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Thread: Dark Eldar (DE) Strategy Guide 5th

  1. #2081

    Re: Dark Eldar (DE) Strategy Guide 5th

    I have a question, I want to run an Archon and 1-2 Haemonculi, butI can't figure out what works best for the Archon, Agonizer, or the Electrocorrosive whip?
    Civilian of Khemri since 2005
    Quote Originally Posted by Boss_Salvage View Post
    Your army is possibly the coolest CSM list I've seen
    Play: Tomb Kings(Main), Khorne WoC, Dwarfs. 40K: Dark Eldar, World Eaters (Shelved until a real Chaos Codex).
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  2. #2082

    Re: Dark Eldar (DE) Strategy Guide 5th

    Agonizer > Elctro Whip
    No Signature right now.

  3. #2083

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by White_13oy View Post
    ...what works best for the Archon, Agonizer, or the Electrocorrosive whip?
    The agonizer is probably the best choice for a generalist Archon. The whip just seems pretty worthless, it's just a power weapon unless you wound but don't kill something, and even then most things with multiple wounds are striking at a high enough strength to soak the penalty and still wound you reasonably often. I'd take a huskblade or djin blade (with CCW&blaster) and combat drugs long before I'd even think about the ec-whip.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  4. #2084

    Re: Dark Eldar (DE) Strategy Guide 5th

    Thanks guys, it seemed like it would pay off against hqs and units with s5 or less with special properties on their weapons like lightning claws. I usually run him with an agonizer, was just wondering if there was an alt build for a killy Archon.
    Civilian of Khemri since 2005
    Quote Originally Posted by Boss_Salvage View Post
    Your army is possibly the coolest CSM list I've seen
    Play: Tomb Kings(Main), Khorne WoC, Dwarfs. 40K: Dark Eldar, World Eaters (Shelved until a real Chaos Codex).
    My Slayer Cult Army Book, New everything, including Runic Striking. http://www.warseer.com/forums/showthread.php?t=322805

  5. #2085

    Re: Dark Eldar (DE) Strategy Guide 5th

    Hilariously, a model reduced to S2 with a lightning claw still wounds you more than half the time. Anyway, yeah, there are alternative builds, I just don't think the whip is one of them. Huskblade/soul trap comes with the model and is expensive but useful in the right situations. I like the idea of Djin blade/CCW/Blaster. Some people - well, one guy - even takes blaster/venom blade. And any Archon without a wound-on-value weapon should probably have combat drugs; IMO the +strength-is-useless is kind of the tipping point for that upgrade.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  6. #2086

    Re: Dark Eldar (DE) Strategy Guide 5th

    I use it to avoid instant death by hammer or MC

  7. #2087
    Commander Coldblood666's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    The Talos entry seems kind of unclear to me. Would buying it an additional combat weapon give it D6+1 attacks? I would think so but it doesn't specify. Also, if you replace its basic close combat weapon with a shooting weapon does it affect its attacks or combat ability?

  8. #2088
    Commander Tordeck's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Short answer Yes. And check the FAQ for confirmation.

    2nd q, I have no idea
    Enter the Dark City - The Webs First and Only Forum Dedicated to the Dark Eldar



  9. #2089

    Re: Dark Eldar (DE) Strategy Guide 5th

    Yeah, the Talos can seem a bit funky. Anyway, the basic rules are:

    1. 1 CCW: no additional benefit
    2. 2 CCW: +1A
    3. Special CCW and a normal CCW: +1A
    4. 2 Special CCW: pick one each round of combat, but no bonus attack

    Now, the Talos starts with one CCW, can buy a second CCW, and can replace either of those CCW's with a twin-liquifier, ichor injector, or chain flails.

    The most common build is chain-flails plus additional CCW. This gives you the higher roll of 2d6, +1 for two weapons, which gives you the maximum number of attacks you'll be able to get out of a Talos.
    If you buy two CCW, you get +1A, for a total of d6+1.
    If you buy a twin-liquifier, it's not a CCW, so you can never get the bonus attack for having two CCW's. You could still buy the additional CCW, but that would do you no good, except that you can also replace it - perhaps with another twin-liquifier for maximum dousing!
    The ichor injector is a special close combat weapon, so it can't be combined with the chain-flails; if you have both, you use one or the other, and don't get the bonus attack for two weapons. You can still get d6+1 attacks by taking an ichor injector along with the additional CCW. Frankly, the ichor injector kind of sucks, since things you don't cause instant death to with your basic attacks are more likely to pass the toughness test than to fail it.

    The "tail" weapons are all non-pistol shooting weapons, so don't affect the Talos' HtH capabilities.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  10. #2090

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Coldblood666 View Post
    The Talos entry seems kind of unclear to me. Would buying it an additional combat weapon give it D6+1 attacks? I would think so but it doesn't specify.
    Yes, the rulebook says you gain +1 A if you have two ccws.

    Quote Originally Posted by Coldblood666 View Post
    Also, if you replace its basic close combat weapon with a shooting weapon does it affect its attacks or combat ability?
    No. There is no rule that states a model must have a close combat weapon in order to use its base A value, nor is there any penalty for not having one. The wording "replace one of the close combat weapons" is simply to make sure you can't upgrade to a liquifier while also keeping two ccws. This means buying a liquifier and an extra ccw is pointless.
    KR

  11. #2091

    Re: Dark Eldar (DE) Strategy Guide 5th

    Man I love this thread. Could anyone give me some critiques on a hobby list I made? Thanks!
    http://www.warseer.com/forums/showth...65#post5402965
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  12. #2092

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Crazy_Irish View Post
    Soft targets are for soft baddies ;-) Archons can be soft, or can be Bad Ass.
    And you're spending around the 150pt mark for that bad ass that can be punked by a relic blade or plasma gun.
    Archon of the Ravenous Void Kabal.

  13. #2093

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by DeviantApostle View Post
    And you're spending around the 150pt mark for that bad ass that can be punked by a relic blade or plasma gun.
    When you play an army, consisting of paper planes, that cost nearly as much as two SM rhinos, then yes you spend 150pts on some Bad Ass XD

    If you worry about how easy it is to kill ANY DE, then you do not understand DE. (so much for making friends around here )
    It's just like the faith of a DE, best not think about it, and focus on other thinks, like making the life of the lesser races more miserable ;-)

    Don't think about what could happen to you, cause you can always expect the worst, so that leaves you at just one solution.
    Just don't get hit.

    Electro Whip: Sadly it is that bad. it would have bin nice, if it would have had some other bonuses(I know, more then 2 XD ) It just feels that it is hard to justify it. Maybe against those wound-allication units, that consist of different models with multiple wounds but is that really worth it?

  14. #2094
    Chaplain Fist full of Pills's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Venom blade, Scissorhand, or Flesh gauntlet for an Aberration? I was leaning towards the cheap but effective venom blade but then I look at the scissorhand and a smile just runs across my face. Anybody have any imput/experience on this subject?

  15. #2095
    Chaplain Tyrannus's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Ill be taking, the flesh gauntlet for the poison 4+ which will also negate FnP and make nob squads sniffle a tiny bit and for the lucky hits on TWC
    Tau W/L/D - 2/0/0

  16. #2096
    Chaplain Fist full of Pills's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Tyrannus View Post
    Ill be taking, the flesh gauntlet for the poison 4+ which will also negate FnP and make nob squads sniffle a tiny bit and for the lucky hits on TWC
    Once again that part slipped my mind...duh! I was blinded by the large amount of attacks you could give him with scissorhand. Anyway thanks.

  17. #2097
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    How does it negate FNP??
    Ahhh, the internet, where people lose all social inhibitions and somehow everyone gets compared to the losers in WWII

  18. #2098

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by lethlis View Post
    How does it negate FNP??
    It inflicts Instant Death. The Feel No Pain rules specifically states that it doesn't work against weapons inflicting ID.

  19. #2099
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Right but it only does that after an unsaved wound and that is post FNP as I recall
    Ahhh, the internet, where people lose all social inhibitions and somehow everyone gets compared to the losers in WWII

  20. #2100

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by lethlis View Post
    Right but it only does that after an unsaved wound and that is post FNP as I recall
    It's poorly written, but I don't think that FNP specifies when instant death has to take place for it to be superseded.

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