Page 36 of 126 FirstFirst ... 26 34 35 36 37 38 46 86 ... LastLast
Results 701 to 720 of 2513

Thread: Dark Eldar Tactica - 6th Edition

  1. #701

    Re: Dark Eldar Tactica - 6th Edition

    If anyone has opinions on the Talos with the new rules, i'd like to hear them on non wwp lists. How do you use it?
    I like the model, it's strong in melee, but i really can't find a place for it

  2. #702

    Re: Dark Eldar Tactica - 6th Edition

    If you have haywire scourges, I might consider a twin-haywire Talos. It would have a solid role in sniping off last hull points until it could get stuck in. ...That's all I got.
    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.

  3. #703

    Re: Dark Eldar Tactica - 6th Edition

    I have Hw scourges, but 130 points for a TL HWB at bs3 isn't it too much? (well 2 HWB scourges is the same price...) I find difficult to believe someone can actually going into melee with the talos.
    Last edited by Ereshkigal; 14-07-2012 at 17:46.

  4. #704
    Chapter Master Spiney Norman's Avatar
    Join Date
    Apr 2007
    Location
    The Macu Peaks
    Posts
    5,683

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by toxic_wisdom View Post
    It was dropped for several pages until the subject was brought up again - note the quote I included.
    Well it needs to be dropped now, we're not going to agree on this until it is FAQ'd one way or another, neither interpretation is directly stated in the rules or FAQs so for now both interps are equally valid. If someone suggests fortuning an Eldar unit that is not from codex Eldar the proper response at this point is to ignore it, not start the "why I think you can't do that" argument again.
    Quote Originally Posted by Alebelly_Cragfist View Post
    any argument to say that they're thinking of us by turning metal to resin is as convincing as a frenzied Khorne worshipper covered in blood, still chomping on a victim, with a Khorne sigil tattooed to his forhead pleading a case of mistaken identity when questioned about a murder.

  5. #705

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Spiney Norman View Post
    Well it needs to be dropped now, we're not going to agree on this until it is FAQ'd one way or another, neither interpretation is directly stated in the rules or FAQs so for now both interps are equally valid. If someone suggests fortuning an Eldar unit that is not from codex Eldar the proper response at this point is to ignore it, not start the "why I think you can't do that" argument again.
    Agreed!

    On another note reavers are even better this edition with 4+ jink saves just for moving.

  6. #706
    Commander TrojanWolf's Avatar
    Join Date
    Nov 2007
    Location
    Australia
    Posts
    757

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Higgs-Boson View Post
    Has anyone run daemon allies yet? I know the go-to allies are eldar, and I'm adding a seer and a council (and I'm thinking about a "dark avatar"), but modeling and painting wise I would love to include some daemons. Thoughts?
    It could work, if for no other reason than to give the opponent a more immediate threat to shoot at. I'd much prefer CSM or SW allies though, considering that they're no better on the allies chart than Daemons and get access to Long Fangs/Havocs with missiles. Or Long Fangs spamming plasma cannons. That'll sort out those pesky terminators.
    Last edited by TrojanWolf; 14-07-2012 at 20:47.
    6th edition Dark Eldar - bring out the big guns and send in the clowns!

    Quote Originally Posted by Azzy View Post
    Amazing typo. Your Space Marine captain going bald? Your Nobs fresh out of hair squigs? Your Shas'o wants to make a unique fashion statement? Hairbringer Crypteks to the rescue! They personally deliver hair in all lengths, colors and textures right to your battlefield.

  7. #707

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Mushkilla View Post
    Agreed!

    On another note reavers are even better this edition with 4+ jink saves just for moving.
    Also skilled rider auto-passing dangerous terrain tests. Also moving 12 then turboboosting 36, giving them a total range when bladevaning of 48, where they will ALSO have a 3+ cover save while doing that. Reavers basically rock now.

  8. #708
    Commander TrojanWolf's Avatar
    Join Date
    Nov 2007
    Location
    Australia
    Posts
    757

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Snowflake View Post
    Also skilled rider auto-passing dangerous terrain tests. Also moving 12 then turboboosting 36, giving them a total range when bladevaning of 48, where they will ALSO have a 3+ cover save while doing that. Reavers basically rock now.
    They don't turbo boost 36". It's a 12" move in movement, followed by 24" turbo boost for a total of 36". But yeah, Reavers still kick serious butt now.
    6th edition Dark Eldar - bring out the big guns and send in the clowns!

    Quote Originally Posted by Azzy View Post
    Amazing typo. Your Space Marine captain going bald? Your Nobs fresh out of hair squigs? Your Shas'o wants to make a unique fashion statement? Hairbringer Crypteks to the rescue! They personally deliver hair in all lengths, colors and textures right to your battlefield.

  9. #709

    Re: Dark Eldar Tactica - 6th Edition

    eldar jetbikes turbo for 36

  10. #710
    Brother Sergeant
    Join Date
    Oct 2010
    Location
    The place with lots of Cheese
    Posts
    70

    Re: Dark Eldar Tactica - 6th Edition

    I'm having success in CC and Challenges using a Haemy Ancient with Scissor Hand, lots of attacks at a high initiative

    So far my Wyches have done OK vs overwatch so I'll keep playing them and see how things go

    Assault units always have squads they shouldn't be charging, Wyches have simply picked up a few more, they're still awesome against vehicles and MCs (Hekatrix with VB ftw) amd take charges as well as they ever have done. I honestly think the buff to defensive grenades and changes to FNP probably make them more durable overall, esp if you're using terrain and positioning to your advantage, so its slightly less important to have them in combat 100% of the time

    Theres one other thing about 6th Ed that I think works very much in DE's favour that nobody has brought up yet. Nearly every other codex lost the ability to assault out of their main transport, only us and the Greenskins retain the ability to do this at all, furthermore if you wreck or 'splode them the units can't assault you next turn.

    This means that when it comes to putting our Assault units against enemy Assault units, we will very likely have full control over how and where it happens, it also means yet another indirect buff to melee AT (Wyches), that being that if you blow up a transport full of Assault units in your Assault phase, they can't just charge you in theirs.

    DE Assault is far from dead, even if we do drop the Wyches which is way too early to call, we still have Incubii, Harles, Beasts and Hellions at the very least, also good luck using Wracks without them ending up in combat.

    What are we all thinking about Bloodbrides? Don't need as many of them to hit combat to make a mess

  11. #711

    Re: Dark Eldar Tactica - 6th Edition

    By Raw it seems if you wreck a transport, the occupants can't charge in their next assault phase, but if the vehicle explodes they can. Btw i was thinking about using this rule to my advantage: a raider full of wracks, 2 liquifiers. First you wreck a transport (i take scourges to do that), then you flame them with the wracks. The next turn he can't assault the wracks, so you proceed to flame again and then assault who's left. It should be pretty brutal against anyone. Expecially if a Haemie with shattershard and liquifier joins them from a nearby venom (giving them FC and another 2 flamer shots)

  12. #712

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by TrojanWolf View Post
    They don't turbo boost 36". It's a 12" move in movement, followed by 24" turbo boost for a total of 36". But yeah, Reavers still kick serious butt now.
    As Erish said, we turbo 36". Page 45 if you need the reference, box about Eldar and DE Jetbikes, last sentence.

    Really between the extra range and skilled rider auto-passing dangerous, I think Cluster Caltrops got quite a bit better. You can cover the majority of the board with their move now, and can quite often end in a good defensive position behind the lines. Forces a choice for your opponent to turn something around and deal with it or let them run around back there.

  13. #713

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Ereshkigal View Post
    By Raw it seems if you wreck a transport, the occupants can't charge in their next assault phase, but if the vehicle explodes they can. Btw i was thinking about using this rule to my advantage: a raider full of wracks, 2 liquifiers. First you wreck a transport (i take scourges to do that), then you flame them with the wracks. The next turn he can't assault the wracks, so you proceed to flame again and then assault who's left. It should be pretty brutal against anyone. Expecially if a Haemie with shattershard and liquifier joins them from a nearby venom (giving them FC and another 2 flamer shots)
    This rule really feels like a silly oversight to me, since it only works for wrecked and not explosion, but nice catch anyway
    My hovercraft is full of eels

    Corsair Wolves-The Defilement of A Chapter (Update: October 07, 2012)

    I'm floating towards the sun, the Sun of Nothing (Update: October 07, 2012)

  14. #714

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Ereshkigal View Post
    By Raw it seems if you wreck a transport, the occupants can't charge in their next assault phase, but if the vehicle explodes they can.
    Given that the fundamental reasoning behind that interpretation - "models placed where their transport exploded didn't disembark" - was shot down last edition, don't get your hopes up on keeping it this edition.
    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.

  15. #715

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Snowflake View Post
    As Erish said, we turbo 36". Page 45 if you need the reference, box about Eldar and DE Jetbikes, last sentence.

    Really between the extra range and skilled rider auto-passing dangerous, I think Cluster Caltrops got quite a bit better. You can cover the majority of the board with their move now, and can quite often end in a good defensive position behind the lines. Forces a choice for your opponent to turn something around and deal with it or let them run around back there.
    Being able to hide the model with Cluster Caltrops is also a nice bonus, since you have such a huge movement range, you can make sure to always position your cluster caltrops model away from enemy so he can avoid taking wounds.
    My hovercraft is full of eels

    Corsair Wolves-The Defilement of A Chapter (Update: October 07, 2012)

    I'm floating towards the sun, the Sun of Nothing (Update: October 07, 2012)

  16. #716
    Brother Sergeant
    Join Date
    Oct 2010
    Location
    The place with lots of Cheese
    Posts
    70

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Ereshkigal View Post
    By Raw it seems if you wreck a transport, the occupants can't charge in their next assault phase, but if the vehicle explodes they can.
    Nice try, check the very bottom of rulebook page 426 where it clarifies that an exploding vehicle counts as a disembarkation

  17. #717

    Re: Dark Eldar Tactica - 6th Edition

    Even if the squad does get to charge after the wracks have liquified them, then you get an overwatch with the liquifiers so you should pretty much melt most squads that charge you
    Hmm....what is this link?
    My Nids
    My High Elves

    Quote Originally Posted by Toda
    Now there is a modeling project for you: Convert the new lictor into a dancing pose... Cast it up in clear resin... place in front of enemy command squad...Hilarity ensues

  18. #718
    Commander TrojanWolf's Avatar
    Join Date
    Nov 2007
    Location
    Australia
    Posts
    757

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Snowflake View Post
    As Erish said, we turbo 36". Page 45 if you need the reference, box about Eldar and DE Jetbikes, last sentence.
    My mistake. I forgot other people have jetbikes now.
    6th edition Dark Eldar - bring out the big guns and send in the clowns!

    Quote Originally Posted by Azzy View Post
    Amazing typo. Your Space Marine captain going bald? Your Nobs fresh out of hair squigs? Your Shas'o wants to make a unique fashion statement? Hairbringer Crypteks to the rescue! They personally deliver hair in all lengths, colors and textures right to your battlefield.

  19. #719

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Mordax Praetorian View Post
    Nice try, check the very bottom of rulebook page 426 where it clarifies that an exploding vehicle counts as a disembarkation
    well that's better for us, i didn't read the summary at the end. Anyway the tactic with liquifier is even better in this way.

  20. #720
    Chapter Master Gaargod's Avatar
    Join Date
    Jan 2009
    Location
    UK, London
    Posts
    2,325

    Re: Dark Eldar Tactica - 6th Edition

    Had a small game versus Nids - some genestealers outflanked behind a building, lapping around it. Things learnt from this.

    A) Don't infiltrate if you're an assault unit. The way it's worded is that you can't charge in the first turn, and turns (unless specified) always means game turns, not player turns. In other words, even if you go second and they drive right up to you, you can't assault.

    B) Focus Fire is crazy killy. The stealers lapped round the building corner, which would before have meant they were 50% obscured from either side, then clever removal could have keep it that way. As it is, I drove a gunboat of 10 warriors with a Splinter Cannon in a raider with Splinter Racks (180pts with nightshields) up into rapid fire range on one side - declared focus fire on the guys without a cover save, wiped out half the unit. Then the remaining stealers got splatted from the other side, as they no longer had obscured.

    C) The aforementioned gunboats are fun. Cheap and cheerful medium range, manoeuvrable anti-infantry firepower which scores. Also, with Splinter Racks, within rapid fire range they do only slightly less damage than Shardcarbine Trueborn (Hits of 16/9 vs. 2 per shooter on average, only 2/9 difference). Obviously, they do a fair chunk less damage outside of those 12", but the extra 6" range is magical - especially with nightshields. You can sit 23.5" away and basically negate all medium range shooting against you. For substantially cheaper and a troops slot... these guys seem like the no-brainer starter of 2 troops for me at any reasonable points level.

    D) Stealers really hate splinter.
    Quote Originally Posted by HellRaid View Post
    Gaargod... I think you win.
    Quote Originally Posted by theunwantedbeing View Post
    Give the guy a power penknife
    Provided it has sword, maul and hammer attachments he can freely switch in game :P

Page 36 of 126 FirstFirst ... 26 34 35 36 37 38 46 86 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •