been a fair bit nastier.
Having said that, I did learn a few things from the game;
1) Seraphim are really, really nasty when you have faith points to blow on them.
2) Raider squads continue to be the single best and most versatile unit in the army,
Especially when they're emerging from Webway Portals.
3) Dark Eldar Lords are definately the best unit to take WWPs at 1000pts. The small size of the game means you can't really take 2 portals, so it's imperative that you give the WWP-carrier as much protection as possible. The Archon with a shadowfield not only fits the bill nicely, but is also able to kick some serious arse after he's dropped the portal.
I think one of the biggest lessons however, is what I should be deploying at the start of the game. In this case I had only my Archon, Haemonculus and DL squads deployed. I'd be reluctant to drop either DL squad, but the Archon will really need a more mobile squad to accompany him when facing an army I need to actually move towards.
So in my mind, a 1000pt WWP army should break down as follows;
HQ with a WWP (pref. a Lord)
2x Dark Lance squads (always a good distracton, & helps you neutralise those armoured targets early)
1x Warrior Squad to accompany the WWP-carrier
The Reserves starting in the WWP.
Depending on the exact points values, you should probably have around 500pts to spend on WWP reserves. I'd personally go for at least 1-2 raider squads, as I've found them to be ridiculously good thanks to their versatility.
The only thing I would strongly suggest is to ensure that the WWP reserves are FAST. Because you only have one WWP in the army, it makes it easier for a canny opponent to try and avoid it. As such, your reserves are going to need as much reach as possible. Once again, raider squads are great for this not only because they're fast, but because they can also put out alot of firepower, meaning it's not a total loss if you're too far away for an assault.
I might update my WWP tactica with this given the time, or possibly just write a seperate, short article for it.
Regardless, tell me what you think. I'm interested in hearing other peoples experiences with 1000pt WWP armies as well.