The Notorious Webway Portal (WWP)

If there is one single piece of Wargear that has more potential impact on the game of 40K than anything else, I would argue it is the Dark Eldar Webway Portal.

Costing 7 MBs, this simple piece of gear can be taken by DE Archons, Succubii, and Hameonculii. Provided the model is in Reserves/Ongoing Reserves, then it gains the ability to Deep Strike without scattering. Additionally, it any unit that the WWP is attached to also gains “scatter-less” Deep Strike, which is the really amazing part of this Wargear (this also includes any transport that the WWP bearer and his unit is embarked upon!).

Now, the new FAQs have slightly nerfed the allied application of the WWP, since the DE characters can no longer embark on allied transports before the game begins/in Reserve (i.e. Eldar Wave Serpents, Corsair Falcons, Harlequin Star Weavers, etc.), but even with this there are numerous tactical applications for the WWP and its bearer on the tabletop.

Just off the top of my head, here are some of the best units two join a WWP toting Dark Eldar character to:

–DARK ELDAR (PURE)–

1 – Court of the Archon with multiple Medusae — Being able to put numerous S4 AP3 templates EXACTLY where need them means you can basically eliminate an entire infantry unit of your choice on the turn you arrive from reserves, provided they don’t have a 2+ save or solid Invul save (i.e. the vast majority of non-vehicle units in the game). Basically, think of this combination as an infantry “assassin” type unit.

2 – 3 x Grotesques with Liquefier Guns in a Raider — Not only does this get the Grotesques up close and personal so they can put pressure on the enemy firing lines and set up close combat in subsequent turns, but the multiple Liquefier Gun templates are not to be ignored, especially if they happen to roll AP2/1. Combine this with a strong combat DE character (like a tricked out Succubus, who benefits from majority T5) and you have a real CC threat that the enemy cannot easily afford to ignore.

3 – 20 x Kabalite Warriors with 2 x Blasters, 2 x Dark Lances, and a Blast Pistol on the Sybarite — If you want to put down a ton of Poison shooting at close range and/or seize objectives with a big “blob” of cheap Dark Eldar, this is the unit to do it. Not only can it threaten pretty much any non-vehicle unit because of Poison, but with 5 x S8 Lance shots (two are Snap Shots, unless they are standing still), this unit can reliable hurt vehicles and heavily armored infantry as well.

4 – Dark Artisan Formation (1 Haemonculus, 1 Talos, 1 Chronos, all forming a single unit) — With a WWP on the Haemonculus, you can put 2 Monstrous Creatures anywhere on the board, with no scatter, starting turn 2 of the game. Add is -1Ld for enemies within 12″, plus solid shooting and deadly close combat ability and you have a potential “spoiler” unit here that can greatly disrupt enemy plans and pull attention away from the rest of your army.

–CRAFTWORLD ALLIES–

1 – 10 x Fire Dragons from Aspect Host formation — With 10 BS5 Fusion Guns that can be placed exactly where you want them, there is almost no vehicle (and very few MCs/GMCs) out there that can survive the shooting from this unit, so basically this is your “trump card” unit to surgically remove a selected enemy Super-Heavy, Lord of War, or other uber-unit in a single turn.

2 – 5-10 Wraithguard with either Wraithcannons or D-Scythes — Either weapon option is tremendous, with the Wraithcannons bringing “full-up” Destroyer shots at guaranteed close range and D-Scythes providing ridiculous AP2 templates. While not a cheap battle group, this one is much more durable than many other alternatives and can bring game-changing firepower to bear exactly where you want it, thus mitigating the two Wraithguard weaknesses of short-range and poor mobility.

3 – 20 x Guardian Defenders with 2 x Shurikan Cannons Warlock Leader and attached Farseer — Not only can this unit put out 42 Bladestorm shots a turn at 12″, but the Warlock and Farseer can buff the entire unit in multiple ways and/or debuff enemy forces, making it even more effective (imagine Invisibility on this unit to make it very difficult to target). Finally, if the DE character bearing the WWp also has the Armor of Misery relic, then enemy units within 6″ have -2Ld, meaning the Farseer can use Psychic Shriek and other Leadership shenanigans from the Telepathy discipline quite effectively.

–HARLEQUIN/CORSAIR ALLIES–

1 – 12 x Harlequin Troupe of Player with Fusion Pistols and special CCWs, plus an attached Shadowseer — Not only does this set up the 12 man Troupe for getting into combat on the other end of the board (which is where it excels, but has difficulty getting, since the Starweaver transport can only hold 6 troops), but you can the Fusion Pistols to bring some serious heat (pun intended!) against enemy vehicles, MCs, or elite infantry before the Harlequins charge. Finally, the Shadowseer can protect the Troupe, debuff the enemy, or even snipe out enemy Psykers with Phantasmancy and Telepathy powers.

2 – Corsair Balestrike Band with Jetpacks (for Relentless and JSJ) and massed Dark Lances — This gives you the option to put massed Lance Fire on the table wherever you need it, whether to bring down vehicles or tough infantry/MCs, plus once you DS in with no scatter, you still have solid mobility due to the Jetpacks on the Corsairs. Basically, think of this as a longer ranged, more mobile, but not quite as destructive against vehicles version of the Fire Dragon battle group described above.

 

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