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Thread: Dark Eldar (DE) Strategy Guide 5th

  1. #2001
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Sami View Post
    Only thing I'm currently worried with the GK codex are a) just how far Jokeros buff ranges (and whether you can stack them), and b) how far out Dreads (noughts or knights) can hit with psybolt ammo. Other than that, it's going to get kited to hell and back.
    I think the Jokaero increases range by 12". All Psybolt ammo does is add +1 strength. A Rifleman dread with Psybolt ammo has 4 S8 shots a turn, it'll mulch Raiders. Psycannons only have 24" range so if you're tailoring lists Night Shields might be handy.
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    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

  2. #2002
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Cheers. Managed to "find" a "copy" of the original leaked codex (don't sue me GW - I'll be buying the real thing!), and it seems the upgrades only apply to the unit the Jokero is in (and it seems they can only be included in an Inquisitor's unit). Unless that has been changed in the release, I now have 0 reason to fear GK.

    Also, it seems Dreadknights are MCs and not Walkers, thus providing the Soul Trap / Huskblade combo with a few more targets.

    edit: oh god, that also means we don't need AT to take it down and can drown it in splinter fire
    Last edited by Sami; 12-03-2011 at 19:16.

  3. #2003

    Re: Dark Eldar (DE) Strategy Guide 5th

    So true but it can also have a personal teleport (jump pack with extra rules) but that costs a lot of points, so posion is our friend here.

  4. #2004
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Also with a 2+/5++ its a tempting target for Dark Lances.

    edit: If it has the Personal Teleporter and guns its quite pricey, if its bare bones with the Teleporter that is jumping forwards so you have to engage it it can quickly be outrun by our Skimmers.
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    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

  5. #2005
    Chapter Master Hashmal's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Rabid Bunny 666 View Post
    We'll need to see the wording on that, you could buy time by giving the Archon a Ghostplate Suit and removing this first.

    Also, i've been running Malys so I should have some fun ignoring the Grey Knights powers.
    As said, your invuln saves will be gone. Not my biggest worry; the Vindicare can't target something locked in CC (still follows normal shooting rules) so as long as your Archon is never unengaged (the goal anyhow), he'll be fine.

    Many GK powers buff themselves instead of affecting you, so Malys is about a 50/50 on that.

    Quote Originally Posted by Eldyriel View Post
    I don't see why GK takes advantages of psyker status and not disadvantages. If vehicules are listed "psykers" I hope they'll have to pass their LD like everyone else...

    Maybe a futur discuss in the rules section.
    They are not listed as Psykers. They are vehicles that may take a psychic test on Ld 10. This is a very, very important distinction and will actually need an FAQ to clarify. As of right now, no, the Crucible does not work on them. Welcome back to invulnerable dudes in metal bawkses.

    Since the Crucible is of questionable use anyway, I don't care how this is ruled.

    It's important to clarify here that Grey Knight units are considered one Psyker, with tests and perils being targeted on the Justicar or one random yum yum if he's dead. So, the Crucible will kill only the one dude taking the tests, not force everyone in the squad to test.

    Quote Originally Posted by pazshadow View Post
    Very impressed, I shudder to think what Duke can do with 9 trueborn wielding carbines and 2 splinter cannon.
    Very naughty things.

    Quote Originally Posted by Rabid Bunny 666 View Post
    I think the Jokaero increases range by 12". All Psybolt ammo does is add +1 strength. A Rifleman dread with Psybolt ammo has 4 S8 shots a turn, it'll mulch Raiders. Psycannons only have 24" range so if you're tailoring lists Night Shields might be handy.
    Hardly tailoring a list to take our best vehicle upgrade

    Quote Originally Posted by Sami View Post
    Cheers. Managed to "find" a "copy" of the original leaked codex (don't sue me GW - I'll be buying the real thing!), and it seems the upgrades only apply to the unit the Jokero is in (and it seems they can only be included in an Inquisitor's unit). Unless that has been changed in the release, I now have 0 reason to fear GK.

    Also, it seems Dreadknights are MCs and not Walkers, thus providing the Soul Trap / Huskblade combo with a few more targets.

    edit: oh god, that also means we don't need AT to take it down and can drown it in splinter fire
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  6. #2006
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    To be honest, i'm more a Flickerfield guy. Yeas its only a 5+ but i've had a single Venom take 8 missile shots and come out unscathed.
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    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

  7. #2007
    Chapter Master Squallish's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Although I only have one game under my belt, I think the Night Shields would have saved me way more than the Flickerfield did.. but I'm running a solo Ravager currently (+2 Talos in WWP).

  8. #2008

    Re: Dark Eldar (DE) Strategy Guide 5th

    Even though we have splinter weapons I still think dreadknights will be tough to take down. As far as I know they'll have 2+/4++ this will translate to average 72 splinter shots or 18 dark lance equivalent shots. On the other hand with them ranging in price from one lady M to 2 dukes it should take some effort.

    As for the psychic vehicles I hope they cleaned up the rules a bit in the final version, the current version is one big mess. RAW they lack the psycher rule so having a ld 10 for psychic tests and hoods is meaningless because non psychers cant use psychic powers. Of course any sane person knows that they should be psychers but then the crucible should work. So yes expect a faq and some endless rule debates in the rules section.
    Last edited by Symrivven; 14-03-2011 at 08:35. Reason: typo
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  9. #2009
    Commander Mirbeau's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    This may sound foolish, but is there any rule preventing taking both the night and flicker fields for raiders simultaniously?

  10. #2010

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Symrivven View Post
    As far as I know they'll have 2+/4++
    Nop, I was also happy to see, that it "only" was a 5++.

    Would be funny to hit it with a hex-rifle. Giant glass walker XD

  11. #2011

    Re: Dark Eldar (DE) Strategy Guide 5th

    No rule prevents you from taking that combo (or any combo of vehicle upgrades).

    edit:

    That is a nice nerf indeed, brings us to 13.5 DL shots instead of 18.

    Hexrifles are fun if they work but don't count on oneshotting a DK with only a chance of 1/27 (bs4) to actually turn it into glass.
    Last edited by Symrivven; 14-03-2011 at 10:43.
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  12. #2012

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Mirbeau View Post
    This may sound foolish, but is there any rule preventing taking both the night and flicker fields for raiders simultaniously?
    No rule prevents you to do that, but that's 20 more points per Raider, that can be quite a lot depending on how many you have. I usually keep my Raiders naked for this reason, only upgrading the ravagers when I have the points.

  13. #2013
    Chapter Master Hashmal's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by tame View Post
    No rule prevents you to do that, but that's 20 more points per Raider, that can be quite a lot depending on how many you have. I usually keep my Raiders naked for this reason, only upgrading the ravagers when I have the points.
    This is how I view it, too. Upgrades are nice, but there's no upgrade that stops a Raider from being a 10 all around open-topped skimmer. My general thought process goes like this:

    Got approximately 40-60 points that I just don't know what to do with? Time to see if I can free up some points for vehicle upgrades.

    Night Shields first. I can gain saves on my vehicles in other ways during the course of a game. I can't shorten the range of enemy weapons, though.

    Flickerfields next. This is likely a high points game if I have both. I'll upgrade Ravagers before my other vehicles, since they'll often be taking shots, not moving fast, and may hurt for appropriate cover to guarantee all Lances have an arc of fire. (fun trivia fact: a Ravager that pokes its front 49% out will only get 2 Lance shots but a cover save; a Ravager that angles to get three head-on Lance shots and simultaneously presents a smaller profile gets no cover save. That's right, it's easier to hit the smaller target).

  14. #2014
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Crazy_Irish View Post
    Nop, I was also happy to see, that it "only" was a 5++.

    Would be funny to hit it with a hex-rifle. Giant glass walker XD
    It was also downgraded to T6 (from 7), which is a pretty big deal as far as lances and blasters go (though of course makes no difference at all to splinter weapons).

    I'm much less worried about it now that the darklight weapons will wound on 2s and that it's only afforded a 5++. It will go down fast enough that DE can probably avoid ever letting it get into combat, even if it has a teleporter.

  15. #2015

    Re: Dark Eldar (DE) Strategy Guide 5th

    That brings us down to only 10.8 DL shots and shows how much the codex has changed since the leaked version.

    Think I'll have to go out to my local shop and have a through read trough this new dex.
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  16. #2016
    Veteran Sergeant Krayd's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Ah, good. At T6, it is actually possible for a S3 Archon to huskblade a DK.

  17. #2017
    Chapter Master Radium's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Symrivven View Post
    That brings us down to only 10.8 DL shots and shows how much the codex has changed since the leaked version.
    Or 27 Disintegrator shots, meaning exactly 3 dissie-ravagers. Maybe not everyone's preferred heavy slot allocation, but given that most opponents will be marines, and that it should - on average - kill a dreadknight, will make those a nice choice. The Darklight weaponry can still come from elites, troops and transports.
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  18. #2018
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    To be honest i'm less concerned about Grey Knights with my Dark Eldar, my only real concern is 3 Dreadknight spam. Paladin units seem manageable now the 2++ is in combat only, they won't get FNP from Lances and a 5++ against Implosion Missiles, which means my Void Raven will be coming out to play instead of my Cronos and Scourges.
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    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

  19. #2019
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    Re: Dark Eldar (DE) Strategy Guide 5th

    The flyer missiles should do horrible things to it too.

  20. #2020
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Especially if Draigo runs with the unit and Deepstrikes down in one turn, you should be able to hit them with everything comfortably. Shame those Psycochoke things hamstring assault units.
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    Kabal of the Poisoned Tongue plog
    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

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