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Dark Eldar Rules Discussion @ 2010/10/11 05:09:41


Post by: Dracos


Speaking of which, I've been trying to figure out which wych weapon to go with. Anyone done some mathammer that might shed some light on how the various weapons affect combat VS TEQ, MEQ and GEQ?


Dark Eldar Rules Discussion @ 2010/10/11 05:10:40


Post by: kenshin620


Kirasu wrote:Its not as clunky as the original book at all..

One wych gets +d6 attacks, re-rolls hits and wounds or models in BTB lose 1 attack.. Thats pretty easy

As oppose to having to determine who was half strength, half WS, -1 attack.. etc. Only the -1 attack will slow down the game at all

If you believe it would be fair if the entire unit got +D6 attacks or rerolls hits and wounds.. well, Im glad its not that way



You find a suped out scoring unit a bad idea? Come on now, its finally time to murder hundreds of SM armies!


Dark Eldar Rules Discussion @ 2010/10/11 05:14:17


Post by: puma713


Some more fine details from HERO's Gaming Blog here http://lkhero.blogspot.com/:

HERO wrote:Out of all the FA choices, I'm only sold on Scourge. They are Jump Troops and have ridiculous options for weapons. At 22ppm, for every 5 models, 2 of them can replace their Shard Carbines with special weapons. That means in a squad of 10, they can have 5 special weapons ranging from Splinter Cannons (yes, Cannons), Haywire Blasters, Heatlances, Blasters and Dark Lances. Imagine a full squad of 10 running around with 4x Haywire Blasters or Heatlances messing around with vehicles. Now imagine 10 with 4x Splinter Cannons pouring out a ridiculous amount of poison shots per squad. Start the game with an attached Haemonculus with a Hexfire Rifle just so the squad can get FNP (along their 4+ save) and then run off to do his own thing. With enough targets to saturate the field, these guys might actually get some field time.

Hellions are also pretty good at 16ppm. They have 2 shots each with poisoned shots and can cover really good range. I see these guys as the anti-infantry jump infantry and their special ability to hook combat ICs out of units can really offset how certain close combats play out. The one thing that I look at and can't see much play from is the 22ppm Reaper Jetbikes. First, they're T4 with a 5+ armor save. Sure, they can boost across the map with a 36" Turboboost and still inflict some damage, but I find them to be one of those really fragile units that's big play or big loss. The damage that they can inflict on enemy vehicles' side armor is pretty decent with S6 hits, but you have to pay for those (+20 each) on top of the 22ppm on a T4 5+ model. I like how they look, my god do they look fantastic, but I can't see these guys being any more than a nuisance.

I also examined the HQ choices again and I would like to add one more person to the list I find to be cost effective. Lady Malys is actually quite fantastic for her points. For 130, she makes her and whatever squad she's in immune to psychic abilities. She has Archon stats (7s across the board except for S/T) and has 5 attacks with a modified Djin's Blade. That can give her a possible 8 attacks on the charge! If the blade rebels, no worries, it automatically misses her because she saw it coming. On top of this, she also has a 4++ true invulnerable save, nothing like Shadow Field or anything like that. Her one big ability that effects how the game is played is Precognist. This allows her to reposition +D3 units after deployment, including putting them back in reserve. All this for 130 points is a bargain I would say.

After looking at the Venom vs. Raider argument again, I took another long hard look at the two and came up with the following: Venoms aren't too bad. They're 55 points, so 5 less than a Raider but comes with some serious anti-infantry weaponry. They also come with Flickerfields so that's a free 5++ invulnerable. I would say these things are great anti-infantry paper-thin Razorbacks. They can replace their TL Splinter Rifles with another Splinter Cannon for 10 points so they can have 2. That's a total of 12 poisoned shots coming out from 36" while moving 6" because of Fast. For 65 points, you have a wound generator that can remain at max range and apply pressure to any infantry that gets blown out of their transports. Throw some cheap Wyches or Warriors in them and they act as pretty solid scoring transports that can put down a decent amount of hurt. I think when put into that perspective, their usefulness just increased by a lot.

In terms of Warriors, I think the idea configuration for them will be a Blaster and a Dark Lance. The Champion should probably take a Agnoizer for +20 or Power Weapon for +10 and call it a day. As for Wyches, I think the best loadout for them will be 2x Hydra Gauntlets, Champ with Phantasm Launcher and Agonizer. After thinking really hard about which one will generate more wounds; the Hydra Gauntlets or the Razorflails and I think the Hydra Gauntlets will probably offer more. The good thing about Wyches or Bloodbrides or is that you can put them in a Raider with Aethersails and just run them towards the enemy ASAP. Once they're locked in combat, their 4++ invulnerable will increase their chances to live by a lot and if you manage to give them FNP with some Pain Tokens then it's all good.

I also took a brief look at the Truebloods and Incubii again just to see what I thought about them were true. For Truebloods, yes. They are amazing even though you have to pay for Plasma Grenades (+1 point each) for them; increasing their point cost from 12 to 13. I figured since you're willing to go that far, you'll probably be better off just upgrading to a Champ and taking Phantasm Launchers for both offensive and defensive grenades for the entire squad. The special weapon choices for them is what really does it for me: +5 points per Shredder, +15 for a Blaster, +10 for Splinter Cannon and +25 for Dark Lance is solid. A full squad of these guys shooting from a Raider will put the most ridiculous kind of hurt on anything in the game. The best part is that you can customize for all kinds of engagements; 4x Blasters and 2x Dark Lances for example, will be my ideal loadout if I wanted to destroy armor.

As for Incubii, I think they're trash. They're 22ppm and they're the premiere anti-infantry close combat specialists in the entire army and they DO NOT have an option for Plasma Grenades. What?! Yes, its true and it upsets me to the fullest. How do you make these guys so utterly badass in melee, give them I5 stats and not give them offensive grenades against MEQ camping in cover? They do have something that's good though.. they can take a dedicated transport whereas Harlequins cannot. In terms of field maneuverability though, Harlequins still have these guys beat hands down. I'll probably be taking a full squad with both Shadowseer and Troupe Master just so I can maximize the amount of damage I can inflict on any stragglers left outside their transports. For Incubii, aside from taking a Raider with Aethersails and delivering them, the only other method of delivering them is by a Webway Portal. I'm still not convinced that's the best way to deliver them as I would rather shoot the hell out of my targets first and then run much cheaper Wyches at them after.

For CC options, I almost feel that DE have too many options. I'm not sure what's wrong with me but I don't find Mandrakes any decent. They cost 15ppm, give them a Pain Token and each of them can get 18" S4 AP4 Assault 2 Pinning shots. That's not too bad because they have Stealth and Infiltrate so they can sneak into the enemy's back lines, but they're still 15ppm. I find that you can get better results with cheaper and more effective Wyches with all their gory goodness.

Another unit that's part of this CC train is the Wrack. They're really cheap at 10ppm and come with 2x poison blades and FNP since they start with one Pain Token. If you've got some Haemonculii in your army, you can take a bunch of these guys and give them Furious Charge with your additional Pain Token. Now you have FNP/FC units charging you with poisoned attacks. Not bad if you're going with Haemonculii in your army and you don't like the fragile nature of Wyches.

So in summary, what do I think about Dark Eldar? I think they're really cool, really fast and really nasty. I also think they're going to be the hardest race to play in 40K. They need expert precision to deliver results and any misplays will result in a loss. The entire army has AV10/11 with nothing going above that except for Vect's flagship. Everything has to work in perfect unison and execution of play must be perfect. This is exactly what I'm looking for an Elven army in space. Below, I will formulate another unit bucket but in greater detail and showcasing exactly what weapon configurations I would take in "my" DE army:

Archon
Shadow Field, Agonizer, Combat Drugs - My regular go-to guy, 115 points
Shadow Field, Husk Blade, Combat Drugs, Soul Trap - more MC/IC killer, 140.

Lelith Hesperax
WS9 vs. WS4 troops can give her 10 attacks at I9 S3 for 175 points
3++ in close combat and 4++ outside means she wants to be in combat and taking heads.

Duke Sliscus the Serpent
Imo, the best HQ buy in the book. For 150 points, he makes Raiders, Venoms and Ravagers DS.
Comes with a Shadow Field and Blast Pistol, wounds on 2+ in CC and 5+ ignores armor saves.
Gives one squad better poison so their rifles wound on 3+ instead of 4+.
Gives the entire army better combat drugs, roll 2 dice and pick whichever you want when rolling drugs.

Lady Malys
For 130 points, she's basically an Archon with a better Djinn Blade and a 4++ invulnerable.
Can redeploy D3 of your units after deployment and is completely immune to psychic attacks.

Asdrubal Vect
Pay 240 points to seize initiative on a 4+.
Shadow Field and a power weapon that always wound on 3+.
Preferred enemy vs. all and re-rolls wounds vs. Eldar and Dark Eldar.
You can buy up a AV13/13/13 Raider with 3x Dark Lances for 200 points.

10x Warriors, Blaster, Dark Lance, Raider w/ Splinter Racks = 200
Bare bones cheap with no Champ. Blaster and Dark Lance for some anti-armor and Splinter Racks so everyone gets re-rolls to hit with their poisoned Splinter Rifles. If you want pure poison, you can drop the Dark Lance and Blaster and just go with a Splinter Cannon.

10x Wyches, Hekatrix, Phantasm, Agonizer, 2x Hydra Gauntlets, Raider w/ Aethersails = 225
Get up in your face, jump out and start swinging. Hopefully whatever you targeted with your Bombers and other units have already popped your intended target vehicle and the guys inside are ready to rock (or get rocked).

10x Trueborn, 4x Blasters, 2x Dark Lances, Raider w/ Flickerfields and Night Shields = 320
This is my boardside ship with the amount of hurt it can deliver to armor. Your objective is to saturate the field with as many targets as possible and then bring this thing around at any armor that's in your way. With this much firepower coming from the Raider, you're looking at guaranteed destruction of said target. If you really want to be badass, you should take Vect's gunship and load 9 of these guys in there.

10x Scourge w/ 4x Splinter Cannons = 260
Let's see what you get for 260 points with Splinter Cannons. Each one has Assault 3 Poisoned shots that shoots at 18". Each Splinter Cannon shoots with Assault 4 Poisoned shots or Heavy 6 when standing still. Total, per turn, you're looking at 34 poisoned shots per turn from 10 dudes at 18" or 16 at 36" (24 standing still). Utterly ridiculous.

10x Harlequins, Kisses, Shadowseer, Troupe Master w/ Power Weapon = 256
Shadowseer and 8x Harlequins have kisses, Troupe Master has a Weapon Weapon, and I might take a Death Jester just because for no reason. These guys do their job and they do it very well.

Voidraven Bomber w/ Flickerfields and Night Shields, 2x Shatterfield Missiles = 185
Take three of these every game. There's no reason not to! I mean if you look at it, each one shoots two S9 AP2 Lance while moving. Each Shatterfield Missile is a S7 5" blast with re-rolls to wound and you can even drop a S9 AP2 Lance 5" blast on someone's head. Stay in the back and shoot away!

Ravager w/ Flickerfields and Night Shields = 125
Mobile shooting platform with 3x Dark Lances. Stay at max range and shoot away all game. Those that target these will not be targeting your troops so it's all good.


Dark Eldar Rules Discussion @ 2010/10/11 06:20:36


Post by: Sidstyler


:\ Everyone's hating on incubi, that's really depressing. The incubi were my favorite of the new models and if they're not worth using I'm going to be pissed.


Dark Eldar Rules Discussion @ 2010/10/11 06:30:04


Post by: Archonate


Sidstyler wrote::\ Everyone's hating on incubi, that's really depressing. The incubi were my favorite of the new models and if they're not worth using I'm going to be pissed.

They actually seem very much like they used to be. As long as they're WS5, S4, I5, A2, Sv3+ with power weapons, they're gonna cut fools as good as ever. Only now they have fleet, making them a little better!


Dark Eldar Rules Discussion @ 2010/10/11 06:31:24


Post by: DaR


Sidstyler wrote::\ Everyone's hating on incubi, that's really depressing. The incubi were my favorite of the new models and if they're not worth using I'm going to be pissed.


I think people had some unrealistic expectations.

Incubi are just fine. 22 points for a 3+ save with a S4 power weapon and 2 base attacks is very solid. Everyone is complaining about the lack of grenades as if that were totally crippling. I don't know about everyone else, but on the tables I typically play on there's only 1/4 to 1/3rd terrain. That leaves the vast majority of the table open. Things which disembark transports (or are blown out of them) are usually in the open. Things which consolidated back from combat are often in the open. If you can't work around a little area terrain, you're probably not going to be happy with Dark Eldar for plenty of other reasons.

That said, there's at least a couple of interesting ways to improve them.

Power Through Pain tokens make them one of the tougher units DE can field. 3+ with FNP, even on T3, is pretty respectable. You can easily get a PtP token right from the start by having a Haemonculi join them, then having him split off at some point. Or from the shooting attacks of a Cronos.

In the previous codex, they were basically Archon retinue only. If you continue to use them that way, your archon can take Phantasm Grenade Launchers and the problem's solved.

Personally, I'm liking the idea of 5 of them in a Venom. They're a "finisher" unit. Let Warriors, Reavers, and other shooting tear up the unit unit it's down to a a few models. Then, instead of devoting an entire unit's worth of shooting to killing 2 or 3 models, have the Incubi pounce them in combat, picking up the token.


Dark Eldar Rules Discussion @ 2010/10/11 06:31:44


Post by: puma713


Archonate wrote:
Sidstyler wrote::\ Everyone's hating on incubi, that's really depressing. The incubi were my favorite of the new models and if they're not worth using I'm going to be pissed.

They actually seem very much like they used to be. As long as they're WS5, S4, I5, A2, Sv3+ with power weapons, they're gonna cut fools as good as ever. Only now they have fleet, making them a little better!


Unless the enemy lies just beyond a ridge, or in a forest, or in a crater that the dark lances just made of their transport.


Automatically Appended Next Post:
DaR wrote:

Power Through Pain tokens make them one of the tougher units DE can field. 3+ with FNP, even on T3, is pretty respectable. You can easily get a PtP token right from the start by having a Haemonculi join them, then having him split off at some point. Or from the shooting attacks of a Cronos.


And I also think that the FNP in this army is getting overplayed. Why can every unit get it? Because it can be negated by any AP1, AP2 and any Strength 6 weapon. And there are lots of those out there.


Dark Eldar Rules Discussion @ 2010/10/11 06:42:11


Post by: greenbay924


I'm really liking the incubi, went over to my FLGS to peek at the codex for about 20 minutes, probably going back over there to actually list build to make my pre-order list.

They have WS5, A2 S3 with +1S power weapons, at I5. That's not too shabby coming in at 22 points. I can't remember what the upgrade points were for the klavex, the demiklaves or the other upgrades, but it wasn't too bad. I think a unit of 10 would mostly be TOO much hit (not to mention too many points in one unit). Maybe a unit of 5 in a venom? Dunno, never played dark eldar before, so I'm probably going to screw up a lot.

On another note, I'm kind of impressed with wracks. For the cost of a wych you get something with T4, FNP (from the token) two poisoned 4+ attacks, and the chance to upgrade with 2 liquifiers (I think).

I think it would be fun to run a list like this:

urien
haemonculus

wracks x10
wracks x10
wracks x10

grotesque x5
grotesque x5
grotesque x5

put em all in raiders. I bet it as ZERO competitiveness to it, as there's hardly any anti-tank (just the lances on the 6 raiders). The conversion possibilities sounds like a lot of fun though! I have no idea how I would go about it though, maybe some parts from marauders/WOC, looking at the picture gives some good ideas.


Dark Eldar Rules Discussion @ 2010/10/11 06:43:03


Post by: zeekill


Gwar! wrote:
zeekill wrote:
BloodThirSTAR wrote:If you take Vect you have 75 percent odds to go first. When mech players realize this they will opt to place their army in reserve. So you move flatout into their deployment zone and let them come in piece meal. This gives dark eldar numerical supremacy which they can capitalize on using their melta lances and haywire grenades. Armies that rely solely upon mech units will suffer greatly in close combat versus DE. The other problem was hordes but now as many realize DE have poison weapons.


Even better, you move Raiders flat out 24"+2D6" first turn

Then another 24+2D6" second turn and park them literally all across his Board Edge. His second turn, half his army comes in and dies immediately because it cant deploy (minus outflanking vendettas) (2/3 die if he took the astropath).

Then third turn you pivot a little bit and light up the vendettas, his third turn you are still covering the edge and the rest of his army dies.

At the very least you will be having raider-Vendetta dogfights for the rest of the game, but you will be winning by around 14 killpoints

Now obviously this is will not happen every time, but you have to admit that would be just about the most awesome way to win a game
What?

This part is not what the rules say.


His units come in on a 4+ dont they? So 1 out of every 2 units come in. Therefore 1/2.
If he takes the astropath the roll is on a 3+, therefore 2/3.

If they need to come off of the table edge but they cannot actually drive onto the table because there is no gap large enough to fit his vehicles (or giant blob squads for that matter) then they count as destroyed.


Dark Eldar Rules Discussion @ 2010/10/11 06:59:00


Post by: Gwar!


zeekill wrote:If they need to come off of the table edge but they cannot actually drive onto the table because there is no gap large enough to fit his vehicles (or giant blob squads for that matter) then they count as destroyed.
No, they don't...

Would you like to point a rule that says that?


Dark Eldar Rules Discussion @ 2010/10/11 07:10:00


Post by: evilsponge




Dark Eldar Rules Discussion @ 2010/10/11 07:15:29


Post by: whocares


I like how their transport section specifically says that you can not take a transport for a squad too large for it to hold.

I also like how the archon can take a retinue character that makes all of his poison attacks 2+, but an agonizer is not a poison weapon, it is a power weapon that always wounds on a 4+.

Eh, yeah, 30+ pages so these probably already came up, but I just sat down and read the whole codex and those jumped out at me.


Dark Eldar Rules Discussion @ 2010/10/11 07:24:37


Post by: CajunMan550


@evil that guy won cuz the other guy couldn't deploy all game long. Things die if they can't get on by the end so all his gak died.


Dark Eldar Rules Discussion @ 2010/10/11 07:38:02


Post by: puma713


CajunMan550 wrote:@evil that guy won cuz the other guy couldn't deploy all game long. Things die if they can't get on by the end so all his gak died.


CajunMan, you are to 40K what John Madden is to football. Thank you for the succinct explanation of what was going on in the picture.


Dark Eldar Rules Discussion @ 2010/10/11 07:38:16


Post by: evilsponge


CajunMan550 wrote:@evil that guy won cuz the other guy couldn't deploy all game long. Things die if they can't get on by the end so all his gak died.




Dark Eldar Rules Discussion @ 2010/10/11 07:39:31


Post by: Gwar!


So... A Tournaments House rule is suddenly a BRB Rule now?


Dark Eldar Rules Discussion @ 2010/10/11 07:41:29


Post by: evilsponge


whocares wrote:I like how their transport section specifically says that you can not take a transport for a squad too large for it to hold.


I didn't read about this yet. Why would they do this? Are you sure Gav and Jervis didn't team up to help write this one?


Dark Eldar Rules Discussion @ 2010/10/11 07:41:45


Post by: Hulksmash


Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.

@Evilsponge

They aren't Space Marines, who can theoretically split to fit inside a smaller compacity vehicle. So they would obviously only be able to buy a transport to fit them. Pretty sure Ogryns in the IG book can only take a chimera if they are 6 or less.


Dark Eldar Rules Discussion @ 2010/10/11 07:42:42


Post by: Gwar!


Hulksmash wrote:Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.
If a unit is somehow still in RESERVES at the end of the game (for example, Deep Strike Mishap), then it counts as destroyed.

Nothing says that being prevented from deploying magically makes you destroyed.


Dark Eldar Rules Discussion @ 2010/10/11 07:45:12


Post by: Hulksmash


Nope, but basically by denying them the ability to deploy all game you destroy them. They just skipped a step on ya Gwar


Dark Eldar Rules Discussion @ 2010/10/11 07:47:00


Post by: puma713


Gwar! wrote:
Hulksmash wrote:Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.
If a unit is somehow still in RESERVES at the end of the game (for example, Deep Strike Mishap), then it counts as destroyed.

Nothing says that being prevented from deploying magically makes you destroyed.


And why would an entire army not be deployed turn 1, allowing someone to get flush with their board edge? Everyone being in reserve.

Edit: Can we leave YMDC in the YMDC forum? There's a reason I hardly ever go in there anymore.


Dark Eldar Rules Discussion @ 2010/10/11 08:04:55


Post by: Gwar!


puma713 wrote:
Gwar! wrote:
Hulksmash wrote:Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.
If a unit is somehow still in RESERVES at the end of the game (for example, Deep Strike Mishap), then it counts as destroyed.

Nothing says that being prevented from deploying magically makes you destroyed.


And why would an entire army not be deployed turn 1, allowing someone to get flush with their board edge? Everyone being in reserve.

Edit: Can we leave YMDC in the YMDC forum? There's a reason I hardly ever go in there anymore.
And again, they are not in reserves at the end of the game, they made their reserve rolls, so they cannot be in reserves.

To claim they are auto destroyed is not supported by the rules, end of discussion.


Dark Eldar Rules Discussion @ 2010/10/11 08:10:51


Post by: puma713


Gwar! wrote:
puma713 wrote:
Gwar! wrote:

Nothing says that being prevented from deploying magically makes you destroyed.


And why would an entire army not be deployed turn 1, allowing someone to get flush with their board edge? Everyone being in reserve.

Edit: Can we leave YMDC in the YMDC forum? There's a reason I hardly ever go in there anymore.
And again, they are not in reserves at the end of the game, they made their reserve rolls, so they cannot be in reserves.

To claim they are auto destroyed is not supported by the rules, end of discussion.


If they're not in reserves and they're not deployed, where are they? According to the rulebook? Don't answer - it's hypothetical. Stop being obtuse.


Dark Eldar Rules Discussion @ 2010/10/11 08:12:30


Post by: CajunMan550


I thought you were trying to back up the other dude with the pic. W/e I like john madden I smoked alot and in the 70s I was always doing little bunny foo foo.


Dark Eldar Rules Discussion @ 2010/10/11 08:12:46


Post by: evilsponge


Gwar! wrote:
puma713 wrote:
Gwar! wrote:
Hulksmash wrote:Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.
If a unit is somehow still in RESERVES at the end of the game (for example, Deep Strike Mishap), then it counts as destroyed.

Nothing says that being prevented from deploying magically makes you destroyed.


And why would an entire army not be deployed turn 1, allowing someone to get flush with their board edge? Everyone being in reserve.

Edit: Can we leave YMDC in the YMDC forum? There's a reason I hardly ever go in there anymore.
And again, they are not in reserves at the end of the game, they made their reserve rolls, so they cannot be in reserves.

To claim they are auto destroyed is not supported by the rules, end of discussion.


lol what?


Dark Eldar Rules Discussion @ 2010/10/11 08:15:42


Post by: Gwar!


puma713 wrote:If they're not in reserves and they're not deployed, where are they? According to the rulebook? Don't answer - it's hypothetical. Stop being obtuse.
I'll answer anyway:

The rulebook doesn't say what to do, so you have to make something up.

Claiming that the rules say they are destroyed is like claiming the rulebook lets Taus use 2D6 all of their armour saves.


Dark Eldar Rules Discussion @ 2010/10/11 08:16:52


Post by: lonekthx


Gwar! wrote:
Hulksmash wrote:Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.
If a unit is somehow still in RESERVES at the end of the game (for example, Deep Strike Mishap), then it counts as destroyed.

Nothing says that being prevented from deploying magically makes you destroyed.


"Page 90 BRB:

Wipeout! - Regardless of the victory conditions, if at the end of any standard mission your enemy has no units left on the table, you win the game!"

At the end of the game, this is understood as the units being destroyed for kill point purposes because the unit is not on the table, which is the same as if it were destroyed.


Dark Eldar Rules Discussion @ 2010/10/11 08:18:38


Post by: whocares


evilsponge wrote:
whocares wrote:I like how their transport section specifically says that you can not take a transport for a squad too large for it to hold.


I didn't read about this yet. Why would they do this? Are you sure Gav and Jervis didn't team up to help write this one?


They obviously did it to keep a level of consistency between the codices.

That level being zero.

But, hey, you need to start somewhere.


Automatically Appended Next Post:
Hulksmash wrote:Pretty sure it says if a unit isn't deployed by the end of the game it counts as destroyed. Could be wrong or could be thinking of a different edition but that's how I thought it worked.

@Evilsponge

They aren't Space Marines, who can theoretically split to fit inside a smaller compacity vehicle. So they would obviously only be able to buy a transport to fit them. Pretty sure Ogryns in the IG book can only take a chimera if they are 6 or less.


I can take a squad of 20 chaos marines + rhino.


Dark Eldar Rules Discussion @ 2010/10/11 08:38:23


Post by: Gwar!


lonekthx wrote:"Page 90 BRB:

Wipeout! - Regardless of the victory conditions, if at the end of any standard mission your enemy has no units left on the table, you win the game!"

At the end of the game, this is understood as the units being destroyed for kill point purposes because the unit is not on the table, which is the same as if it were destroyed.
-Sigh- You are not listening.

The Reserves rules FORCE you to place units on the table when they arrive from reserves, so it is IMPOSSIBLE for units that have made their reserves roll to not be on the table unless something explicitly stops them from being so (being Killed, Being put back into reserves etc).

Nothing says "if your edge is blocked, you are auto-killed."


Dark Eldar Rules Discussion @ 2010/10/11 08:50:58


Post by: Ketara


errrr.....could you guys move back over to the Rules Discussion forum?


Dark Eldar Rules Discussion @ 2010/10/11 08:56:53


Post by: whocares


Gwar! wrote:
lonekthx wrote:"Page 90 BRB:

Wipeout! - Regardless of the victory conditions, if at the end of any standard mission your enemy has no units left on the table, you win the game!"

At the end of the game, this is understood as the units being destroyed for kill point purposes because the unit is not on the table, which is the same as if it were destroyed.
-Sigh- You are not listening.

The Reserves rules FORCE you to place units on the table when they arrive from reserves, so it is IMPOSSIBLE for units that have made their reserves roll to not be on the table unless something explicitly stops them from being so (being Killed, Being put back into reserves etc).

Nothing says "if your edge is blocked, you are auto-killed."


http://www.dakkadakka.com/dakkaforum/posts/list/0/321769.page#2012081


Dark Eldar Rules Discussion @ 2010/10/11 09:02:44


Post by: Leggy


So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?


Dark Eldar Rules Discussion @ 2010/10/11 09:12:25


Post by: whocares


Leggy wrote:So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?


Between the two specifically for tank hunting and nothing else (so ignoring the missiles and cool deepstrike rules) I'd go for the ravager.

You have three str 8 lances vs. 2 str. 9 lances, which makes them fairly comparable for tank busting, but the ravager is 40 points cheaper.

But that is ignoring all the rules not pertaining specifically to tank busting. You can do mean things to troops with neurotoxic missiles.


Although really, I wouldn't even rely on heavy support for tank busting. I would think raiders and blasters have that covered to an acceptable degree.


Dark Eldar Rules Discussion @ 2010/10/11 09:23:41


Post by: Leggy


I go up against mech guard about 3x more than any other army, so tankbusting is a priority. I can clean up the gooey innards with just about anything else in the list.
Not sold on reavers for anti-armour though. They're so fragile having them not turboboost would be very dependant on the battlefield. I much prefer the idea of them moving 3 foot every turn and harassing units with bladevanes and cluster caltrops, then racing to contest objectives at endgame.
To my eyes scourges are the fast attack tank hunters. Higher density of tankhunting weapons per squad and better saves.


Dark Eldar Rules Discussion @ 2010/10/11 09:23:44


Post by: Gwar!


I think Ravagers are the best option.

At a paltry Cost of the Points cost of Swarmlord/(Maximum # of Models in a Tyrant Guard Brood - Minimum #of models in a Thunderwolf Cavalry Squad) + (cost of a Chaos Space Marine), you get 3 Dark Lances that can Move 12" and Fire (so need 6s to hit in assault instead of 4's like before), has a 5++ Save and is immune to the Melta Effect of Meltaguns and can only be hit at 36" by 48" range guns!

(That's 125 Points if you hadn't worked it out! )


Dark Eldar Rules Discussion @ 2010/10/11 09:29:46


Post by: reds8n


With this being now more discussion regarding established and well documented rules rather than rumoured ones, I'm going to move this thread to 40K general discussion.


Dark Eldar Rules Discussion @ 2010/10/11 09:30:25


Post by: whocares


Leggy wrote:I go up against mech guard about 3x more than any other army, so tankbusting is a priority. I can clean up the gooey innards with just about anything else in the list.
Not sold on reavers for anti-armour though. They're so fragile having them not turboboost would be very dependant on the battlefield. I much prefer the idea of them moving 3 foot every turn and harassing units with bladevanes and cluster caltrops, then racing to contest objectives at endgame.
To my eyes scourges are the fast attack tank hunters. Higher density of tankhunting weapons per squad and better saves.


No, not reaver, raiders.

Your basic transport can move 12" and fire a dark lance.

And you can fit 9 of them in 1,000 points.


Dark Eldar Rules Discussion @ 2010/10/11 09:35:28


Post by: Snord


puma713 wrote:Some more fine details from HERO's Gaming Blog here http://lkhero.blogspot.com/:

HERO wrote:...After looking at the Venom vs. Raider argument again, I took another long hard look at the two and came up with the following: Venoms aren't too bad. They're 55 points, so 5 less than a Raider but comes with some serious anti-infantry weaponry. They also come with Flickerfields so that's a free 5++ invulnerable. I would say these things are great anti-infantry paper-thin Razorbacks. They can replace their TL Splinter Rifles with another Splinter Cannon for 10 points so they can have 2. That's a total of 12 poisoned shots coming out from 36" while moving 6" because of Fast. For 65 points, you have a wound generator that can remain at max range and apply pressure to any infantry that gets blown out of their transports. Throw some cheap Wyches or Warriors in them and they act as pretty solid scoring transports that can put down a decent amount of hurt. I think when put into that perspective, their usefulness just increased by a lot.

In terms of Warriors, I think the idea configuration for them will be a Blaster and a Dark Lance. The Champion should probably take a Agnoizer for +20 or Power Weapon for +10 and call it a day. As for Wyches, I think the best loadout for them will be 2x Hydra Gauntlets, Champ with Phantasm Launcher and Agonizer. After thinking really hard about which one will generate more wounds; the Hydra Gauntlets or the Razorflails and I think the Hydra Gauntlets will probably offer more. The good thing about Wyches or Bloodbrides or is that you can put them in a Raider with Aethersails and just run them towards the enemy ASAP. Once they're locked in combat, their 4++ invulnerable will increase their chances to live by a lot and if you manage to give them FNP with some Pain Tokens then it's all good.


Lol - 'Flickerfields'. Doesn't quite have the same ring as 'Shadow field', does it. It does sound as though Venom spam will replace Raider spam.

The ideal configuration for Warrior squads used to be a splinter cannon and a blaster. That made the squad very versatile. I may have missed it, but has the splinter cannon been re-jigged?


Dark Eldar Rules Discussion @ 2010/10/11 09:41:15


Post by: Gwar!


The codex has Flickerfields and Shadowfields.

Shadowfields have the same effect as before. Flickerfields give them an Invul Save thats the same as Bjorn's or a Terminators (and like Bjorn's doesn't actually do anything! )


Dark Eldar Rules Discussion @ 2010/10/11 09:42:50


Post by: Leggy


whocares wrote:

No, not reaver, raiders.

Your basic transport can move 12" and fire a dark lance.

And you can fit 9 of them in 1,000 points.


Urgh, it was actually the word "blasters" i read as "reavers"

I actually agree about raiders, although I doubt i'll be buying 9.


Dark Eldar Rules Discussion @ 2010/10/11 09:44:20


Post by: Gwar!


Leggy wrote:
whocares wrote:

No, not reaver, raiders.

Your basic transport can move 12" and fire a dark lance.

And you can fit 9 of them in 1,000 points.


Urgh, it was actually the word "blasters" i read as "reavers"

I actually agree about raiders, although I doubt i'll be buying 9.
Doesn't matter, all the REAL DE players have 12 already!


Dark Eldar Rules Discussion @ 2010/10/11 09:51:50


Post by: Lexx


Love the work on this kroothawk. Cant wait till November now! Will likely stick with the initial plans for a mostly Kabalite and Incubi army but the haemonculi force is fun to see possible.


Dark Eldar Rules Discussion @ 2010/10/11 10:03:18


Post by: whocares


Tailgunner wrote:
puma713 wrote:Some more fine details from HERO's Gaming Blog here http://lkhero.blogspot.com/:

HERO wrote:...After looking at the Venom vs. Raider argument again, I took another long hard look at the two and came up with the following: Venoms aren't too bad. They're 55 points, so 5 less than a Raider but comes with some serious anti-infantry weaponry. They also come with Flickerfields so that's a free 5++ invulnerable. I would say these things are great anti-infantry paper-thin Razorbacks. They can replace their TL Splinter Rifles with another Splinter Cannon for 10 points so they can have 2. That's a total of 12 poisoned shots coming out from 36" while moving 6" because of Fast. For 65 points, you have a wound generator that can remain at max range and apply pressure to any infantry that gets blown out of their transports. Throw some cheap Wyches or Warriors in them and they act as pretty solid scoring transports that can put down a decent amount of hurt. I think when put into that perspective, their usefulness just increased by a lot.

In terms of Warriors, I think the idea configuration for them will be a Blaster and a Dark Lance. The Champion should probably take a Agnoizer for +20 or Power Weapon for +10 and call it a day. As for Wyches, I think the best loadout for them will be 2x Hydra Gauntlets, Champ with Phantasm Launcher and Agonizer. After thinking really hard about which one will generate more wounds; the Hydra Gauntlets or the Razorflails and I think the Hydra Gauntlets will probably offer more. The good thing about Wyches or Bloodbrides or is that you can put them in a Raider with Aethersails and just run them towards the enemy ASAP. Once they're locked in combat, their 4++ invulnerable will increase their chances to live by a lot and if you manage to give them FNP with some Pain Tokens then it's all good.


Lol - 'Flickerfields'. Doesn't quite have the same ring as 'Shadow field', does it. It does sound as though Venom spam will replace Raider spam.

The ideal configuration for Warrior squads used to be a splinter cannon and a blaster. That made the squad very versatile. I may have missed it, but has the splinter cannon been re-jigged?


I don't think that the venom will replace the raider. Nor will it be over shadowed by it.

Both are useful.

The venom is fantastic anti infantry, which can seriously help with foot slogging units that eat your raiders. (lootas)

But raiders give you that basic anti tank that allows you to neutralize the other guy's mobility and fly circles around him laughing. Not to mention the increased transport capacity.

I plan on running 6 raiders, 3 venoms.

Oh, and don't forget, splinter canons are poison, and are therefore defensive weapons. A good thing to keep in mind about a venom with two canons.


Dark Eldar Rules Discussion @ 2010/10/11 10:23:31


Post by: Leggy


Gwar! wrote:
Leggy wrote:
whocares wrote:

No, not reaver, raiders.

Your basic transport can move 12" and fire a dark lance.

And you can fit 9 of them in 1,000 points.


Urgh, it was actually the word "blasters" i read as "reavers"

I actually agree about raiders, although I doubt i'll be buying 9.

Doesn't matter, all the REAL DE players have 12 already!


Any REAL real DE player would be replacing their ugly old raiders with the sexy new ones, mostly because the old ones broke off their flying stands 12 years ago (soon after he assembled them, in fact).
In fairness, I'm not a dedicated or obsessive deldar player, as they've had no love for so long. However I collected them as they first came out,
so I'm claiming veteran status.


Dark Eldar Rules Discussion @ 2010/10/11 10:25:15


Post by: Lexx


Hehe very true leggy .


Dark Eldar Rules Discussion @ 2010/10/11 13:19:27


Post by: Rymafyr


Leggy wrote:Any REAL real DE player would be replacing their ugly old raiders with the sexy new ones, mostly because the old ones broke off their flying stands 12 years ago (soon after he assembled them, in fact).
In fairness, I'm not a dedicated or obsessive deldar player, as they've had no love for so long. However I collected them as they first came out, so I'm claiming veteran status.


Eventually yes. As I replace old raiders with new ones, I'll use the old Raiders as venoms. I'm not dropping the money at one shot just to replace 3000 pts because of new models.

For the record, all my old raiders are still on their bases.


Dark Eldar Rules Discussion @ 2010/10/11 14:38:33


Post by: puma713


whocares wrote: are poison, and are therefore defensive weapons.


Huh?

Edit: Nevermind, I see what you're saying. You're saying since they're Str. X, they are defensive. However, I'm not sure that they are Str. X. When looking at the weapon profiles, I don't remember many X's and if everything is poison, there would have been a ton of them.


Dark Eldar Rules Discussion @ 2010/10/11 15:08:15


Post by: zeekill


Hey quick question was the voidraven the one that can take 4 large blast one-shot weapons or was that the other vehicle that costs the same amount?


Dark Eldar Rules Discussion @ 2010/10/11 17:06:48


Post by: puma713


zeekill wrote:Hey quick question was the voidraven the one that can take 4 large blast one-shot weapons or was that the other vehicle that costs the same amount?


Pretty sure that was the Razorwing Jetfighter. The Voidraven Bomber has a Void Mine and two Str. 9 lances, iirc.


Dark Eldar Rules Discussion @ 2010/10/11 17:22:45


Post by: Skarboy


The Venom will be useful, but with a transport capacity of only 5, it is obviously limited. I plan on converting some out of Vypers (since there is no guarantee they will get a model) and probably be using them for Trueborn units with Splinter Cannons. 4 total splinter cannons in that slot should deliver plenty of concentrated fire.

Raiders are still my transport of choice because of the Dark Lance and the larger carrying capacity for units like Wyches, Court of the Archon, Wracks, etc.


Dark Eldar Rules Discussion @ 2010/10/11 17:54:17


Post by: Irdiumstern


Did the math earlier on Voidraven vs. Ravenger. They deal almost identical damage (One did .002 more destroyed results per turn, but hey) Time will tell whether the missiles are worth `45 points


Dark Eldar Rules Discussion @ 2010/10/11 17:57:37


Post by: Ketara


Use one of these as the VoidRaven Bomber perhaps?


Dark Eldar Rules Discussion @ 2010/10/11 18:05:42


Post by: puma713


Ketara wrote:Use one of these as the VoidRaven Bomber perhaps?
[img]*snip pic*


Isn't the Void Phoenix huge though? I was thinking the size of wave serpents or, maybe a bit bigger in the vein of vendettas, but I would think that's a bit big for a skimmer.


Dark Eldar Rules Discussion @ 2010/10/11 18:08:44


Post by: SaintHazard


puma713 wrote:Isn't the Void Phoenix huge though? I was thinking the size of wave serpents or, maybe a bit bigger in the vein of vendettas, but I would think that's a bit big for a skimmer.

Just claim the wings as a cosmetic addition and deny LOS to them.


Dark Eldar Rules Discussion @ 2010/10/11 18:53:19


Post by: Oshova


Well seeing as my Dad already bought one of those stupidly cheap . . . Maybe I can persuade him to let me have it

Oshova


Dark Eldar Rules Discussion @ 2010/10/11 19:06:23


Post by: Brother Ramses


I got to check out the new codex and grats to the DE players finally getting a new dex. As a SW player, I know the feeling.

That being said, I don't see anything I can't beat with my all-comers 1750pt list. I look forward to crushing the band wagon jumpers that toss a bunch of money at the new models and don't know how to play DE and ESPECIALLY look forward to the veteran players that will bring the DE "A-game".

To battle ya pointy eared emo-pervs!!


Dark Eldar Rules Discussion @ 2010/10/11 19:07:08


Post by: Rymafyr


That Void Pheonix doesn't look much bigger than a Wave serpent...


Dark Eldar Rules Discussion @ 2010/10/11 19:11:41


Post by: Ketara


Is it any bigger than say, a Valkyrie though?


Dark Eldar Rules Discussion @ 2010/10/11 19:49:03


Post by: airmang


It's about the same size as a Valkyrie. They come with the same base now too.

And most of the ranged "poison" weapons are SX. There are number of other SX weapons also (use characteristic tests instead).


Dark Eldar Rules Discussion @ 2010/10/11 20:33:32


Post by: lonekthx


Gwar! wrote:
lonekthx wrote:"Page 90 BRB:

Wipeout! - Regardless of the victory conditions, if at the end of any standard mission your enemy has no units left on the table, you win the game!"

At the end of the game, this is understood as the units being destroyed for kill point purposes because the unit is not on the table, which is the same as if it were destroyed.
-Sigh- You are not listening.

The Reserves rules FORCE you to place units on the table when they arrive from reserves, so it is IMPOSSIBLE for units that have made their reserves roll to not be on the table unless something explicitly stops them from being so (being Killed, Being put back into reserves etc).

Nothing says "if your edge is blocked, you are auto-killed."


You can't come on the board edge because you can't be within 1" of an enemy model, thus keeping you off the table. This doesn't work against vehicles or skimmers because they can either tank shock or fly right over, same with jump troops.


Dark Eldar Rules Discussion @ 2010/10/11 20:33:51


Post by: jvry8c


I'm definitely going to start using hydras more often in my guard army if the dark eldar move that fast. Also i'm sure there is a mad dash to get the older cheaper models including the battle force... with GW current prices you'll save around $40 and get a lot more stuff.


Dark Eldar Rules Discussion @ 2010/10/11 20:55:50


Post by: SaintHazard


lonekthx wrote:You can't come on the board edge because you can't be within 1" of an enemy model, thus keeping you off the table. This doesn't work against vehicles or skimmers because they can either tank shock or fly right over, same with jump troops.

First of all, it doesn't work against tanks or skimmers. Vehicles without the "tank" type cannot tank shock. Also, you forgot jetbikes.

Second, you're missing the point - yes, you cannot move within 1" of an enemy model, but what happens if you cannot come in from reserve? Reserve rules force you to put the unit on the table. Enemy models lining the table edge will force you to NOT put the unit on the table. So you're simultaneously forced to put the unit on the table and not put the unit on the table. What happens? The rules don't give an answer, so you have to make gak up.


Dark Eldar Rules Discussion @ 2010/10/11 21:12:54


Post by: D.P. Gumby


Hmm I'm wondering what weapons are going to be more popular on raiders and ravagers. I'd initially assume the dark lance would be the go to option, and seeing how disintegrators are no longer plasma cannons idk if they are going to be as widely used as before.


Dark Eldar Rules Discussion @ 2010/10/11 21:51:10


Post by: chaos0xomega


You dont make gak up. If you can't bring them on the table, you can't bring them on the table. That means they are not deployed, but neither are they in reserve. As the rules state, if they are not on the table at the end of the game, they are destroyed.


Dark Eldar Rules Discussion @ 2010/10/11 21:51:30


Post by: Rymafyr


Disintegrators will still have their place.


Dark Eldar Rules Discussion @ 2010/10/11 21:53:31


Post by: SaintHazard


chaos0xomega wrote:You dont make gak up. If you can't bring them on the table, you can't bring them on the table. That means they are not deployed, but neither are they in reserve. As the rules state, if they are not on the table at the end of the game, they are destroyed.

Those two highlighted statements are nowhere at all in the rules. You just made gak up. It's a perfectly fine solution, but recognize it for what it is: a house rule.


Dark Eldar Rules Discussion @ 2010/10/11 22:14:29


Post by: puma713


SaintHazard wrote:
chaos0xomega wrote:You dont make gak up. If you can't bring them on the table, you can't bring them on the table. That means they are not deployed, but neither are they in reserve. As the rules state, if they are not on the table at the end of the game, they are destroyed.

Those two highlighted statements are nowhere at all in the rules. You just made gak up. It's a perfectly fine solution, but recognize it for what it is: a house rule.


And recognize that there is no other way to play it than with such a "house rule".


Dark Eldar Rules Discussion @ 2010/10/11 23:03:53


Post by: whocares


puma713 wrote:
whocares wrote: are poison, and are therefore defensive weapons.


Huh?

Edit: Nevermind, I see what you're saying. You're saying since they're Str. X, they are defensive. However, I'm not sure that they are Str. X. When looking at the weapon profiles, I don't remember many X's and if everything is poison, there would have been a ton of them.


Splinter canons are definitely poison.

And the dark eldar codex states in the beginning that all poison weapons are defensive.


Automatically Appended Next Post:
lonekthx wrote:
Gwar! wrote:
lonekthx wrote:"Page 90 BRB:

Wipeout! - Regardless of the victory conditions, if at the end of any standard mission your enemy has no units left on the table, you win the game!"

At the end of the game, this is understood as the units being destroyed for kill point purposes because the unit is not on the table, which is the same as if it were destroyed.
-Sigh- You are not listening.

The Reserves rules FORCE you to place units on the table when they arrive from reserves, so it is IMPOSSIBLE for units that have made their reserves roll to not be on the table unless something explicitly stops them from being so (being Killed, Being put back into reserves etc).

Nothing says "if your edge is blocked, you are auto-killed."


You can't come on the board edge because you can't be within 1" of an enemy model, thus keeping you off the table. This doesn't work against vehicles or skimmers because they can either tank shock or fly right over, same with jump troops.


http://www.dakkadakka.com/dakkaforum/posts/list/0/321769.page#2012081


Automatically Appended Next Post:
SaintHazard wrote:
lonekthx wrote:You can't come on the board edge because you can't be within 1" of an enemy model, thus keeping you off the table. This doesn't work against vehicles or skimmers because they can either tank shock or fly right over, same with jump troops.

First of all, it doesn't work against tanks or skimmers. Vehicles without the "tank" type cannot tank shock. Also, you forgot jetbikes.

Second, you're missing the point - yes, you cannot move within 1" of an enemy model, but what happens if you cannot come in from reserve? Reserve rules force you to put the unit on the table. Enemy models lining the table edge will force you to NOT put the unit on the table. So you're simultaneously forced to put the unit on the table and not put the unit on the table. What happens? The rules don't give an answer, so you have to make gak up.


http://www.dakkadakka.com/dakkaforum/posts/list/0/321769.page#2012081


Automatically Appended Next Post:
chaos0xomega wrote:You dont make gak up. If you can't bring them on the table, you can't bring them on the table. That means they are not deployed, but neither are they in reserve. As the rules state, if they are not on the table at the end of the game, they are destroyed.


http://www.dakkadakka.com/dakkaforum/posts/list/0/321769.page#2012081


Automatically Appended Next Post:
puma713 wrote:
SaintHazard wrote:
chaos0xomega wrote:You dont make gak up. If you can't bring them on the table, you can't bring them on the table. That means they are not deployed, but neither are they in reserve. As the rules state, if they are not on the table at the end of the game, they are destroyed.

Those two highlighted statements are nowhere at all in the rules. You just made gak up. It's a perfectly fine solution, but recognize it for what it is: a house rule.


And recognize that there is no other way to play it than with such a "house rule".


http://www.dakkadakka.com/dakkaforum/posts/list/0/321769.page#2012081


Dark Eldar Rules Discussion @ 2010/10/12 00:25:41


Post by: Bronzi_The_BadlandBelcher


if one was to put Lilith in a archons retinue unit, would she then gain the 2+ to wound? How exactly is the wording of the poison master's rules?


Dark Eldar Rules Discussion @ 2010/10/12 00:41:36


Post by: haroon


First lilith doesnt have any poison to improve, and second the guy that makes poison a 2+ only effects himself and the archon


Dark Eldar Rules Discussion @ 2010/10/12 00:42:54


Post by: Sigmatron


Believe it is worded that you need poison before the Poison master bodyguard will improve it.


Dark Eldar Rules Discussion @ 2010/10/12 03:55:33


Post by: zeekill


So what exactly does Lady Malys do in close combat/shooting? I've heard for 130 pts you get the psychic immunity for her and her unit and the D3 units redeployment but what else can she do?


Dark Eldar Rules Discussion @ 2010/10/12 03:59:39


Post by: whocares


zeekill wrote:So what exactly does Lady Malys do in close combat/shooting? I've heard for 130 pts you get the psychic immunity for her and her unit and the D3 units redeployment but what else can she do?


Not...much.

You hit on the heart of that character.

Does anyone else think it's odd that the leader of the wych cult does not come with combat drugs?


Dark Eldar Rules Discussion @ 2010/10/12 04:03:31


Post by: zeekill


whocares wrote:
zeekill wrote:So what exactly does Lady Malys do in close combat/shooting? I've heard for 130 pts you get the psychic immunity for her and her unit and the D3 units redeployment but what else can she do?


Not...much.

You hit on the heart of that character.

Does anyone else think it's odd that the leader of the wych cult does not come with combat drugs?


No, in her fluff it says that she's so good she doesn't need them. Not even kidding.


Dark Eldar Rules Discussion @ 2010/10/12 04:46:00


Post by: Sigmatron


Anyone have sweet info on Urien Rakarth? Besides the fact he makes Wracks troops/3 pain tokens/ and regens 1 wound a turn.


Dark Eldar Rules Discussion @ 2010/10/12 05:00:11


Post by: Dracos


Anyone know if the wych weapon Chain-of-blades (+2A and rerolls misses/failed wounds) is worded such that you can also reroll misses with haywire grenades? If so, I'm going to go with that instead of Hydra Gauntlets.

Based on info I'm seeing right now, I'm thinking something along the lines of

Lady Malys
Elite warriors x3 2 darklances in venom
Elite warriors x3 2 darklances in venom
Elite wyches x10 raider
wyches x10 raider
wyches x10 raider
warriors x10 raider
warriors x10 raider
Voidraven
ravager
ravager


Dark Eldar Rules Discussion @ 2010/10/12 05:21:10


Post by: Oshova


Dracos I would say no, as you can't combine different CCWs to get a better weapon. So you couldn't get the S8 power weapon from a Power Fist, and also get re-roll wounds from a Lightning Claw.

Oshova


Dark Eldar Rules Discussion @ 2010/10/12 05:29:45


Post by: Dracos


Normally you are correct, but it entirely depends on the wording. Which is why I'm asking. I can't wait until I have a chance to go check it out for myself on thursday . Sucks to have to wait so long to take a copy home. I have been saying for a while I was waiting on DE release to start my 2nd army, and now that its here the month wait seems longer than the 6 months since I decided on them for my 2nd!


Dark Eldar Rules Discussion @ 2010/10/12 05:36:31


Post by: Gwar!


whocares wrote:Does anyone else think it's odd that the leader of the wych cult does not come with combat drugs?
It's not odd at all. She didn't have them in 3rd, because of GW Being pillocks and not wording it so she did, so they made a nod to the in-joke but not letting her use them this time round!


Dark Eldar Rules Discussion @ 2010/10/12 05:58:10


Post by: Oshova


Well yeah, but in the previous (currently current) codex she used the combat drug result of any squad she joined. But ofcourse, it's now just one army wide roll, so she would just be getting the same thing wherever she went.

But tbh if she is so awesome without them, then it just makes everything a whole lote scarier for anyone stupid enough to get in her way.

Oshova


Dark Eldar Rules Discussion @ 2010/10/12 06:11:18


Post by: ChrisCP


Edit: 1 L3run 2 r34d =P


Dark Eldar Rules Discussion @ 2010/10/12 07:28:05


Post by: whocares


Gwar! wrote:
whocares wrote:Does anyone else think it's odd that the leader of the wych cult does not come with combat drugs?
It's not odd at all. She didn't have them in 3rd, because of GW Being pillocks and not wording it so she did, so they made a nod to the in-joke but not letting her use them this time round!


Yeah, I know she didn't have them in third.

But until somebody mentioned her fluff, I was just sitting here thinking they made the same mistake twice.

Reading that fluff is just painful. "Sweet fruit of horror." That's what? A kiwi?


Dark Eldar Rules Discussion @ 2010/10/12 07:36:55


Post by: Gwar!


whocares wrote:
Gwar! wrote:
whocares wrote:Does anyone else think it's odd that the leader of the wych cult does not come with combat drugs?
It's not odd at all. She didn't have them in 3rd, because of GW Being pillocks and not wording it so she did, so they made a nod to the in-joke but not letting her use them this time round!


Yeah, I know she didn't have them in third.

But until somebody mentioned her fluff, I was just sitting here thinking they made the same mistake twice.

Reading that fluff is just painful. "Sweet fruit of horror." That's what? A kiwi?
It is clearly a Pinecumber: A Pineapple mixed with a Cucumber!


Dark Eldar Rules Discussion @ 2010/10/12 14:29:28


Post by: Rymafyr


Dracos wrote:Normally you are correct, but it entirely depends on the wording. Which is why I'm asking. I can't wait until I have a chance to go check it out for myself on thursday . Sucks to have to wait so long to take a copy home. I have been saying for a while I was waiting on DE release to start my 2nd army, and now that its here the month wait seems longer than the 6 months since I decided on them for my 2nd!


**Retracted**


Dark Eldar Rules Discussion @ 2010/10/12 14:33:17


Post by: LunaHound


Leggy wrote:So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?

VoidRaven have nice weapons , but still expensive and fragile.

I prefer the veteran kabal armed with as much blaster as they can and throw them on a Raider.


Dark Eldar Rules Discussion @ 2010/10/12 15:04:13


Post by: Scottywan82


LunaHound wrote:
Leggy wrote:So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?

VoidRaven have nice weapons , but still expensive and fragile.

I prefer the veteran kabal armed with as much blaster as they can and throw them on a Raider.


You include other guys just as meatshields or no?


Dark Eldar Rules Discussion @ 2010/10/12 15:30:22


Post by: Dracos


Rymafyr wrote:Yes, let's look for holes in the rules to exploit before learning the rules. Nice.


Heh nice flame. I'm not looking for holes, I just got the impression they might work a certain way from how people described the wargear. Wondering how wargear works is hardly trying to exploit them.


Dark Eldar Rules Discussion @ 2010/10/12 15:44:22


Post by: Rymafyr


Dracos wrote:
Rymafyr wrote:Yes, let's look for holes in the rules to exploit before learning the rules. Nice.


Heh nice flame. I'm not looking for holes, I just got the impression they might work a certain way from how people described the wargear. Wondering how wargear works is hardly trying to exploit them.


That's cool if you're not looking for holes, but be aware that is how it came across. I retract my previous statement.


Dark Eldar Rules Discussion @ 2010/10/12 17:01:59


Post by: Farmer


Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Dark Eldar Rules Discussion @ 2010/10/12 17:52:26


Post by: Scottywan82


Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Really? They are crazy death to terminators.


Dark Eldar Rules Discussion @ 2010/10/12 18:06:11


Post by: Gwar!


Scottywan82 wrote:
Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Really? They are crazy death to terminators.
No, they aren't. The new rules are nowhere near related to the old ones.


Dark Eldar Rules Discussion @ 2010/10/12 18:09:54


Post by: zeekill


Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


I agree. They're pretty bad now compared to DL's

____________

So how would all of you guys suggest that DE handle Ork hordes? The large blast missiles sound good but you only get one shot with each (four total on that one vehicle) and so will only be able to completely bomb 1-2 squads down to a handleable size.

Another option, though expensive would be to take those missiles that cause a Wounds Test and try to pick out the nobs before hitting their units with talos/cronos, which the S3 orcs cannot hurt at all. A 110 point cronos + 30 pt missile can hold up a unit of 30 boyz which costs roughly 200+ points depending on equipment, and can spread around pain tokens.

Another option I think will work well is 5 Elite Warriors with 4 Splinter Cannons in a Venom with 2 Splinter cannons and the upgrade that lets you re-roll all hits with splinter weapons (I think you can do this, am I right?). Move to within 24" of a squad and every turn fire 28 Shots hitting on 3's with rerolls and wounding on 4's while backing up 6". I however don't know how many points this is. ((28/3*2)+((28/3)/3*2))/2= 12.444 Kills per turn on average, assuming no cover save.

Does anyone else have better ideas?


Dark Eldar Rules Discussion @ 2010/10/12 18:41:14


Post by: Rymafyr


If I'm not mistaken, the Disintergrators are now basically just the one fire mode, same stats right? While the Blast template was nice for the Disintergrator in previous editions, I have a hard time having any love for blast templates in 5th.

I'd much rather, if I'm firing at troops, get a guaranteed 3 shots off, than having to deal w/ a blast template going off target. And now that Ravagers can move 12" and fire all weapons, that'd be 9 AP2 shots. Troops won't like that at all.


Dark Eldar Rules Discussion @ 2010/10/12 18:44:04


Post by: Jpr


Does anyone know the maximum size for wych bloodbride units?


Dark Eldar Rules Discussion @ 2010/10/12 18:48:30


Post by: greenbay924


Jpr wrote:Does anyone know the maximum size for wych bloodbride units?


3-10


Dark Eldar Rules Discussion @ 2010/10/12 18:50:31


Post by: Jpr


Thanks. No deathstar sized unit of them then !


Dark Eldar Rules Discussion @ 2010/10/12 19:00:01


Post by: Phototoxin


They could be used as an Archite's 'Retinue'... 9+Archite (or 8+Haem+Archite)


Dark Eldar Rules Discussion @ 2010/10/12 19:45:46


Post by: Luthon1234


Rymafyr wrote:If I'm not mistaken, the Disintergrators are now basically just the one fire mode, same stats right? While the Blast template was nice for the Disintergrator in previous editions, I have a hard time having any love for blast templates in 5th.

I'd much rather, if I'm firing at troops, get a guaranteed 3 shots off, than having to deal w/ a blast template going off target. And now that Ravagers can move 12" and fire all weapons, that'd be 9 AP2 shots. Troops won't like that at all.


Wow what? I guess you never used them before, or you haven't used any kind of template weapon before in 5th. Before they lost blast they would downright murder troops, I think the most I ever got was 17 and I was at least 3-5 guys over kill on it, they were disgusting but I don't see why they needed to be nerfed now their pretty much the starcannons of Eldar.


Dark Eldar Rules Discussion @ 2010/10/12 20:15:00


Post by: Rymafyr


Against a hoard army, yeah...I can still see blast templates being worthy. Against MSU not a viable option.


Dark Eldar Rules Discussion @ 2010/10/12 20:18:25


Post by: Just Dave


I expect Dark Eldar have the guns and manoeuvrability to be able to handle hordes or mechanised. The only real problem is the 'glass' aspect of them. They are well equipped and deadly enough to handle hordes or tanks, they are just too fragile to be able to do so completely...


Dark Eldar Rules Discussion @ 2010/10/12 20:25:05


Post by: Luthon1234


Rymafyr wrote:Against a hoard army, yeah...I can still see blast templates being worthy. Against MSU not a viable option.


Yea cause deal triple wounds on a MSU squad is terrible I forgot silly me. Dissies sucked on raider's I'd give you that but on a ravager good lord!


Dark Eldar Rules Discussion @ 2010/10/12 21:17:03


Post by: Farmer


Scottywan82 wrote:
Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Really? They are crazy death to terminators.


Really? Super...


Dark Eldar Rules Discussion @ 2010/10/12 21:39:11


Post by: Scottywan82


Gwar! wrote:
Scottywan82 wrote:
Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Really? They are crazy death to terminators.
No, they aren't. The new rules are nowhere near related to the old ones.


Str 5, AP 2, heavy 3.

That doesn't suck for Termies?


Dark Eldar Rules Discussion @ 2010/10/12 21:48:24


Post by: Luthon1234


Scottywan82 wrote:
Gwar! wrote:
Scottywan82 wrote:
Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Really? They are crazy death to terminators.
No, they aren't. The new rules are nowhere near related to the old ones.


Str 5, AP 2, heavy 3.

That doesn't suck for Termies?


It's decent just not as awesome as a str 7 blast. Compare them to star cannons, they might not be as bad in points cost as star cannons but why would you bring a ravager with Dissies when 3 DL's is just as good if not better.


Dark Eldar Rules Discussion @ 2010/10/12 21:48:32


Post by: Gwar!


Not really, since they can only get a max of 3 hits, where the old ones could possibly get 4, but more likely only get 1 or 2 hits, the new ones wound on a 3 instead of 2, and are far less effective against hoards.


Dark Eldar Rules Discussion @ 2010/10/12 21:50:23


Post by: Retribution


I don't know if this was already mentioned, but since all the Warriors wear pain inducing armor, then logically they should get something similar to FNP?


Dark Eldar Rules Discussion @ 2010/10/12 21:56:23


Post by: SaintHazard


3 AP2 shots is nothing to get excited about... but fit 3 of those things on a Ravager and they become a little more worrisome. Still not enough to make them dedicated Terminator killers, though, I think.

For example, against Terminators:

At BS4, you get 2 hits.
At S5, you get 1.33 wounds. In other words, you're likely to get one wound, but more likely to get two than zero.
And if they happen to be in cover... those 1.33 wounds become .666 wounds. You may not even get a wound at all. More likely one than zero, but more likely zero than two.

Multiply that by three, though, on a Ravager, and you've got 3.99 wounds out of cover, or 1.995 wounds in cover. Enough to at least force a leadership check in cover, or to severely cripple a unit of 5 termies out of cover.


Dark Eldar Rules Discussion @ 2010/10/12 22:02:53


Post by: Dracos


Except, the terminators have at least 5++ saves, so your 3.999 is really 2.666 or even 1.333 versus storm shield terminators.


Dark Eldar Rules Discussion @ 2010/10/12 22:17:33


Post by: Scottywan82


Okay, some RIDICULOUS stuff:

First off - Vect CAN have the Archon's Court, but the court says NOTHING about being a retinue, so can they jump on his Dais? The rule for his Dais states that it must carry 9 other figures besides Vect. That's IN the rule. As is the words "dedicated transport." But It seems pretty clear, regardless.

Mandrakes still suck, but they suck with a 5+ invul save.

Cronos and Talos - Both have Power Through Pain! And they are monsters, not armor, so they can use the tokens and get FNP and Furious Charge.

Hot stuff!

I cannot find the rule for Sathonyx that gives him an automatic ability to pull an IC out of combat. I also do not see where he makes Hellions Troops.

NOT SAYING THEY AREN'T THERE - just can't find them.

Also, Slicius is pretty sick, giving all Raiders, Ravagers and Venoms Deep Strike.

Oh and just for Gwar! It looks like the rules for Poisoned Shooting weapons are IN the Codex,a nd point out that the weapons count as Strength 1 for re-rolling to wound.

Just for you, sir.


Dark Eldar Rules Discussion @ 2010/10/12 22:28:27


Post by: Gwar!


Scottywan82 wrote:Oh and just for Gwar! It looks like the rules for Poisoned Shooting weapons are IN the Codex,a nd point out that the weapons count as Strength 1 for re-rolling to wound.
O RLY?? That's somewhat encouraging.


Dark Eldar Rules Discussion @ 2010/10/12 23:11:41


Post by: Farmer


Scottywan82 wrote:
Gwar! wrote:
Scottywan82 wrote:
Farmer wrote:
Rymafyr wrote:Disintegrators will still have their place.


No they really won't :(


Really? They are crazy death to terminators.
No, they aren't. The new rules are nowhere near related to the old ones.


Str 5, AP 2, heavy 3.

That doesn't suck for Termies?


No, it just sucks that my pretty DE plasma cannons that could wipe out 3/5 of a squad in 1 shot don't work anymore...

Seriously though Disintegrators don't have a place when you can just take mulitiple DL's and poison weapons that will do the job just fine.


Dark Eldar Rules Discussion @ 2010/10/13 00:06:33


Post by: LunaHound


Scottywan82 wrote:
LunaHound wrote:
Leggy wrote:So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?

VoidRaven have nice weapons , but still expensive and fragile.

I prefer the veteran kabal armed with as much blaster as they can and throw them on a Raider.


You include other guys just as meatshields or no?

Generally if i have a dedicated transport with them , i dont take extras to be used as meat shields.
I see the transport as literally a shield. I would strike enemy units that i know i can annihilate without return fire ( if not , i send 2 units in )
and i use the bulk of the transport to block LOS from the rest of enemy army. ( though i never tried this with Dark Eldar so i dont know if they can shoot under the Raiders ^^; )


Dark Eldar Rules Discussion @ 2010/10/13 02:16:03


Post by: Scottywan82


LunaHound wrote:
Scottywan82 wrote:
LunaHound wrote:
Leggy wrote:So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?

VoidRaven have nice weapons , but still expensive and fragile.

I prefer the veteran kabal armed with as much blaster as they can and throw them on a Raider.


You include other guys just as meatshields or no?

Generally if i have a dedicated transport with them , i dont take extras to be used as meat shields.
I see the transport as literally a shield. I would strike enemy units that i know i can annihilate without return fire ( if not , i send 2 units in )
and i use the bulk of the transport to block LOS from the rest of enemy army. ( though i never tried this with Dark Eldar so i dont know if they can shoot under the Raiders ^^; )


TLOS says yeah.


Dark Eldar Rules Discussion @ 2010/10/13 02:20:41


Post by: Jpr


Does anyone know the exact rules for chain snares? Can I fly over multiple units causing damage or is it only for 1 unit like the old book?


Dark Eldar Rules Discussion @ 2010/10/13 02:32:01


Post by: GhostRecon


Scottywan82 wrote:
LunaHound wrote:
Scottywan82 wrote:
LunaHound wrote:
Leggy wrote:So to those who've read the codex, which would you say was the better choice for tank hunting, the voidraven or the ravager? From what I've read the void lances sound devastating, but you can get far more dark lances by spamming ravagers, and it'll end up cheaper.
Thoughts from the better informed?

VoidRaven have nice weapons , but still expensive and fragile.

I prefer the veteran kabal armed with as much blaster as they can and throw them on a Raider.


You include other guys just as meatshields or no?

Generally if i have a dedicated transport with them , i dont take extras to be used as meat shields.
I see the transport as literally a shield. I would strike enemy units that i know i can annihilate without return fire ( if not , i send 2 units in )
and i use the bulk of the transport to block LOS from the rest of enemy army. ( though i never tried this with Dark Eldar so i dont know if they can shoot under the Raiders ^^; )


TLOS says yeah.


This is basically the Fish of Fury tactic that is an utter staple for Mech Tau. You can shoot under the skimmer (Dfish for Tau, or a Raider for Deldar) but you give the target the cover save (shooting through one of your own unit at a partially obscured enemy).

Still, it's pretty effective, albeit moreso for Tau (using the Dfish's gun drones to veil the Fire Warriors, so the Dfish won't block the target).


Dark Eldar Rules Discussion @ 2010/10/13 02:48:11


Post by: Gwar!


To copypaste my post from my FAQ thread here:
http://www.dakkadakka.com/dakkaforum/posts/list/30/296151.page#2018692

A Quick update, since I managed to get a look at the codex today for realsies and, despite what will need an FAQ, there is a lot that doesn't that would have needed to in the past.

For example, poison shooting weapons are indeed covered in the special rules (the special rule is even called "Poison Shooting Weapons"). I am shocked and appalled that GW would do such a thing! D:

Expect some TFGs arguing that Delfdars aren't fleet, since everything has "the Fleet special rule", not "the Fleet Universal Special Rule as detailed in the Warhammer 40k rulebook".

Wytches Dodge save has been explicitly fixed to apply ONLY to CC attacks, so no more arguments about scattering Blasts.

Reavers "Bladevanes" rule is a little unclear. It causes D3 hits per model, but doesn't explicitly state if it's D3*x hits or xD3 hits (where x ois the number of models), it just says D3 per model.

That being said, the Cluster Caltrops say that a model with them does D6 at a different Strength, so It implies that it might be xD3, though it could just as easily be (D3*x)+(D6*y). FAQ worth for sure I feel. It also happens in the movement phase, so the standard "How does this work at all" question needs to be addressed.

Another hint that it is xD3 however is the Gravtalon, which is a Bladevane that cause pinning if it causes a wound. Since it is used the same way as a bladevane, you would have to roll it separately, but again, you can argue that it becomes (D3*x)+(D6*y)+(D3*z). HerpDeDerp!

Beastmasters are a mess of rules sadly. Having checked the Power from Pain rule, it says "Whenever a Delfdar unit with PfP destroys a non-vehicle enemy unit" they get the Pain Token. Since not everyone has PfP in the unit, if there are any beasts, they cannot earn Pain Tokens on their own.

That being said, the rule then goes on to say "each pain token confers a special rule to the ENTIRE UNIT". Therefore, while the Beastmaster unit cannot earn Pain Tokens by themselves, if they have them, everyone in the unit benefits so long as one model with PfP is alive. Lots of FAQ stuff there.

Oh, and one of the beasts has "the Rending Special rule" (Zee Rule! SHE DOES NOZEENG!) -Le Sigh-

One of the Incubi "Exarch powers" gives him "Preferred Enemy" against an IC. PE on its own without a race doesn't actually do anything RaW.

Mandrakes don't seem to have any issues here, though the lack of an Armour save is disturbing. ;P

Razorwings seem to have no problems, but the Voidraven falls into the pit of calling a Blast Marker a template. Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.

The Baron does indeed suffer from Useless Special Rule Syndrome (also known as Bjornitis), so a change to the Who goes first rule is needed. They did nip the Stealth Arguments in the bud by making him grant the stealth USR to any unit he is with while he is with them though.

I am once again shocked and appalled at GW clarifying what happens with Multiple WS with Lelith with regards to her extra attacks, as well as explicitly labeling them Bonus attacks (so she ends up getting 13 when she assaults Fire Warriors.

GW make you chuckle evilly when you place The Decapitator, (BUT FORGET TO DEFINE WHAT EVIL CHUCKLE MEANS OMFG!) but otherwise suffers from the poor Preferred enemy wording.

The Duke has a special rule that says he MUST be deployed with a unit of Warriors or Trueborn, but doesn't go into what happens if you don't have a unit of them in your army, nor does it explicitly require you to have one. It also doesn't explicitly tell you what happens to their upgraded poisons should he die or leave, but the wording seems to indicate they keep the bonus regardless of what happens to him.

As pointed out in another thread, a reminder that you cannot assault out of Raiders that Deep Strike via the Dukes special rule (as the Wargear explicitly forbids it, but the duke doesn't, despite it being forbidden by the main rules anyway).

Drahzah suffers from PheonixLordNotAbleToUseExarchPoweritis (fitting as he is rumored to be Arhra - "The fallen Phoenix" of the Striking Scorpions - in disguise. He also has a very odd rule that lets him move an unlimited distance at the beginning of any combat (that is, after all assault moves) he is in so long as he remains in BTB with the enemy and in coherency with his doods. Not sure how useful that is, but interesting nonetheless. A Reminder that it is indeed UNLIMITED MOVEMENT!!!!!!!!

Lady Malys has the same issue as Khârn does, in that she (and her unit) are "completely immune" to psychic powers", with no indication if "Indirect powers" like Enhance, Sanguine Sword or Quickening are ignored also.

She also has a straight up Invul, not just in Close Combat, which might confuse people! D:

Her redeploying power says "after both sides have deployed" but doesn't make mention of where scout moves come into this. I would assume Before from the wording however.

Plasma Grenades don't work. Same reason as IG frags. Useless pillocks the lot of you! And you started off so well!

The CoM is still a nasty Wargear item, though I can't see how the enemy being in CC would be a problem. Need to clarify if it affects embarked Psykers of course (it does) and how it affects units with multiple psykers (each one takes a test! )

-Me goes to sleep then gets to work-


Dark Eldar Rules Discussion @ 2010/10/13 03:57:15


Post by: Xca|iber


Gwar! wrote:Reavers "Bladevanes" rule is a little unclear. It causes D3 hits per model, but doesn't explicitly state if it's D3*x hits or xD3 hits (where x ois the number of models), it just says D3 per model.

That being said, the Cluster Caltrops say that a model with them does D6 at a different Strength, so It implies that it might be xD3, though it could just as easily be (D3*x)+(D6*y). FAQ worth for sure I feel. It also happens in the movement phase, so the standard "How does this work at all" question needs to be addressed.

Another hint that it is xD3 however is the Gravtalon, which is a Bladevane that cause pinning if it causes a wound. Since it is used the same way as a bladevane, you would have to roll it separately, but again, you can argue that it becomes (D3*x)+(D6*y)+(D3*z). HerpDeDerp!


Yeah... these confuse me. Are we supposed to roll a bunch of D3s and D6s and total the number of hits, or roll one of each and multiply by the number of models?

Agreed that it's definitely FAQ worthy. Though I doubt it will be that big of a deal playing it either way. (Roll less dice = higher penalty for rolling a 1, roll more dice = less hits even on a good roll).


Dark Eldar Rules Discussion @ 2010/10/13 04:01:58


Post by: Gwar!


Less dice mean a more extreme swing (you either do really badly or OMFG WTF HAPPENED TO MY DEATH COMPANY!) while more dice tend towards the middle of the curve (yay bell curves how I love you so!)

I am currently in the process of Writing this now, I'll be posting up a draft sometime before or on friday, and am also working on adding some content to the other 3 FAQs for the November 5th release. (the Drafts are there just to Prove I can do FAQs 3 Weeks before the codex goes on general sale! )


Dark Eldar Rules Discussion @ 2010/10/13 04:09:12


Post by: zeekill


Gwar! wrote:To copypaste my post from my FAQ thread here:
http://www.dakkadakka.com/dakkaforum/posts/list/30/296151.page#2018692

A Quick update, since I managed to get a look at the codex today for realsies and, despite what will need an FAQ, there is a lot that doesn't that would have needed to in the past.

For example, poison shooting weapons are indeed covered in the special rules (the special rule is even called "Poison Shooting Weapons"). I am shocked and appalled that GW would do such a thing! D:

Expect some TFGs arguing that Delfdars aren't fleet, since everything has "the Fleet special rule", not "the Fleet Universal Special Rule as detailed in the Warhammer 40k rulebook".

Wytches Dodge save has been explicitly fixed to apply ONLY to CC attacks, so no more arguments about scattering Blasts.

Reavers "Bladevanes" rule is a little unclear. It causes D3 hits per model, but doesn't explicitly state if it's D3*x hits or xD3 hits (where x ois the number of models), it just says D3 per model.

That being said, the Cluster Caltrops say that a model with them does D6 at a different Strength, so It implies that it might be xD3, though it could just as easily be (D3*x)+(D6*y). FAQ worth for sure I feel. It also happens in the movement phase, so the standard "How does this work at all" question needs to be addressed.

Another hint that it is xD3 however is the Gravtalon, which is a Bladevane that cause pinning if it causes a wound. Since it is used the same way as a bladevane, you would have to roll it separately, but again, you can argue that it becomes (D3*x)+(D6*y)+(D3*z). HerpDeDerp!

Beastmasters are a mess of rules sadly. Having checked the Power from Pain rule, it says "Whenever a Delfdar unit with PfP destroys a non-vehicle enemy unit" they get the Pain Token. Since not everyone has PfP in the unit, if there are any beasts, they cannot earn Pain Tokens on their own.

That being said, the rule then goes on to say "each pain token confers a special rule to the ENTIRE UNIT". Therefore, while the Beastmaster unit cannot earn Pain Tokens by themselves, if they have them, everyone in the unit benefits so long as one model with PfP is alive. Lots of FAQ stuff there.

Oh, and one of the beasts has "the Rending Special rule" (Zee Rule! SHE DOES NOZEENG!) -Le Sigh-

One of the Incubi "Exarch powers" gives him "Preferred Enemy" against an IC. PE on its own without a race doesn't actually do anything RaW.

Mandrakes don't seem to have any issues here, though the lack of an Armour save is disturbing. ;P

Razorwings seem to have no problems, but the Voidraven falls into the pit of calling a Blast Marker a template. Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.

The Baron does indeed suffer from Useless Special Rule Syndrome (also known as Bjornitis), so a change to the Who goes first rule is needed. They did nip the Stealth Arguments in the bud by making him grant the stealth USR to any unit he is with while he is with them though.

I am once again shocked and appalled at GW clarifying what happens with Multiple WS with Lelith with regards to her extra attacks, as well as explicitly labeling them Bonus attacks (so she ends up getting 13 when she assaults Fire Warriors.

GW make you chuckle evilly when you place The Decapitator, (BUT FORGET TO DEFINE WHAT EVIL CHUCKLE MEANS OMFG!) but otherwise suffers from the poor Preferred enemy wording.

The Duke has a special rule that says he MUST be deployed with a unit of Warriors or Trueborn, but doesn't go into what happens if you don't have a unit of them in your army, nor does it explicitly require you to have one. It also doesn't explicitly tell you what happens to their upgraded poisons should he die or leave, but the wording seems to indicate they keep the bonus regardless of what happens to him.

As pointed out in another thread, a reminder that you cannot assault out of Raiders that Deep Strike via the Dukes special rule (as the Wargear explicitly forbids it, but the duke doesn't, despite it being forbidden by the main rules anyway).

Drahzah suffers from PheonixLordNotAbleToUseExarchPoweritis (fitting as he is rumored to be Arhra - "The fallen Phoenix" of the Striking Scorpions - in disguise. He also has a very odd rule that lets him move an unlimited distance at the beginning of any combat (that is, after all assault moves) he is in so long as he remains in BTB with the enemy and in coherency with his doods. Not sure how useful that is, but interesting nonetheless. A Reminder that it is indeed UNLIMITED MOVEMENT!!!!!!!!

Lady Malys has the same issue as Khârn does, in that she (and her unit) are "completely immune" to psychic powers", with no indication if "Indirect powers" like Enhance, Sanguine Sword or Quickening are ignored also.

She also has a straight up Invul, not just in Close Combat, which might confuse people! D:

Her redeploying power says "after both sides have deployed" but doesn't make mention of where scout moves come into this. I would assume Before from the wording however.

Plasma Grenades don't work. Same reason as IG frags. Useless pillocks the lot of you! And you started off so well!

The CoM is still a nasty Wargear item, though I can't see how the enemy being in CC would be a problem. Need to clarify if it affects embarked Psykers of course (it does) and how it affects units with multiple psykers (each one takes a test! )

-Me goes to sleep then gets to work-

Gwar, I really, really don't mean to insult you, but why do you always look into things too much? RAW, RAW, RAW, RAW, RAW, RAW, its like your favorite word/acronym ever.

"Incubi can't use their PE because it doesn't specify"
"Plasma Grenades don't work"
"The beast doesnt have rending because rending is not a special rule"
"They have the fleet "special rule" not the fleet "USR" so they can't actually fleet"

Are you serious? Do you go to a GW from hell where everyone tries to cheat with their little "RAW" arguments? Clearly the Incubi get the PE against the character. Clearly plasma grenades are assult grenades that follow the rules for such from the BRB. Clearly the beast has rending for his close combat attacks. And most clearliest () of all, anything that has the Fleet "special rule" obviously means that it has the fleet "USR".

From that argument about destroyed if you can't deploy you made a valid point, that it is not specified exactly what happens and so you make it up (and 90% of the time that house ruling will be "destroyed" either because it makes sence or because that is what most, if not all tournaments rule). But this is just rediculous.

Sorry for ranting.


Dark Eldar Rules Discussion @ 2010/10/13 04:18:47


Post by: Xca|iber


Consistency helps maintain a solid understanding of the rules. If you know exactly what the rules say, it's much easier to make general house-rules (that are accepted by 99% of the player base) to include what I would personally consider "obvious oversights," than it is to arbitrarily assume what GW is saying and then try to use that logic when a legitimately difficult question arises.

To some people, it was clear that Deff Rollas affected Ramming, while to others the opposite was clear. If you always start with exactly RAW, you can then work your way up to a ruleset that is more acceptable to everyone than if you start at some arbitrary level of "this stuff is obvious."


Dark Eldar Rules Discussion @ 2010/10/13 04:22:52


Post by: Gwar!


zeekill wrote:Gwar, I really, really don't mean to insult you, but why do you always look into things too much? RAW, RAW, RAW, RAW, RAW, RAW, its like your favorite word/acronym ever.

"Incubi can't use their PE because it doesn't specify"
"Plasma Grenades don't work"
"The beast doesnt have rending because rending is not a special rule"
"They have the fleet "special rule" not the fleet "USR" so they can't actually fleet"

Are you serious? Do you go to a GW from hell where everyone tries to cheat with their little "RAW" arguments? Clearly the Incubi get the PE against the character. Clearly plasma grenades are assult grenades that follow the rules for such from the BRB. Clearly the beast has rending for his close combat attacks. And most clearliest () of all, anything that has the Fleet "special rule" obviously means that it has the fleet "USR".

From that argument about destroyed if you can't deploy you made a valid point, that it is not specified exactly what happens and so you make it up (and 90% of the time that house ruling will be "destroyed" either because it makes sence or because that is what most, if not all tournaments rule). But this is just rediculous.

Sorry for ranting.
If all this were clear, then I wouldn't have made the observations that I did. The very fact I made those observations proves they are NOT clear. No matter how you twist it, I am in the Right, Rule as Written. Does it suck? Yes, it does. It sucks massively. However, rules are there for a reason, and if you don't intend to follow them, why bother playing the game at all?


Dark Eldar Rules Discussion @ 2010/10/13 04:34:11


Post by: airmang


Gwar! wrote:Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.



I'm not sure i follow you on this one. I've read the Implosion missle rules a dozen times now and it's worded very similar to JAWWS. ie models hit must take an Initiative/Wounds characteristic test. Now I'm all for not having more characteristic tests causing instant death, especially from shooting attacks (I play Nids...), but I'm not sure how the wording for the Implosion Missle doesn't make just the models hit take the test.


Dark Eldar Rules Discussion @ 2010/10/13 04:44:21


Post by: Scottywan82


A Quick update, since I managed to get a look at the codex today for realsies and, despite what will need an FAQ, there is a lot that doesn't that would have needed to in the past.

For example, poison shooting weapons are indeed covered in the special rules (the special rule is even called "Poison Shooting Weapons"). I am shocked and appalled that GW would do such a thing! D:

Joy!

Expect some TFGs arguing that Delfdars aren't fleet, since everything has "the Fleet special rule", not "the Fleet Universal Special Rule as detailed in the Warhammer 40k rulebook".

I hitsz them in tha face.

Wytches Dodge save has been explicitly fixed to apply ONLY to CC attacks, so no more arguments about scattering Blasts.

Reavers "Bladevanes" rule is a little unclear. It causes D3 hits per model, but doesn't explicitly state if it's D3*x hits or xD3 hits (where x ois the number of models), it just says D3 per model.

That being said, the Cluster Caltrops say that a model with them does D6 at a different Strength, so It implies that it might be xD3, though it could just as easily be (D3*x)+(D6*y). FAQ worth for sure I feel. It also happens in the movement phase, so the standard "How does this work at all" question needs to be addressed.

Another hint that it is xD3 however is the Gravtalon, which is a Bladevane that cause pinning if it causes a wound. Since it is used the same way as a bladevane, you would have to roll it separately, but again, you can argue that it becomes (D3*x)+(D6*y)+(D3*z). HerpDeDerp!

Hmmm.... Each model seems to imply rolling a D3 per model... I suppose an FAQ would be helpful, but I'm not sure necessary.

Beastmasters are a mess of rules sadly. Having checked the Power from Pain rule, it says "Whenever a Delfdar unit with PfP destroys a non-vehicle enemy unit" they get the Pain Token. Since not everyone has PfP in the unit, if there are any beasts, they cannot earn Pain Tokens on their own.

That being said, the rule then goes on to say "each pain token confers a special rule to the ENTIRE UNIT". Therefore, while the Beastmaster unit cannot earn Pain Tokens by themselves, if they have them, everyone in the unit benefits so long as one model with PfP is alive. Lots of FAQ stuff there.

Oh, and one of the beasts has "the Rending Special rule" (Zee Rule! SHE DOES NOZEENG!) -Le Sigh-

Seriously? Rending special rule does nothing? Come on now...

One of the Incubi "Exarch powers" gives him "Preferred Enemy" against an IC. PE on its own without a race doesn't actually do anything RaW.

So does Preferred Enemy Infantry not do anything either? After all, Infantry isn't a race.

Mandrakes don't seem to have any issues here, though the lack of an Armour save is disturbing. ;P

Invulnerable save FTW!

Razorwings seem to have no problems, but the Voidraven falls into the pit of calling a Blast Marker a template. Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.

The Baron does indeed suffer from Useless Special Rule Syndrome (also known as Bjornitis), so a change to the Who goes first rule is needed. They did nip the Stealth Arguments in the bud by making him grant the stealth USR to any unit he is with while he is with them though.

You know in law they have rules about "a reasonable person." I think you might need to borrow those.

I am once again shocked and appalled at GW clarifying what happens with Multiple WS with Lelith with regards to her extra attacks, as well as explicitly labeling them Bonus attacks (so she ends up getting 13 when she assaults Fire Warriors.

GW make you chuckle evilly when you place The Decapitator, (BUT FORGET TO DEFINE WHAT EVIL CHUCKLE MEANS OMFG!) but otherwise suffers from the poor Preferred enemy wording.

The Duke has a special rule that says he MUST be deployed with a unit of Warriors or Trueborn, but doesn't go into what happens if you don't have a unit of them in your army, nor does it explicitly require you to have one. It also doesn't explicitly tell you what happens to their upgraded poisons should he die or leave, but the wording seems to indicate they keep the bonus regardless of what happens to him.

As pointed out in another thread, a reminder that you cannot assault out of Raiders that Deep Strike via the Dukes special rule (as the Wargear explicitly forbids it, but the duke doesn't, despite it being forbidden by the main rules anyway).

Drahzah suffers from PheonixLordNotAbleToUseExarchPoweritis (fitting as he is rumored to be Arhra - "The fallen Phoenix" of the Striking Scorpions - in disguise. He also has a very odd rule that lets him move an unlimited distance at the beginning of any combat (that is, after all assault moves) he is in so long as he remains in BTB with the enemy and in coherency with his doods. Not sure how useful that is, but interesting nonetheless. A Reminder that it is indeed UNLIMITED MOVEMENT!!!!!!!!

Lady Malys has the same issue as Khârn does, in that she (and her unit) are "completely immune" to psychic powers", with no indication if "Indirect powers" like Enhance, Sanguine Sword or Quickening are ignored also.

Good call.

She also has a straight up Invul, not just in Close Combat, which might confuse people! D:

Her redeploying power says "after both sides have deployed" but doesn't make mention of where scout moves come into this. I would assume Before from the wording however.

Good call again.

Plasma Grenades don't work. Same reason as IG frags. Useless pillocks the lot of you! And you started off so well!

You're backsliding here...

The CoM is still a nasty Wargear item, though I can't see how the enemy being in CC would be a problem. Need to clarify if it affects embarked Psykers of course (it does) and how it affects units with multiple psykers (each one takes a test! )

Again, hadn't caught that! lol, Amusing...


Dark Eldar Rules Discussion @ 2010/10/13 04:48:33


Post by: Farmer


Scottywan82 wrote:A Quick update, since I managed to get a look at the codex today for realsies and, despite what will need an FAQ, there is a lot that doesn't that would have needed to in the past.

For example, poison shooting weapons are indeed covered in the special rules (the special rule is even called "Poison Shooting Weapons"). I am shocked and appalled that GW would do such a thing! D:

Joy!

Expect some TFGs arguing that Delfdars aren't fleet, since everything has "the Fleet special rule", not "the Fleet Universal Special Rule as detailed in the Warhammer 40k rulebook".

I hitsz them in tha face.

Wytches Dodge save has been explicitly fixed to apply ONLY to CC attacks, so no more arguments about scattering Blasts.

Reavers "Bladevanes" rule is a little unclear. It causes D3 hits per model, but doesn't explicitly state if it's D3*x hits or xD3 hits (where x ois the number of models), it just says D3 per model.

That being said, the Cluster Caltrops say that a model with them does D6 at a different Strength, so It implies that it might be xD3, though it could just as easily be (D3*x)+(D6*y). FAQ worth for sure I feel. It also happens in the movement phase, so the standard "How does this work at all" question needs to be addressed.

Another hint that it is xD3 however is the Gravtalon, which is a Bladevane that cause pinning if it causes a wound. Since it is used the same way as a bladevane, you would have to roll it separately, but again, you can argue that it becomes (D3*x)+(D6*y)+(D3*z). HerpDeDerp!

Hmmm.... Each model seems to imply rolling a D3 per model... I suppose an FAQ would be helpful, but I'm not sure necessary.

Beastmasters are a mess of rules sadly. Having checked the Power from Pain rule, it says "Whenever a Delfdar unit with PfP destroys a non-vehicle enemy unit" they get the Pain Token. Since not everyone has PfP in the unit, if there are any beasts, they cannot earn Pain Tokens on their own.

That being said, the rule then goes on to say "each pain token confers a special rule to the ENTIRE UNIT". Therefore, while the Beastmaster unit cannot earn Pain Tokens by themselves, if they have them, everyone in the unit benefits so long as one model with PfP is alive. Lots of FAQ stuff there.

Oh, and one of the beasts has "the Rending Special rule" (Zee Rule! SHE DOES NOZEENG!) -Le Sigh-

Seriously? Rending special rule does nothing? Come on now...

One of the Incubi "Exarch powers" gives him "Preferred Enemy" against an IC. PE on its own without a race doesn't actually do anything RaW.

So does Preferred Enemy Infantry not do anything either? After all, Infantry isn't a race.

Mandrakes don't seem to have any issues here, though the lack of an Armour save is disturbing. ;P

Invulnerable save FTW!

Razorwings seem to have no problems, but the Voidraven falls into the pit of calling a Blast Marker a template. Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.

The Baron does indeed suffer from Useless Special Rule Syndrome (also known as Bjornitis), so a change to the Who goes first rule is needed. They did nip the Stealth Arguments in the bud by making him grant the stealth USR to any unit he is with while he is with them though.

You know in law they have rules about "a reasonable person." I think you might need to borrow those.

I am once again shocked and appalled at GW clarifying what happens with Multiple WS with Lelith with regards to her extra attacks, as well as explicitly labeling them Bonus attacks (so she ends up getting 13 when she assaults Fire Warriors.

GW make you chuckle evilly when you place The Decapitator, (BUT FORGET TO DEFINE WHAT EVIL CHUCKLE MEANS OMFG!) but otherwise suffers from the poor Preferred enemy wording.

The Duke has a special rule that says he MUST be deployed with a unit of Warriors or Trueborn, but doesn't go into what happens if you don't have a unit of them in your army, nor does it explicitly require you to have one. It also doesn't explicitly tell you what happens to their upgraded poisons should he die or leave, but the wording seems to indicate they keep the bonus regardless of what happens to him.

As pointed out in another thread, a reminder that you cannot assault out of Raiders that Deep Strike via the Dukes special rule (as the Wargear explicitly forbids it, but the duke doesn't, despite it being forbidden by the main rules anyway).

Drahzah suffers from PheonixLordNotAbleToUseExarchPoweritis (fitting as he is rumored to be Arhra - "The fallen Phoenix" of the Striking Scorpions - in disguise. He also has a very odd rule that lets him move an unlimited distance at the beginning of any combat (that is, after all assault moves) he is in so long as he remains in BTB with the enemy and in coherency with his doods. Not sure how useful that is, but interesting nonetheless. A Reminder that it is indeed UNLIMITED MOVEMENT!!!!!!!!

Lady Malys has the same issue as Khârn does, in that she (and her unit) are "completely immune" to psychic powers", with no indication if "Indirect powers" like Enhance, Sanguine Sword or Quickening are ignored also.

Good call.

She also has a straight up Invul, not just in Close Combat, which might confuse people! D:

Her redeploying power says "after both sides have deployed" but doesn't make mention of where scout moves come into this. I would assume Before from the wording however.

Good call again.

Plasma Grenades don't work. Same reason as IG frags. Useless pillocks the lot of you! And you started off so well!

You're backsliding here...

The CoM is still a nasty Wargear item, though I can't see how the enemy being in CC would be a problem. Need to clarify if it affects embarked Psykers of course (it does) and how it affects units with multiple psykers (each one takes a test! )

Again, hadn't caught that! lol, Amusing...


Nice, you still mirin those nerfed weapons?.


Dark Eldar Rules Discussion @ 2010/10/13 04:49:49


Post by: Gwar!


airmang wrote:
Gwar! wrote:Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.



I'm not sure i follow you on this one. I've read the Implosion missle rules a dozen times now and it's worded very similar to JAWWS. ie models hit must take an Initiative/Wounds characteristic test. Now I'm all for not having more characteristic tests causing instant death, especially from shooting attacks (I play Nids...), but I'm not sure how the wording for the Implosion Missle doesn't make just the models hit take the test.
It uses the blast rules, so the hits can be allocated anywhere within the squad, the same way that you can't use a Frag Missile to snipe the IC in a unit.


Dark Eldar Rules Discussion @ 2010/10/13 04:51:20


Post by: Scottywan82


Farmer wrote:Nice, you still mirin those nerfed weapons?.


Your what hurts?


Dark Eldar Rules Discussion @ 2010/10/13 05:54:55


Post by: whocares


Scottywan82 wrote:Okay, some RIDICULOUS stuff:

First off - Vect CAN have the Archon's Court, but the court says NOTHING about being a retinue, so can they jump on his Dais? The rule for his Dais states that it must carry 9 other figures besides Vect. That's IN the rule. As is the words "dedicated transport." But It seems pretty clear, regardless.

Mandrakes still suck, but they suck with a 5+ invul save.

Cronos and Talos - Both have Power Through Pain! And they are monsters, not armor, so they can use the tokens and get FNP and Furious Charge.

Hot stuff!

I cannot find the rule for Sathonyx that gives him an automatic ability to pull an IC out of combat. I also do not see where he makes Hellions Troops.

NOT SAYING THEY AREN'T THERE - just can't find them.

Also, Slicius is pretty sick, giving all Raiders, Ravagers and Venoms Deep Strike.

Oh and just for Gwar! It looks like the rules for Poisoned Shooting weapons are IN the Codex,a nd point out that the weapons count as Strength 1 for re-rolling to wound.

Just for you, sir.


Does sathonyx have a snareclaw? If so that's where the rule is.

Also his rule that makes Hellions troops is in his listing at the back of the book, where it tells you how many points he is. Little box in the lower left of his entry, I believe.


Dark Eldar Rules Discussion @ 2010/10/13 05:57:38


Post by: Defiler


zeekill wrote:
Gwar! wrote:To copypaste my post from my FAQ thread here:
http://www.dakkadakka.com/dakkaforum/posts/list/30/296151.page#2018692

A Quick update, since I managed to get a look at the codex today for realsies and, despite what will need an FAQ, there is a lot that doesn't that would have needed to in the past.

For example, poison shooting weapons are indeed covered in the special rules (the special rule is even called "Poison Shooting Weapons"). I am shocked and appalled that GW would do such a thing! D:

Expect some TFGs arguing that Delfdars aren't fleet, since everything has "the Fleet special rule", not "the Fleet Universal Special Rule as detailed in the Warhammer 40k rulebook".

Wytches Dodge save has been explicitly fixed to apply ONLY to CC attacks, so no more arguments about scattering Blasts.

Reavers "Bladevanes" rule is a little unclear. It causes D3 hits per model, but doesn't explicitly state if it's D3*x hits or xD3 hits (where x ois the number of models), it just says D3 per model.

That being said, the Cluster Caltrops say that a model with them does D6 at a different Strength, so It implies that it might be xD3, though it could just as easily be (D3*x)+(D6*y). FAQ worth for sure I feel. It also happens in the movement phase, so the standard "How does this work at all" question needs to be addressed.

Another hint that it is xD3 however is the Gravtalon, which is a Bladevane that cause pinning if it causes a wound. Since it is used the same way as a bladevane, you would have to roll it separately, but again, you can argue that it becomes (D3*x)+(D6*y)+(D3*z). HerpDeDerp!

Beastmasters are a mess of rules sadly. Having checked the Power from Pain rule, it says "Whenever a Delfdar unit with PfP destroys a non-vehicle enemy unit" they get the Pain Token. Since not everyone has PfP in the unit, if there are any beasts, they cannot earn Pain Tokens on their own.

That being said, the rule then goes on to say "each pain token confers a special rule to the ENTIRE UNIT". Therefore, while the Beastmaster unit cannot earn Pain Tokens by themselves, if they have them, everyone in the unit benefits so long as one model with PfP is alive. Lots of FAQ stuff there.

Oh, and one of the beasts has "the Rending Special rule" (Zee Rule! SHE DOES NOZEENG!) -Le Sigh-

One of the Incubi "Exarch powers" gives him "Preferred Enemy" against an IC. PE on its own without a race doesn't actually do anything RaW.

Mandrakes don't seem to have any issues here, though the lack of an Armour save is disturbing. ;P

Razorwings seem to have no problems, but the Voidraven falls into the pit of calling a Blast Marker a template. Their Implosion Missile is NOT worded to be able to snipe models however, though a reminder will be added.

The Baron does indeed suffer from Useless Special Rule Syndrome (also known as Bjornitis), so a change to the Who goes first rule is needed. They did nip the Stealth Arguments in the bud by making him grant the stealth USR to any unit he is with while he is with them though.

I am once again shocked and appalled at GW clarifying what happens with Multiple WS with Lelith with regards to her extra attacks, as well as explicitly labeling them Bonus attacks (so she ends up getting 13 when she assaults Fire Warriors.

GW make you chuckle evilly when you place The Decapitator, (BUT FORGET TO DEFINE WHAT EVIL CHUCKLE MEANS OMFG!) but otherwise suffers from the poor Preferred enemy wording.

The Duke has a special rule that says he MUST be deployed with a unit of Warriors or Trueborn, but doesn't go into what happens if you don't have a unit of them in your army, nor does it explicitly require you to have one. It also doesn't explicitly tell you what happens to their upgraded poisons should he die or leave, but the wording seems to indicate they keep the bonus regardless of what happens to him.

As pointed out in another thread, a reminder that you cannot assault out of Raiders that Deep Strike via the Dukes special rule (as the Wargear explicitly forbids it, but the duke doesn't, despite it being forbidden by the main rules anyway).

Drahzah suffers from PheonixLordNotAbleToUseExarchPoweritis (fitting as he is rumored to be Arhra - "The fallen Phoenix" of the Striking Scorpions - in disguise. He also has a very odd rule that lets him move an unlimited distance at the beginning of any combat (that is, after all assault moves) he is in so long as he remains in BTB with the enemy and in coherency with his doods. Not sure how useful that is, but interesting nonetheless. A Reminder that it is indeed UNLIMITED MOVEMENT!!!!!!!!

Lady Malys has the same issue as Khârn does, in that she (and her unit) are "completely immune" to psychic powers", with no indication if "Indirect powers" like Enhance, Sanguine Sword or Quickening are ignored also.

She also has a straight up Invul, not just in Close Combat, which might confuse people! D:

Her redeploying power says "after both sides have deployed" but doesn't make mention of where scout moves come into this. I would assume Before from the wording however.

Plasma Grenades don't work. Same reason as IG frags. Useless pillocks the lot of you! And you started off so well!

The CoM is still a nasty Wargear item, though I can't see how the enemy being in CC would be a problem. Need to clarify if it affects embarked Psykers of course (it does) and how it affects units with multiple psykers (each one takes a test! )

-Me goes to sleep then gets to work-

Gwar, I really, really don't mean to insult you, but why do you always look into things too much? RAW, RAW, RAW, RAW, RAW, RAW, its like your favorite word/acronym ever.

"Incubi can't use their PE because it doesn't specify"
"Plasma Grenades don't work"
"The beast doesnt have rending because rending is not a special rule"
"They have the fleet "special rule" not the fleet "USR" so they can't actually fleet"

Are you serious? Do you go to a GW from hell where everyone tries to cheat with their little "RAW" arguments? Clearly the Incubi get the PE against the character. Clearly plasma grenades are assult grenades that follow the rules for such from the BRB. Clearly the beast has rending for his close combat attacks. And most clearliest () of all, anything that has the Fleet "special rule" obviously means that it has the fleet "USR".

From that argument about destroyed if you can't deploy you made a valid point, that it is not specified exactly what happens and so you make it up (and 90% of the time that house ruling will be "destroyed" either because it makes sence or because that is what most, if not all tournaments rule). But this is just rediculous.

Sorry for ranting.


I don't think GWAR actually plays the game, and spends more time trying to generate a cult of personality online as a rules expert to compensate for something missing in his life rather than playing the game.

I'd say textbook arm chair general. Often times, his "expert" rulings are also wrong, so that's a little funny as well.


Dark Eldar Rules Discussion @ 2010/10/13 07:07:11


Post by: ChrisCP


Defiler wrote:
Often times, his "expert" rulings are also wrong.


Often aye, care to provide an example off-hand to support your claim?


Dark Eldar Rules Discussion @ 2010/10/13 07:17:02


Post by: Pen≥Sword


Rending, Fleet and Preferred Enemy don't work because of nuances in the wording?

If I find the jerk who'll tell me that in the middle of a game has got a slap to the mouth coming his way.


Dark Eldar Rules Discussion @ 2010/10/13 07:17:49


Post by: greenbay924


Gwar! wrote:]If all this were clear, then I wouldn't have made the observations that I did. The very fact I made those observations proves they are NOT clear. No matter how you twist it, I am in the Right, Rule as Written. Does it suck? Yes, it does. It sucks massively. However, rules are there for a reason, and if you don't intend to follow them, why bother playing the game at all?


So you're saying we should play as no Dark Eldar have fleet? And the klavex doesn't get preferred enemy? Most everything you say makes perfect sense, even your argument that they should have put USR instead of special rule, but I fail to see this as a big issue, I can't think of any instance I'll be facing someone and they'll try and say I don't get fleet because "fleet special rule doesn't exist, only fleet USR!"

This is a game, not law school, there can be some minor discrepancies that us, the gaming community, can get by with.

Though if I read your post he quoted right, you were trying to say the same thing, that it's obvious, but there will be some d-bags out there trying to exploit it.



PS - or everyone could just play with haemis/wracks/grotesques, they don't have fleet.


Dark Eldar Rules Discussion @ 2010/10/13 11:12:59


Post by: Just Dave


greenbay924 wrote: but there will be some d-bags out there trying to exploit it.


I think this is generally the whole point of what Gwar! does, he finds the [many] flaws in GW's writing and (unofficially at least) fixes them so you do get the intended experience. Believe it or not, but Gwar! is the anti-d-bag.
I expect it is the case anyway, if not then shame on you Gwar!


Dark Eldar Rules Discussion @ 2010/10/13 11:29:03


Post by: the_ferrett


@Defiler: Actually, the man is quite a good player and I look forward to playing him again once I get my laptop back.

@Dave: That's exactly his purpose. Its people like him that help develop work around to rules that don't work properly and inform others of the nuances that dominant personalities can throw at others.


Dark Eldar Rules Discussion @ 2010/10/13 15:29:40


Post by: airmang


Yeah, i have to agree. While MOST of us view these rules "hiccups" as explainable if we use common sense. But i know too many players (some i refuse to play against) that will try to use some of these "hiccups" against their opponents. Some people just want to win SO badly, they will use these kinds of issues if they think it will give them an edge. So bringing some of these to light right away helps me prepare.


Dark Eldar Rules Discussion @ 2010/10/13 16:46:41


Post by: DavidTJ


I'm confused about this whole fleet thing.

It is worded exactly how it is in the nid codex, the faq update to nids mentions nothing about fleet so does this mean nids dont have fleet?

If your referring to the fleet paragraph on the page with the combat drug and the power through pain rules, that is actually just a note to players not a ruling of any kind, since even if it said Fleet unique special rule, it refers to many not all de so means nothing anyway.

The units in the codex which have fleet have it in their profile just like nids. Under where it says Special Rules.

The only units in the codex that don't have fleet listed like this are units that can't have fleet because of their unit type, and Haemonculi units the latter of which doesn't have fleet presumably by design.


Dark Eldar Rules Discussion @ 2010/10/13 17:00:58


Post by: DarknessEternal


Gwar! wrote:
One of the Incubi "Exarch powers" gives him "Preferred Enemy" against an IC. PE on its own without a race doesn't actually do anything RaW.

Preferred Enemy doesn't require a race. The word "race" isn't even used in its description.

It only mentions "enemies they are used to fighting". In this case, it means "Independent Characters" are "such enemies".


Dark Eldar Rules Discussion @ 2010/10/13 17:54:07


Post by: Oshova


Gwar! wrote:It uses the blast rules, so the hits can be allocated anywhere within the squad, the same way that you can't use a Frag Missile to snipe the IC in a unit.


No no no Gwar, I feel you have this wrong.

Templates don't let you allocate hits, they let you allocate wounds. Much the same as 'regular' shooting. If you can quote me a rule from the BRB then sure. But I'm 90% sure that it's allocate wounds, not hits. Not having a rulebook to hand however . . . :(

Oshova


Dark Eldar Rules Discussion @ 2010/10/13 17:57:33


Post by: JohnHwangDD


Defiler wrote:
Gwar! wrote:[SNIP!]

I don't think GWAR actually plays the game, and spends more time trying to generate a cult of personality online as a rules expert to compensate for something missing in his life rather than playing the game.


Perhaps he would do better to simply write his GW Rules blog and provide a URL, rather than copypasta it to Dakka?

Those who care will discuss it in the RAW/RAI pit. The rest of us will be fine.



Dark Eldar Rules Discussion @ 2010/10/13 18:19:35


Post by: Farmer


Scottywan82 wrote:
Farmer wrote:Nice, you still mirin those nerfed weapons?.


Your what hurts?


What?



Scottywan82 wrote:
Drahzah suffers from PheonixLordNotAbleToUseExarchPoweritis (fitting as he is rumored to be Arhra - "The fallen Phoenix" of the Striking Scorpions - in disguise. He also has a very odd rule that lets him move an unlimited distance at the beginning of any combat (that is, after all assault moves) he is in so long as he remains in BTB with the enemy and in coherency with his doods. Not sure how useful that is, but interesting nonetheless. A Reminder that it is indeed UNLIMITED MOVEMENT!!!!!!!!


What do you mean Unlimited movement? and is Drazhar woth taking in your opinion?.


Dark Eldar Rules Discussion @ 2010/10/13 18:31:01


Post by: chaos0xomega


Drazhar has the ability to reposition himself in any combat he is in so long as he maintains BtB with the enemy and within 2" of the unit of Incubi he is attached to. It's not unlimited, since you can only have 10 Incubi in a squad, so at best you would get about 8" out of the deal, maybe 12" if you positioned your minis just perfectly.


Dark Eldar Rules Discussion @ 2010/10/13 19:19:12


Post by: Rymafyr


The nice thing w/ Drazhar, if I remember correctly, being a SC he will get to assign where his hits can go. So being able to move anywhere in the CC as long as he maintains coherency means getting up and personal w/ any other Upgrade, SC, or IC in that squad.


Dark Eldar Rules Discussion @ 2010/10/13 20:09:01


Post by: Oshova


Since when did SCs get to allocate their own wounds? Any unit or model can assign HITS to a UNIT they're in base to base combat with. The controlling player can then allocate WOUNDS to upgrades if they so wish.

Oshova


Dark Eldar Rules Discussion @ 2010/10/13 20:16:18


Post by: SaintHazard


Oshova wrote:Since when did SCs get to allocate their own wounds? Any unit or model can assign HITS to a UNIT they're in base to base combat with. The controlling player can then allocate WOUNDS to upgrades if they so wish.

Oshova

Actually, they get to assign their attacks.

You were on the right track, but needed to move one more step back.


Dark Eldar Rules Discussion @ 2010/10/13 20:16:32


Post by: Rymafyr


It's possible I'm wrong. But it was my understanding IC's and SC's could assign all their wounds to a specific model they are in BtB with. Personally I like to spread the love amongst a unit so if I'm wrong it's not significant, as I've never actually done that to begin with.

Yeah, a matter of somantics really. I use 'hits' interchangeably.


Dark Eldar Rules Discussion @ 2010/10/13 20:20:45


Post by: SaintHazard


Rymafyr wrote:It's possible I'm wrong. But it was my understanding IC's and SC's could assign all their wounds to a specific model they are in BtB with. Personally I like to spread the love amongst a unit so if I'm wrong it's not significant, as I've never actually done that to begin with.

Yeah, a matter of somantics really. I use 'hits' interchangeably.

They can assign their attacks to a specific unit or IC, but not a specific model (unless that model is a unit all on its own, like an IC).

They also can't do it with upgrade characters, since upgrade characters are not ICs.


Dark Eldar Rules Discussion @ 2010/10/13 21:53:49


Post by: Farmer


chaos0xomega wrote:Drazhar has the ability to reposition himself in any combat he is in so long as he maintains BtB with the enemy and within 2" of the unit of Incubi he is attached to. It's not unlimited, since you can only have 10 Incubi in a squad, so at best you would get about 8" out of the deal, maybe 12" if you positioned your minis just perfectly.


Cool, for a minute there i thought he said unlimited movement as in can move anywhere on the board.


Dark Eldar Rules Discussion @ 2010/10/13 21:56:10


Post by: Defiler


ChrisCP wrote:
Defiler wrote:
Often times, his "expert" rulings are also wrong.


Often aye, care to provide an example off-hand to support your claim?


Most of the above?

I've had him on ignore for quite a long time, so I'm not wasting my time digging up his errors.


Dark Eldar Rules Discussion @ 2010/10/13 21:59:57


Post by: SaintHazard


Defiler wrote:
ChrisCP wrote:
Defiler wrote:
Often times, his "expert" rulings are also wrong.


Often aye, care to provide an example off-hand to support your claim?


Most of the above?

I've had him on ignore for quite a long time, so I'm not wasting my time digging up his errors.

That's not an example to support your claim.

Because there are no examples to support your claim.

Because for some reason you're bitter, and want to rag on Gwar!, and there's nothing more to it than that.

Sounds about right.


Dark Eldar Rules Discussion @ 2010/10/13 23:00:56


Post by: Oshova


SaintHazard wrote:
Oshova wrote:Since when did SCs get to allocate their own wounds? Any unit or model can assign HITS to a UNIT they're in base to base combat with. The controlling player can then allocate WOUNDS to upgrades if they so wish.

Oshova

Actually, they get to assign their attacks.

You were on the right track, but needed to move one more step back.


Yeah that's what I meant

Ahwell . . . maybe next time

Oshova


Dark Eldar Rules Discussion @ 2010/10/14 01:05:35


Post by: Kirasu


All I know about RAI vs insanely strict RAW that doesnt even let you play the game is this.. Every new FAQ that comes out has gone very much against the strict RAW arguments that exist in the rule forum



Dark Eldar Rules Discussion @ 2010/10/14 01:12:15


Post by: Oshova


But unless they change the FAQs to be strict RAW in their own right (like the new WFB ones apparently are) then they're not RAW, they are just GW's set of House Rules. And therefore still up for debate/discussion.

Oshova


Dark Eldar Rules Discussion @ 2010/10/14 01:29:32


Post by: airmang


Farmer wrote:
chaos0xomega wrote:Drazhar has the ability to reposition himself in any combat he is in so long as he maintains BtB with the enemy and within 2" of the unit of Incubi he is attached to. It's not unlimited, since you can only have 10 Incubi in a squad, so at best you would get about 8" out of the deal, maybe 12" if you positioned your minis just perfectly.


Cool, for a minute there i thought he said unlimited movement as in can move anywhere on the board.


But what if he isn't with a squad....? If he hit a huge IG blob squad or ork mob he could then move to anywhere around that blob, if he wasn't joined to a squad (but there could be other DE units in CC with the same defenders).



Dark Eldar Rules Discussion @ 2010/10/14 04:58:42


Post by: DarknessEternal


SaintHazard wrote:
Defiler wrote:
Most of the above?

I've had him on ignore for quite a long time, so I'm not wasting my time digging up his errors.

That's not an example to support your claim.

Because there are no examples to support your claim.

Gwar doesn't need you white knighting for him.

Also, he's definitely wrong about Preferred Enemy as I already pointed out.


Dark Eldar Rules Discussion @ 2010/10/14 06:01:11


Post by: Farmer


DarknessEternal wrote:
SaintHazard wrote:
Defiler wrote:
Most of the above?

I've had him on ignore for quite a long time, so I'm not wasting my time digging up his errors.

That's not an example to support your claim.

Because there are no examples to support your claim.

Gwar doesn't need you white knighting for him.

Also, he's definitely wrong about Preferred Enemy as I already pointed out.


I hear trolling isn't very nice :(

please go.


Dark Eldar Rules Discussion @ 2010/10/14 09:03:25


Post by: HERO


Here's a quick question:
Raiders are open-topped fast vehicles right?
Does that mean if it's loaded with say.. 10 Warriors with a Blaster and Splinter Cannon, that the Raider can move 12", shoot its Dark Lance and everyone inside can rapid fire into another unit separate from the Raider?


Dark Eldar Rules Discussion @ 2010/10/14 09:25:13


Post by: greenbay924


I'm really rusty on 40k rules, but I'm pretty sure if a vehicle moves over 6" no one inside can fire, though I could be wrong for fast vehicles.


Dark Eldar Rules Discussion @ 2010/10/14 09:36:56


Post by: HERO


greenbay924 wrote:I'm really rusty on 40k rules, but I'm pretty sure if a vehicle moves over 6" no one inside can fire, though I could be wrong for fast vehicles.


Yeah.. it's late here and I got really side-tracked and confused while blogging Carry on!


Dark Eldar Rules Discussion @ 2010/10/14 09:42:28


Post by: Defiler


SaintHazard wrote:
Defiler wrote:
ChrisCP wrote:
Defiler wrote:
Often times, his "expert" rulings are also wrong.


Often aye, care to provide an example off-hand to support your claim?


Most of the above?

I've had him on ignore for quite a long time, so I'm not wasting my time digging up his errors.

That's not an example to support your claim.

Because there are no examples to support your claim.

Because for some reason you're bitter, and want to rag on Gwar!, and there's nothing more to it than that.

Sounds about right.


I love the forum posting rules !


Dark Eldar Rules Discussion @ 2010/10/14 10:23:21


Post by: Phototoxin


However, rules are there for a reason, and if you don't intend to follow them, why bother playing the game at all?


I used to be like that, but there comes a point where you have to ask why you're playing the game. If its so that you can point out (however accuractely) that your opponents incubi's PE rule doesn't work RAW then you probably should take up magic the gathering, wow tcg or chess, all with their own rigid and highly specific faq and rules system. GW games do not provide this and rightly so as they largely are not in favour (or cannot be ars*d) to define rules so specifically, favouring the casual fun player over the RAW tourney player.


Dark Eldar Rules Discussion @ 2010/10/14 10:47:58


Post by: ChrisCP


Phototoxin wrote:GW games do not provide this and rightly so as they largely are not in favour (or cannot be ars*d) to define rules so specifically, favouring the casual fun player over the RAW tourney player.


Being someone who has never played in atournament, I often had my 'casual fun' ruined when the Suspension of Disbelive I cast while playing shattered by a selection of rules that were not clear, referred to something that wasn't located in the index/contents of the BRB, people had quite literally interpreted differently, spelling errors and the like
As some who would like to be able to play "40k" against 'anyone' I find the existence of this 'free form and flowing' (see 'rigid and highly specific') rules set to be nothing but an obstcle to this, eg I could play MTG against someone with whom I did not share a common language - with no issues - ever - Chances in 40K?......


Dark Eldar Rules Discussion @ 2010/10/14 11:38:06


Post by: Drk_Oblitr8r


Do we still take slaves? Or is that part of PtP?


Dark Eldar Rules Discussion @ 2010/10/14 12:15:12


Post by: A-P


ChrisCP wrote:As some who would like to be able to play "40k" against 'anyone' the existence of this 'free form and flowing' (see 'rigid and highly specific') rules set to be nothing but an obstcle to this, eg I could play MTG against someone with whom I did not share a common language - with no issues - ever - Chances in 40K?......


This. A thousand times this. Games have rules for a reason. If the rules are unclear or in need of constant negotiation they are an obstacle to "fun". You know, the mythical "fun" GW is so fond of advocating.


Dark Eldar Rules Discussion @ 2010/10/14 18:01:58


Post by: asimo77


Well isn't that where common sense and inductive reasoning comes in? Being sentient beings (used beings twice heh) I think we should be capable of making the necessary changes to rules so that the game flows better. Being able to memorize rules is fine but it takes a higher order of thinking and critical analysis to improve upon a system.


Automatically Appended Next Post:
Also I don't see how fanatically clinging to the rules legitamizes the game (not all RAW enthusiasts are like this of course). We can all agree the game may be unclear, if it wasn't there would be no YMDC forum, you could even argue that being written by humans it must be flawed but that's getting a little more sophic than rules discussion already is.

Now how does strictly adhering to a flawed sytem make the game more "legit", if it was perfectly balanced then I think I could see that, but it is not and usually RAI and houserules try to ameliorate this. So in other words a victory using house rules that balances the game better would be more "legit".



Dark Eldar Rules Discussion @ 2010/10/14 18:36:23


Post by: SaintHazard


Because it's a standard.


Dark Eldar Rules Discussion @ 2010/10/14 19:19:25


Post by: Rymafyr


While I can appreciate the amount of work everyone does to streamline the rules with their own FAQ's, especially Gwar, and those who work on the INAT, when you boil it down they're all just 'house' rules. That is until verified or discounted by GW.

Given the lack of consistency, and clarity of the rules in 40k I don't begrudge anyone taking the mantle of trying to understand those rules better to facilitate games going smoothly and to reduce conflict. I think there is the perception that the ones doing the task of clarifying the rules set themselves up as 'elitists'. Sad if true and moreso if unfounded.


Dark Eldar Rules Discussion @ 2010/10/14 19:48:53


Post by: SaintHazard


Rymafyr wrote:While I can appreciate the amount of work everyone does to streamline the rules with their own FAQ's, especially Gwar, and those who work on the INAT, when you boil it down they're all just 'house' rules. That is until verified or discounted by GW.

Well, of course. Problem is, GW's FAQs, nine times out of ten, either confuse the issue further or answer a question that never existed because the rules were already clear. INAT isn't much better. That's why I put zero stock in either of them. Frankly, they suck.

Rymafyr wrote:Given the lack of consistency, and clarity of the rules in 40k I don't begrudge anyone taking the mantle of trying to understand those rules better to facilitate games going smoothly and to reduce conflict. I think there is the perception that the ones doing the task of clarifying the rules set themselves up as 'elitists'. Sad if true and moreso if unfounded.

Have Gwar! or I ever said "I am better than you" because we try to distill poorly written rules?


Dark Eldar Rules Discussion @ 2010/10/14 20:37:00


Post by: Badger


ChrisCP:
"....against someone with whom I did not share a common language - with no issues - ever - Chances in 40K?...... "

ever heard of an event called ETC (european team championship)?

i have watched a game between 2 different nation 40k players (one of them couldnt speak english [not a single word other then "yes" and "no"]) they both didnt talk at all!!!

and had a fun game without any differences...

its all about your behavior (and that of your opponent).

greetings Badger


Dark Eldar Rules Discussion @ 2010/10/14 21:29:49


Post by: Rymafyr


SaintHazard wrote:
Rymafyr wrote:While I can appreciate the amount of work everyone does to streamline the rules with their own FAQ's, especially Gwar, and those who work on the INAT, when you boil it down they're all just 'house' rules. That is until verified or discounted by GW.

Well, of course. Problem is, GW's FAQs, nine times out of ten, either confuse the issue further or answer a question that never existed because the rules were already clear. INAT isn't much better. That's why I put zero stock in either of them. Frankly, they suck.

Rymafyr wrote:Given the lack of consistency, and clarity of the rules in 40k I don't begrudge anyone taking the mantle of trying to understand those rules better to facilitate games going smoothly and to reduce conflict. I think there is the perception that the ones doing the task of clarifying the rules set themselves up as 'elitists'. Sad if true and moreso if unfounded.

Have Gwar! or I ever said "I am better than you" because we try to distill poorly written rules?


I said I believe there is the perception certain people are taken as elitist, which can be verified by reading any post where this topic crops up.


Dark Eldar Rules Discussion @ 2010/10/14 21:35:58


Post by: asimo77


SaintHazard wrote:Because it's a standard.


But wouldn't you say that the standard is flawed, so why then stick to it so closely when in theory you could make a much smoother sytem?


Dark Eldar Rules Discussion @ 2010/10/14 21:40:56


Post by: SaintHazard


asimo77 wrote:
SaintHazard wrote:Because it's a standard.


But wouldn't you say that the standard is flawed, so why then stick to it so closely when in theory you could make a much smoother sytem?

You could, yes, but GW is not willing to do so.

As for each individual person trying to streamline the system, that leads to multiple interpretations, rules changes, re-interpretations, more issues, more interpretations, and before you know it every single FLGS has radically different rules.

Again, sticking to the rules as closely as possible creates a standard. Every single schmuck out there with a rulebook and a tape measure attempting to fix the rules does the exact opposite.


Dark Eldar Rules Discussion @ 2010/10/14 21:45:13


Post by: asimo77


Well that's why you work out all that stuff before a game. Enter every FLGS expecting to play by the books but introduce whatever changes you want to your opponent before playing. A little conversation is an easy way to avoid the mess you're talking about.


Automatically Appended Next Post:
Also one would assume that given we are for the most part rational beings that rule fixes would be universal throughout most places. Unfavorable ones would die out as no one would play with them.


Automatically Appended Next Post:
Sorry one more edit, but acts such as labeling people as schmucks is probably where the elitist accusations come from


Dark Eldar Rules Discussion @ 2010/10/14 22:44:13


Post by: Xca|iber


SaintHazard wrote:
asimo77 wrote:
SaintHazard wrote:Because it's a standard.


But wouldn't you say that the standard is flawed, so why then stick to it so closely when in theory you could make a much smoother sytem?

You could, yes, but GW is not willing to do so.

As for each individual person trying to streamline the system, that leads to multiple interpretations, rules changes, re-interpretations, more issues, more interpretations, and before you know it every single FLGS has radically different rules.

Again, sticking to the rules as closely as possible creates a standard. Every single schmuck out there with a rulebook and a tape measure attempting to fix the rules does the exact opposite.


QFT.

"Fixing" everything is a terribly slippery slope that can quickly lead to accusations of "bending the rules" and outright "cheating."

For example, I always make sure people are okay with me assaulting out of moving BT Land Raiders - a complete and utter house rule. Most people have no problem with this, and everyone's happy. But I could just as easily justify giving my marines 3++ storm shields, which in my mind is cheating. The codex wasn't balanced around having 3++ shields, so I have units that can get them for less than 5pts a model, and on a Furious Charge Assault Terminator squad, they would be OTT if I build the squad in the right proportions.

My general rule of thumb is "don't house rule anything unless - through experience or extreme common sense - it seems absolutely necessary, and carefully weigh the effect of the rule with the rest of the game."


Dark Eldar Rules Discussion @ 2010/10/14 23:20:10


Post by: whocares


SaintHazard wrote:
asimo77 wrote:
SaintHazard wrote:Because it's a standard.


But wouldn't you say that the standard is flawed, so why then stick to it so closely when in theory you could make a much smoother sytem?

You could, yes, but GW is not willing to do so.

As for each individual person trying to streamline the system, that leads to multiple interpretations, rules changes, re-interpretations, more issues, more interpretations, and before you know it every single FLGS has radically different rules.

Again, sticking to the rules as closely as possible creates a standard. Every single schmuck out there with a rulebook and a tape measure attempting to fix the rules does the exact opposite.


Ok, I've given up on this thread actually being about dark eldar...

But, by what you have just said, it sounds like you are against gwar coming up with his own faq's? Is that your position? I'm not sure what your point is.

After all he, like all of us, is just a schmuck with a rulebook and a tape measure so are you saying his faq's, in an attempt to fix the rules, is doing the exact opposite?

Or are you saying that you and gwar attempting to fix the rules is ok, but when the rest of us do it, it is not? In which case, the previous claim of elitism definitely rings true.


Dark Eldar Rules Discussion @ 2010/10/15 00:56:08


Post by: ChrisCP


Badger wrote:ChrisCP:
"....against someone with whom I did not share a common language - with no issues - ever - Chances in 40K?...... "

ever heard of an event called ETC (european team championship)?

i have watched a game between 2 different nation 40k players (one of them couldnt speak english [not a single word other then "yes" and "no"]) they both didnt talk at all!!!

and had a fun game without any differences...

its all about your behavior (and that of your opponent).

greetings Badger


No I hadn't and thanks for pointing that out to me.
I do find it interesting that they have had to impose their own rules and clarifications http://www.rankingshq.com/etc/article.aspx?ArticleTypeId=2&ArticleId=172 good scoring system too. But I feel it's a bit of an unfair example, sure, I left myself open to it by saying ever


Dark Eldar Rules Discussion @ 2010/10/15 01:13:18


Post by: HERO


Can we got back to talking about DE?

I find the last couple of pages to be a complete waste of time.

Anyways, what does everyone think about Voidravens vs. Ravagers as a Heavy support choice?

I see myself bringing 3 Voidravens everytime. Is there any counter-arguments otherwise?


Dark Eldar Rules Discussion @ 2010/10/15 01:13:45


Post by: asimo77


Xca|iber wrote:
SaintHazard wrote:
asimo77 wrote:
SaintHazard wrote:Because it's a standard.


But wouldn't you say that the standard is flawed, so why then stick to it so closely when in theory you could make a much smoother sytem?

You could, yes, but GW is not willing to do so.

As for each individual person trying to streamline the system, that leads to multiple interpretations, rules changes, re-interpretations, more issues, more interpretations, and before you know it every single FLGS has radically different rules.

Again, sticking to the rules as closely as possible creates a standard. Every single schmuck out there with a rulebook and a tape measure attempting to fix the rules does the exact opposite.


QFT.

"Fixing" everything is a terribly slippery slope that can quickly lead to accusations of "bending the rules" and outright "cheating."

For example, I always make sure people are okay with me assaulting out of moving BT Land Raiders - a complete and utter house rule. Most people have no problem with this, and everyone's happy. But I could just as easily justify giving my marines 3++ storm shields, which in my mind is cheating. The codex wasn't balanced around having 3++ shields, so I have units that can get them for less than 5pts a model, and on a Furious Charge Assault Terminator squad, they would be OTT if I build the squad in the right proportions.

My general rule of thumb is "don't house rule anything unless - through experience or extreme common sense - it seems absolutely necessary, and carefully weigh the effect of the rule with the rest of the game."


This is what I'm saying as well. No one would agree to ridiculous rules like the 3++ save so it's not really an issue, but I would hope that for more obvious fixes most people would agree to houserule. It goes without saying that one should only consider house ruling after one has had sufficient experience with the game.


Dark Eldar Rules Discussion @ 2010/10/15 01:18:25


Post by: whocares


HERO wrote:Can we got back to talking about DE?

I find the last couple of pages to be a complete waste of time.

Anyways, what does everyone think about Voidravens vs. Ravagers as a Heavy support choice?

I see myself bringing 3 Voidravens everytime. Is there any counter-arguments otherwise?


Yes.

Voidraves have 2 str 9 lances vs. ravagers which have 3 str. 8 lances.

They are both equally good at popping tanks, only the ravager is 40 points cheaper.

Now, the voidraven has other cool stuff, but if you only need the anti tank, the ravager is more efficient.


Dark Eldar Rules Discussion @ 2010/10/15 01:44:04


Post by: HERO


Do you have some math for that?

I'm terrible with math but I was just wondering what the numbers were.

But I'll list out some thoughts:

Ravager:
- Model for it is coming out soon.
- Has 3x S8 AP2 Lance weapons that can move 12" and shoot all.
- Can swap all its Dark Lances for Disentagrators for free.. so 9x S5 AP2 shots from each.
- Is really cheap.. 40 points cheaper than the bomber stock.
- AV11/11/10 open-top
- No Void Mine and no options for missiles

Voidraven Bomber:
- No model at all.
- 2x S9 AP2 Lance Weapons that can move 12" and shoot all.
- Has a S9 AP2 blast mine but you can only drop it when moving 12"
- Can take some pretty killer missiles but costs you extra
- AV11/11/10 closed top
- Can turbo-boost 36"

HMMMMM.... *grabs chin*


Dark Eldar Rules Discussion @ 2010/10/15 02:14:50


Post by: Ketara


The voidraven is also 40 points extra from the word go.
Way I see it, two ravagers and a voidraven is really the optimum loadout. Voidravens might be better, but you have to determine cost efficiency versus actual survivability and effectiveness on the battlefield. For an armour 11 vehicle, paying close to 200 points(with missiles) would be suicide if you took it in threes at a low points cost. You can grab a Leman Russ Executioner for that kind of points.

Thing with Dark Eldar is that they're not very tough, so you need to economise your points to your killpower. I'd rather get three ravagers than two void ravens, simply because it's more shots and more targets.


Dark Eldar Rules Discussion @ 2010/10/15 04:52:13


Post by: HERO


Here are some more tough Dark Eldar deicions:
http://lkhero.blogspot.com/2010/10/tough-dark-eldar-decisions.html

What do you guys have to say?

Ravager vs. Voidraven Bomber
Reaver Jetbike vs. Scourge
Incubii vs. Harlequins


Dark Eldar Rules Discussion @ 2010/10/15 04:54:37


Post by: DarknessEternal


HERO wrote:
Incubii vs. Harlequins

Well, Harlequins are mostly terrible, so this one seems easy.

Of course, Incubi didn't venture far enough away from their Craftworld roots either, since they are also overpriced.

Verdict: Neither.

If you're somehow forced to choose, Incubi deliver more offensive damage and are also tougher assuming non-AP 3 fire or units of power weapons.


Dark Eldar Rules Discussion @ 2010/10/15 05:08:13


Post by: chaos0xomega


Tough choices indeed HERO. I would say that the Ravager is clearly the better option over the bomber (not that the bomber doesn't have its own utility), but for general purpose use I would say the Ravager would be more effective, wheras the Voidraven is best used if you know what to expect from the enemy list.

The Jetbikes and the Scourges are similar in this manner. Which one is the better generalist option is very tough to say. I would lean towards the Scourges simply because they work out to be a bit cheaper IIRC, but the Reavers are a strong unit.

Harlequins and Incubi... if I had to pick one or ther other, Incubi, simply because they are a little more survivable IMO than the Harlequins, and a good bit more capable vs. MEQ. But the real problem is that the Elites section is filled with a lot of options, and I have to say that the trueborn raider team are looking like the best option.


Dark Eldar Rules Discussion @ 2010/10/15 05:22:33


Post by: Gwar!


I agree here, DL Ravagers are going to be the tech unit. The new Bomber things are nice and all, but they are a gimmic, nothing more.


Dark Eldar Rules Discussion @ 2010/10/15 08:08:54


Post by: padixon


I'm a LONG time DE player, and I will throw my hat into the ring on the debate on better units:

1. Ravager vs. Voidraven

Ravager hands down. Thats not to say I won't ever play the voidraven (especially in higher point games), but of all the years I've been playing the DE, the Ravager has never let me down. It consistently pops vehicles from the lowly Rhino to the Land Raider with nearly equal ease. I usually ran 2 with all diszes, and 1 all DLs. I LOVE my Ravagers because they were RELIABLE and CHEAP. The Voidraven does look nice though and comes with the nicer Str 9 guns just incase you face Necrons. Plus its missiles make the vehicle both anti-vehicle and anti-troop. But at its expense (with missiles) screams shoot me turn 1 and then we lose out on 200 points instead of a 145 pt FULLY UPGRADED reliable Ravager (which is just about the same cost as a naked Voidraven). Plus I tend to always miss one shot, so I would rather take 2 Str 8 lance shots over 1 Str 9 lance shot anyday.

2. Reavers vs. Scourges

A little tougher choice. I haven't seen the codex (just rumors) so I don't know the prices for them yet. But in all honesty it depends on the rest of your army makeup. Both have the unique capability of giving reliable anti-troop and anti-armor at the same time (with the fly-bys of the reavers armed with blasters or heatlances, and the scourges with blasters/heatlances and the rest of the squad with those nice poisoned 3 shot guns). With that said you have to run your scourges in larger squads to take advantage of some more anti-troop. Reavers do seem more survivable up UNTIL you want to shoot with them and so lose the MUCH needed 3+ cover save. To me Reavers look like an assault unit because if they stand and shoot they are vulnerable and so need the protection of being in an assault to last, and from what I heard they are not too bad at it either. Scourges at least come with a 4+ armor and their fire power is more Reliable then the Reavers and from what I heard they are cheaper. I would go with scourges if I had to choose a shooter unit. And I don't like Heat Lances. They are Str 6 lance melta weapons. Which means on average you will roll a 13 when within 9" (vs a 11.5 average with a blaster). But outside that they are near worthless against vehicles. While the Blaster (now with the same range) gives a reliable 4+ against all vehicles (since it has the lance rule). I honestly will give my guys blasters. Again, I've been playing for years and the lowly blaster doesn't often let me down, and with the extra range, makes me happy.

3. Incubi vs Harlies

The biggest thing I heard against the Incubi was their cost. What!? is what I think. They are 22 a piece and so CHEAPER than the current codex, And the master was an expensive upgrade in the current codex too. Again playing for years and all that, I love my Incubi and when in assault with the boss, they kill everything. And now they are deadlier! I mean a Master that lets them wound on 6s and get an extra attack AND preferred enemy vs. ICs, YES PLEASE! If I had that years ago... Harlies on the other hand are IMO 'ok'. Maybe its just me, but a 5+ inv save just doesn't say "wow" in my book. And they HAVE to have kisses to be effective, and they are not cheap either, and worst of all , my normal wyches kicked their butts. I really don't see them being added to this codex as anything more than sticking to fluff, adding extra 'color' to the codex, and maybe selling more models. Yes they can walk across the field pretty reliably, but we are in a Mech environment now, and they do not have a dedicated transport. You can give them someone elses on turn 1, but then you are dedicating 2 just to give an 'ok' unit a transport. Yes, the Incubi do not have Inv saves. But, they have never needed them before. You don't throw these guys at Nob squads/bikers; that is what DL are for. You throw them at troops and mid range assault units and absolutely slaughter them, and if you have the boss with you then you can feel confident on handling MCs and more specialized units. And the Elite choices are pretty nice now (they used to suck), I will probably go with the elite warriors to be honest, those guys are ace. But stick to the incubi when I want to assault, the no plasma grenades is weird though.

These are just my opinions though but thats what forums are for anyways.


Dark Eldar Rules Discussion @ 2010/10/15 16:21:14


Post by: Rymafyr


I have to personally vouch for for Incubi. You're not going to get a better unit to wipe other troops/assault troops/elite troops off the field (Though SS Termies would definately be an issue). While I've always fielded a 9 man squad of them with my Archon, I can see taking only a 5 or 6 man squad to accomplish the same thing. Believe me, there's been very little that has stood up to an Incubi retinue bringing 27 PW attacks on the charge. And now they are 3 pts. cheaper, I'll definately field at least a squad and possibly 3 squads if the situation demands it.


Dark Eldar Rules Discussion @ 2010/10/15 17:16:00


Post by: Luthon1234


I think the void raven will be a nice addition instead of a third ravager. Their really not that expensive but you wouldn't want to run more than 1 or possibly 2.


Dark Eldar Rules Discussion @ 2010/10/15 17:26:13


Post by: Rymafyr


Luthon1234 wrote:I think the void raven will be a nice addition instead of a third ravager. Their really not that expensive but you wouldn't want to run more than 1 or possibly 2.


I'd seriously consider this. I've never run more than 2 Ravagers to begin with, so having another solid choice will mix it up a bit.


Dark Eldar Rules Discussion @ 2010/10/15 18:35:16


Post by: Lexx


Very much agree that Incubi being cheaper and more effective makes them the choice over harlequins. And the void-raven is fine if you've already got some ravagers fielded.


Dark Eldar Rules Discussion @ 2010/10/15 18:52:46


Post by: Luthon1234


Lexx wrote:Very much agree that Incubi being cheaper and more effective makes them the choice over harlequins. And the void-raven is fine if you've already got some ravagers fielded.


The fact that they get a marine save and fleet is disgusting also, I think their one of the few heavy armor save eldar that can do that.


Dark Eldar Rules Discussion @ 2010/10/15 19:16:13


Post by: asimo77


Well there's Shrike...


Dark Eldar Rules Discussion @ 2010/10/15 19:41:39


Post by: Luthon1234


asimo77 wrote:Well there's Shrike...


well not to be a jerk but I did say they were one of the few ELDAR, that had a 3+ save with fleet.


Dark Eldar Rules Discussion @ 2010/10/15 19:55:12


Post by: Skarboy


I find little appeal to the Voidraven at the moment, especially compared to the Ravager. Ravager with 3 lances outperforms the two S9 voidlances agaisnt vehicles at pretty much every level simply through volume of shots. The voidmine is potentially nice, but the missile upgrades are too expensive for what they do. If I want an alpha strike, I'll take a razorwing and if I want a consistent shooting threat, I'll take a Ravager.

Incubi over Harlequins, not even close. They had a chance to improve the Harlequins, they didn't, and once again, it's for fluff boys only.

Scourges will depend on the box set on whether I get them. If they are plastic and have 2 of every gun so that you can actually equip them properly, I can see multiple complementary roles for them. That aside, Reavers have several good roles: cheap suicide heat lances, pest units with fly-bys, ultrafast objective contestors. Scourges are probably best as portable firebases that you want to keep with assault weaponry, but I've yet to really figure a build that makes them better than Trueborn on a Venom except for Haywire Launcher shenanigans. Reavers seem to be better overall.


Dark Eldar Rules Discussion @ 2010/10/15 20:18:06


Post by: asimo77


As far as voidravens go, sure they have nice guns but there's no way I'm dropping 200 points into something with 11-11-10 armour.

I think incubi v harlies comes down to personal taste but I prefer the incubi, they're cheaper, hardier, cooler looking, and have S4 power weapons with crazy klavex rules like preffered enemy and the extra hits thing.

Scourges v reavers is a tough choice, since both are pretty cool but I prefer dakka so scourges for me. They're also cheaper but if you give them some cool weapons they might cost the same as a reaver (which is 35 points right?) albeit a vanilla reaver.



Dark Eldar Rules Discussion @ 2010/10/15 23:00:01


Post by: airmang


Voidravens are no where near that expensive, unless you take a bunch of missiles and upgrades.


Dark Eldar Rules Discussion @ 2010/10/16 00:29:56


Post by: asimo77


Oh my mistake then I thought I read somewhere it was 200 points.


Dark Eldar Rules Discussion @ 2010/10/16 01:19:26


Post by: airmang


They start just slightly less than 150 points, and come with 2 void lances and 1 void mine standard.


Dark Eldar Rules Discussion @ 2010/10/16 02:35:20


Post by: Farmer


I wonder if people will bothe taking 3x talos anymore.


Dark Eldar Rules Discussion @ 2010/10/16 02:45:24


Post by: puma713


Luthon1234 wrote:
asimo77 wrote:Well there's Shrike...


well not to be a jerk but I did say they were one of the few ELDAR, that had a 3+ save with fleet.


Generally, that's the trade-off for fleet in the Eldar codex.

Striking Scorpions: 3+ save, no fleet.

Dark Reapers: 3+ save, no fleet.

Warp Spiders: 3+ save, no fleet.

In fact, the only ones that do have it are the HQs (Autarchs, Yriel and Phoenix Lords) and the various Exarchs.


Dark Eldar Rules Discussion @ 2010/10/16 03:28:01


Post by: Oshova


It used to be that way in the Dark Eldar codex, anyone with a save too good didn't get fleet. So maybe this is a sign that when Eldar get redone (with awesome new bikes) more units will be getting fleet. OMG fleeting Scorpions!!!

Oshova


Dark Eldar Rules Discussion @ 2010/10/16 03:46:22


Post by: Farmer


Oshova wrote:It used to be that way in the Dark Eldar codex, anyone with a save too good didn't get fleet. So maybe this is a sign that when Eldar get redone (with awesome new bikes) more units will be getting fleet. OMG fleeting Scorpions!!!

Oshova


Could be, it's just awesome that my incubi now make it into combat on second turn :p


Dark Eldar Rules Discussion @ 2010/10/16 04:07:52


Post by: Iago


Incubi over harlies.

I, personally will be taking both bikes AND scurge because bikes are the ultimate harassers and the scurge are actually survivable (add a heamy for FNP) and 4+ 6++... and a tonne of shots with great mobility...

Ravagers all the way. I might just take one of the fighters because of the missiles... they would provide nice anti horde when the enemy clumps up. But I must say my three ravagers will remain strong, and now for the same cost as one of the old ones with night shields, they will have both night shields AND a 5++ yay.


Dark Eldar Rules Discussion @ 2010/10/16 04:12:50


Post by: Warboss Gutrip


Incubi are a lot better in the new dex. Let's list the pos and neg:

Positive: They get fleet, power through pain, dropped 3pts, are now elites, and their sergaents + 'exarch powers' are now heaps better.
Neg: They lost tormentor helms.

Easily worth 3pts, I would say a semi-competetive unit.


Dark Eldar Rules Discussion @ 2010/10/16 04:18:58


Post by: DarknessEternal


Oshova wrote:OMG fleeting Scorpions!!!

Fleet Infiltrators are problematic.


Dark Eldar Rules Discussion @ 2010/10/16 04:27:45


Post by: greenbay924


I think a hidden gem with the incubi will be if a cronos can toss a couple pain tokens onto the unit before it goes into combat, a unit with S5 power weapons on the charge with 3 attacks each is...daunting. Granted, this would require the cronos killing something first, and the raider the incubi are in to stay alive long enough.

imho, 9 incubi + archon can take on almost anything in combat, outside storm shield spammed units.


Dark Eldar Rules Discussion @ 2010/10/16 04:38:03


Post by: Oshova


DarknessEternal wrote:
Oshova wrote:OMG fleeting Scorpions!!!

Fleet Infiltrators are problematic.


Skrike comes into the frame again . . . Stupid Ravenguard . . .

Oshova


Dark Eldar Rules Discussion @ 2010/10/16 04:56:24


Post by: asimo77


Whenever I play my friend's Ravenguard I have my noise marines just blast Linkin Park. His entire army is forced to begin wrist slitting and I always win.


Dark Eldar Rules Discussion @ 2010/10/17 08:09:20


Post by: Gwar!


Heh, I just noticed, Delfdars are the first 5th ed codex to re-introduce the "If you can't fit in it you can't take it" mentality to transports.

Fail!


Dark Eldar Rules Discussion @ 2010/10/17 08:57:02


Post by: asimo77


What do you mean by that? Do the models riding have to actually be standing inside it?


Dark Eldar Rules Discussion @ 2010/10/17 09:23:43


Post by: Gwar!


asimo77 wrote:What do you mean by that? Do the models riding have to actually be standing inside it?
No, sorry! xD

What I mean is if the unit number is more than the transport capacity, you can't take it.

So while a 10 man SM Squad can buy a Razorback, an 11-20 Delfdar Warrior Squad cannot buy a Raider.

For those looking, it's part of the Dedicated Transports rule, Page 91.


Dark Eldar Rules Discussion @ 2010/10/17 09:32:29


Post by: asimo77


Oh ok, I guess since the raider is the only transport I can think where you could place models on it, I thought it had some funky rules.


Dark Eldar Rules Discussion @ 2010/10/17 09:37:18


Post by: Lexx


Yeah its very interesting like that Gwar. No transport loans between units I guess now!


Dark Eldar Rules Discussion @ 2010/10/17 09:42:06


Post by: Gwar!


Lexx wrote:Yeah its very interesting like that Gwar. No transport loans between units I guess now!
Loans are just fine, nothing stops other units using them (ala Witch Hunters).

What you can't do is take 20 Warriors and have a Venom go off and transport something else, you have to take 6 Warriors. D:

Still, I can see Trueborn being used as Melta Vets really. 4 of them with Blasters, Haywires and a Venom with Nightshields is only 181 points.


Dark Eldar Rules Discussion @ 2010/10/17 09:46:58


Post by: Lexx


Gwar! wrote:
Lexx wrote:Yeah its very interesting like that Gwar. No transport loans between units I guess now!
Loans are just fine, nothing stops other units using them (ala Witch Hunters).

What you can't do is take 20 Warriors and have a Venom go off and transport something else, you have to take 6 Warriors. D:

Still, I can see Trueborn being used as Melta Vets really. 4 of them with Blasters, Haywires and a Venom with Nightshields is only 181 points.


Ah interesting. Yes I will be tempted to field the venom with blaster true-born myself.


Dark Eldar Rules Discussion @ 2010/10/17 19:24:53


Post by: Just Dave


I think it should not be under-estimated that Harlequins can(?) now embark upon a transport. Although not their own, this will significantly help them I expect...


Dark Eldar Rules Discussion @ 2010/10/17 20:36:38


Post by: Skarboy


Just Dave wrote:I think it should not be under-estimated that Harlequins can(?) now embark upon a transport. Although not their own, this will significantly help them I expect...


Harlequins could always use transports, they just can't buy their own dedicated transports (same as in Craftworld Eldar). This is why people complain, as there's really no reason they shouldn't have the option for a DT. I can see those folks who want to give them transports having their Trueborn or Kabalite Warrior squads that have Dark Lances give theirs up for the Harlies while they bunker up in cover. It's not that hard to achieve, just an annoying oversight/omittance.


Dark Eldar Rules Discussion @ 2010/10/17 21:46:16


Post by: whocares


Gwar! wrote:What you can't do is take 20 Warriors and have a Venom go off and transport something else, you have to take 6 Warriors. D:


Five. :(


Dark Eldar Rules Discussion @ 2010/10/17 22:29:02


Post by: Gwar!


whocares wrote:
Gwar! wrote:What you can't do is take 20 Warriors and have a Venom go off and transport something else, you have to take 6 Warriors. D:


Five. :(
Derp. Yes, Five. My bad. xD


Dark Eldar Rules Discussion @ 2010/10/17 23:13:12


Post by: Just Dave


Skarboy wrote:
Just Dave wrote:I think it should not be under-estimated that Harlequins can(?) now embark upon a transport. Although not their own, this will significantly help them I expect...


Harlequins could always use transports, they just can't buy their own dedicated transports (same as in Craftworld Eldar). This is why people complain, as there's really no reason they shouldn't have the option for a DT. I can see those folks who want to give them transports having their Trueborn or Kabalite Warrior squads that have Dark Lances give theirs up for the Harlies while they bunker up in cover. It's not that hard to achieve, just an annoying oversight/omittance.


True, but whilst vulnerable, Raiders/Venoms are open-topped, meaning that the Harlequins have greater chance of getting their all-important charge...
IMHO, they are included due to the fans desire for them to be. What is gained in preference is arguably lost in competitiveness.


Dark Eldar Rules Discussion @ 2010/10/18 01:07:42


Post by: Shep


Just played a very fun and very informative game against the new DE with my mech IG.

http://www.dakkadakka.com/dakkaforum/posts/list/0/323069.page#2033589

Might be useful to add to the discussion.


Dark Eldar Rules Discussion @ 2010/10/18 01:36:36


Post by: Lexx


Shep wrote:Just played a very fun and very informative game against the new DE with my mech IG.

http://www.dakkadakka.com/dakkaforum/posts/list/0/323069.page#2033589

Might be useful to add to the discussion.


That was fun to read. Venoms aplenty once anti-armour is sorted.. Check!


Dark Eldar Rules Discussion @ 2010/10/18 01:59:21


Post by: zeekill


Here is a quick question. If an Archon has a huskblade, does the retinue guy still give him Poison (2+)?


Dark Eldar Rules Discussion @ 2010/10/18 02:01:40


Post by: Gwar!


zeekill wrote:Here is a quick question. If an Archon has a huskblade, does the retinue guy still give him Poison (2+)?
No, because the Huskblade isn't a poison weapon and the Lhamaeans only improve Poisoned weapons.


Dark Eldar Rules Discussion @ 2010/10/18 02:03:16


Post by: zeekill


Gwar! wrote:
zeekill wrote:Here is a quick question. If an Archon has a huskblade, does the retinue guy still give him Poison (2+)?
No, because the Huskblade isn't a poison weapon and the Lhamaeans only improve Poisoned weapons.


Sadface


Dark Eldar Rules Discussion @ 2010/10/18 15:35:38


Post by: SaintHazard


My biggest problem with the new codex is that I can't justify taking Warriors. Someone convince me otherwise. I just don't see Warriors as anything more than a cheap scoring unit (maybe taking two units of five in Venoms for that purpose only), but it seems like everything they do, something else can do twice as well.

I see my Delfdar list looking something like, Lelith, three units of Wyches in Raiders, two units of Warriors in Venoms, two units of Incubi, two Ravagers with Dark Lances, one Voidraven, two units of five Reavers.

Upgraded appropriately.

I just can't justify a unit of Warriors that isn't run as cheaply as possible.

Anyone else feel that way? Or am I totally missing something awesome that Warriors can do?


Dark Eldar Rules Discussion @ 2010/10/18 15:38:13


Post by: Oshova


The thing I see Warriors doing is holding objective. Although Wracks might be tougher to kill in my view, they need to be getting into combat. Warriors will happily sit on an objective all day long shooting anything that comes within line of sight.

Oshova


Dark Eldar Rules Discussion @ 2010/10/18 15:40:44


Post by: SaintHazard


Oshova wrote:The thing I see Warriors doing is holding objective. Although Wracks might be tougher to kill in my view, they need to be getting into combat. Warriors will happily sit on an objective all day long shooting anything that comes within line of sight.

Oshova

Which is why I can't justify taking more than five in a Venom. Anything more than that and you're spending more points on them than you need to be, in my opinion.


Dark Eldar Rules Discussion @ 2010/10/18 15:44:59


Post by: Luthon1234


I don't see why everyone is going crazy of reavers, they don't look like they gained anything other than a yet to be played lance weapon. Now scourges look like their actually worth taking now.


Dark Eldar Rules Discussion @ 2010/10/18 15:47:48


Post by: Just Dave


Well, as a glass hammer, it is always good to have some units that don't rely on CC should you face opponents better at it than you (eg. Blood Angels), hence warriors can provide good support.
Also, they can provide valuable anti-infantry (unlike the constant Dark Lances), particularly when their Raider has the upgrade which benefits shooting from it.
However, I do also see 5 in a venom as the best choice. I think it would make a solid support unit alongside your tougher units...


Dark Eldar Rules Discussion @ 2010/10/18 15:56:10


Post by: Gwar!


Warriors have no use other than to put 5 in a Venom and pray to whatever Gribblies the DE pray to nowadays that they come in Turn 5.

Wracks are simply better, and Wyches are able to actually kill things. And since Hæmonculi are so dirt cheap, as well as being able to take multiples as well as being the only ones able to take the all important Crucible of Malediction, there is no reason to not take one.


Dark Eldar Rules Discussion @ 2010/10/18 15:56:34


Post by: SaintHazard


Just Dave wrote:Well, as a glass hammer, it is always good to have some units that don't rely on CC should you face opponents better at it than you (eg. Blood Angels), hence warriors can provide good support.
Also, they can provide valuable anti-infantry (unlike the constant Dark Lances), particularly when their Raider has the upgrade which benefits shooting from it.
However, I do also see 5 in a venom as the best choice. I think it would make a solid support unit alongside your tougher units...

All good points, but I see Scourges providing better anti-infantry firepower than Warriors in a Raider. However, I don't want to use Scourges until they have their own models, so I'll be waiting on those.


Dark Eldar Rules Discussion @ 2010/10/18 16:39:33


Post by: kanelom


I've followed this thread from its beginning, but i've seen nothing discussed about the new beastmasters, which personally I'm keen on from a fluffy/gribbly perspective.

Shock unit? Point sink?

Beast Masters
1-5 beastmasters per unit, ride skyboards, count as Beasts though
one beastmaster can take combat weapons like agonizers, no combat drugs
each beastmaster can only have ONE type of beast.
0-5 kymerae per beastmaster, 0-1 clawed fiend per beastmaster, 0-2 Vodwing Flock per beastmaster

Khymera - The old Warp Beast, 4/4/4/3/1/4/3/?/4++
Vodwing Flock - W5, A5, Rending
Clawed Fiend - 4 wounds and 4 attacks, the fiend also gains an attack for every wound it suffers

models wise would these do?

Chaos Spawn (Clawed Fiend) + Warriors of Chaos Warhounds (Khymera)??



Dark Eldar Rules Discussion @ 2010/10/18 16:58:23


Post by: Gwar!


All I have to say to that is:
5 Beastmasters,
10 Flockwings

60 Rending + 10 Normal Attacks.

Throw in 2 Haemonculi For Lulz and you have Furious Charge.

And then a WWP.

-Droooooool-


Dark Eldar Rules Discussion @ 2010/10/18 16:58:56


Post by: SaintHazard


Question is, how expensive is that unit?


Dark Eldar Rules Discussion @ 2010/10/18 17:01:37


Post by: Gwar!


SaintHazard wrote:Question is, how expensive is that unit?
210 for the Beastmasters and Razorwings, +100 for 2 naked Hæmonculi.


Dark Eldar Rules Discussion @ 2010/10/18 17:03:32


Post by: SaintHazard


Gwar! wrote:
SaintHazard wrote:Question is, how expensive is that unit?
210 for the Beastmasters and Razorwings, +100 for 2 naked Hæmonculi.

So, probably not worth it. A full fifth of a 1500 point army

Maybe without the Haemonculi.


Dark Eldar Rules Discussion @ 2010/10/18 18:06:08


Post by: Magnalon


So is Vect able to disembark from his Dais, and run around as a SC as normal?

If so, that makes the points cost not SO terrible.


Dark Eldar Rules Discussion @ 2010/10/18 18:13:17


Post by: Gwar!


Magnalon wrote:So is Vect able to disembark from his Dais, and run around as a SC as normal?

If so, that makes the points cost not SO terrible.
Yes. All the Dias happens to be is a special Raider. Him and his Homies can jump out just fine.


Dark Eldar Rules Discussion @ 2010/10/18 19:07:30


Post by: SaintHazard


I'm not sure that makes the points cost bearable. You pay for Vect and his Dais. Then you pay for his homies. That's a very expensive HQ unit. At least his Raider is beefier than average.


Dark Eldar Rules Discussion @ 2010/10/18 19:35:07


Post by: Luthon1234


I have a question for you guys, now I obviously don't have the codex ready but from what I understand vect's raider for all intent is a raider. Does this mean that it only has a BS of 4 and that it does NOT have the rules for a Ravager?


Dark Eldar Rules Discussion @ 2010/10/18 19:37:07


Post by: Rymafyr


My typically fielded HQ:

Archon w/ pistol, Shadowfield, Combat Drugs, Agoniser w/ a 9 Man Incubi retinue mounted on a raider is about 411 pts. What's the new Vect cost?


Dark Eldar Rules Discussion @ 2010/10/18 19:38:26


Post by: HERO


Rymafyr wrote:My typically fielded HQ:

Archon w/ pistol, Shadowfield, Combat Drugs, Agoniser w/ a 10 Man Incubi retinue mounted on a raider is about 411 pts. What's the new Vect cost?


Vect costs the same as Ragnar.

The Raider can only take 10 passengers.


Automatically Appended Next Post:
Luthon1234 wrote:I have a question for you guys, now I obviously don't have the codex ready but from what I understand vect's raider for all intent is a raider. Does this mean that it only has a BS of 4 and that it does NOT have the rules for a Ravager?


For all intensive purposes, it's a Raider.

So no, it cannot move 12" and shoot all 3 of its Dark Lances.


Dark Eldar Rules Discussion @ 2010/10/18 19:42:59


Post by: Gwar!


Luthon1234 wrote:I have a question for you guys, now I obviously don't have the codex ready but from what I understand vect's raider for all intent is a raider. Does this mean that it only has a BS of 4 and that it does NOT have the rules for a Ravager?
Oh gee, ONLY a BS of 4.

Yes, it is simply a AV13 Raider with 3 DL instead of 1, and you must have 9 doods in with Vect at the start.


Dark Eldar Rules Discussion @ 2010/10/18 19:46:55


Post by: Luthon1234


Gwar! wrote:
Luthon1234 wrote:I have a question for you guys, now I obviously don't have the codex ready but from what I understand vect's raider for all intent is a raider. Does this mean that it only has a BS of 4 and that it does NOT have the rules for a Ravager?
Oh gee, ONLY a BS of 4.

Yes, it is simply a AV13 Raider with 3 DL instead of 1, and you must have 9 doods in with Vect at the start.


Well it is a big difference when it used to be BS 7 AV 14 and less than half the cost it would be if you took it now. Another question, you must field it with 9 other models, can this be anything or do you have to use the Court? Regardless my pimp raider will be staying home, not that I won't bring vect but his raider ain't that great now.


Dark Eldar Rules Discussion @ 2010/10/18 20:07:38


Post by: Gwar!


Luthon1234 wrote:
Gwar! wrote:
Luthon1234 wrote:I have a question for you guys, now I obviously don't have the codex ready but from what I understand vect's raider for all intent is a raider. Does this mean that it only has a BS of 4 and that it does NOT have the rules for a Ravager?
Oh gee, ONLY a BS of 4.

Yes, it is simply a AV13 Raider with 3 DL instead of 1, and you must have 9 doods in with Vect at the start.


Well it is a big difference when it used to be BS 7 AV 14 and less than half the cost it would be if you took it now. Another question, you must field it with 9 other models, can this be anything or do you have to use the Court? Regardless my pimp raider will be staying home, not that I won't bring vect but his raider ain't that great now.
It can be anything.

Though considering you have to buy Vect (240) + Dais (200) + 9 other models (lots)... yeah, it's a fun unit, nothing more.


Dark Eldar Rules Discussion @ 2010/10/18 20:48:16


Post by: Rymafyr


Dunno what 'Ragnar'Costs, don't care for SM. But you are correct Raiders fit 10 men, I meant a 9 man Incubi Retinue. Given what Gwar has pointed out though, Vect is way pricier than necessary imo.


Dark Eldar Rules Discussion @ 2010/10/18 21:19:46


Post by: InventionThirteen


I will be running five man squads of trueborn warriors, I see no reason to take the troop version anymore, my regular opponent has a death guard army and those guys shred warriors like I burn toast.
Venoms look to be pretty tasty for moving them into position out of reserve.

Wyches are a good option for getting stuck in, and with the inclusion of an agoniser, should rip up. (I say should as I haven't played with the new rules yet so who actually knows.)


Dark Eldar Rules Discussion @ 2010/10/18 21:34:09


Post by: Skarboy


Gwar! wrote:All I have to say to that is:
5 Beastmasters,
10 Flockwings

60 Rending + 10 Normal Attacks.

Throw in 2 Haemonculi For Lulz and you have Furious Charge.

And then a WWP.

-Droooooool-


Each beastmaster can take an Agonizer as well if you really want to have fun...


Dark Eldar Rules Discussion @ 2010/10/18 21:47:05


Post by: Nulipuli2


You left out the Cronos Parasite Engine!!!



Automatically Appended Next Post:
Skarboy wrote:
Gwar! wrote:All I have to say to that is:
5 Beastmasters,
10 Flockwings

60 Rending + 10 Normal Attacks.

Throw in 2 Haemonculi For Lulz and you have Furious Charge.

And then a WWP.

-Droooooool-


Each beastmaster can take an Agonizer as well if you really want to have fun...

First off you can only get 2 Razorwing Flocks in the squad
Second Only 1 Beastmaster may change his weapon in the squad


Dark Eldar Rules Discussion @ 2010/10/18 21:57:38


Post by: airmang


It's 2 Razorwing Flocks per Beastmaster.


Dark Eldar Rules Discussion @ 2010/10/18 23:10:22


Post by: ThePhish


Nulipuli2 wrote:Only 1 Beastmaster may change his weapon in the squad

airmang wrote:It's 2 Razorwing Flocks per Beastmaster.


These are both accurate.


Dark Eldar Rules Discussion @ 2010/10/19 10:33:15


Post by: Lexx


I forgot to ask earlier. Are there any options for say.. Giving an Archon/Drachon or wych cult leader a reaver jetbike? This would be a great option to see.


Dark Eldar Rules Discussion @ 2010/10/19 10:59:28


Post by: Gwar!


Nope, neither the Archon or the Succubus can take jetbikes anymore.


Dark Eldar Rules Discussion @ 2010/10/19 12:04:19


Post by: SaintHazard


Gwar! wrote:Nope, neither the Archon nor the Succubus can take jetbikes anymore.



Dark Eldar Rules Discussion @ 2010/10/19 12:37:02


Post by: kanelom


ok so this is a bit remote to rules discussion, but...

For models that would settle as warp beasts, something like the Warriors of chaos hounds could be used right without any conversion? As there is no overlapping from the fantasy - 40k range? But what about using Chaos Spawn as the Clawed Fiend? Is it allowed to just use a model from another team to represent it like that?

WYSIWYG?


Automatically Appended Next Post:
*also, on the side, howd this go for a haemy conversion? What you think?

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440102a&prodId=prod1050096


Dark Eldar Rules Discussion @ 2010/10/19 14:33:43


Post by: Lexx


kanelom wrote:ok so this is a bit remote to rules discussion, but...

For models that would settle as warp beasts, something like the Warriors of chaos hounds could be used right without any conversion? As there is no overlapping from the fantasy - 40k range? But what about using Chaos Spawn as the Clawed Fiend? Is it allowed to just use a model from another team to represent it like that?

WYSIWYG?


Automatically Appended Next Post:
*also, on the side, howd this go for a haemy conversion? What you think?

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440102a&prodId=prod1050096


I think fleshounds from the daemons army would fit warp beasts well. I like the idea of chaos spawn model being used for the clawed fiend.

And thanks Gwar. Disappointing to hear but not a deal breaker at least.


Dark Eldar Rules Discussion @ 2010/10/19 19:16:02


Post by: Skarboy


If you go all Razorwing, you don't even need any Agoniser for the unit anyway. Cheap ass unit for what it's capable of as well, can get gross with Pain Tokens in the mix.


Dark Eldar Rules Discussion @ 2010/10/19 19:39:28


Post by: Oshova


I'm very dissapointed that Haemies can no longer take Reavers. I love my Haemy on Reaver conversion. The rules may have sucked, but him and 10 Reavers sure was fun to see soaring across the board.

Also, I'm liking the look of 3 Haemies each with a squad of 5 Grotesques coming through a WWP. Then have 3 more Haemis sitting at the back with Hex Rifles Hide them in Warrior Squads, and have Wyches in Raiders to go get stuck in. Put in some Heavy Support, and whatever else you can squezze in, and you have a pretty fun list.

Plus the bonus is, all I need to do is convert up 15 Grotesques, and 3 Haemies with Hex Rifles

Oshova


Dark Eldar Rules Discussion @ 2010/10/20 01:20:04


Post by: HERO


Anyone with the book know if it's free to replace the Splinter Rifles with Splinter Carbines on the Trueborn or do I have to pay? And can Trueborn take 2x Splinter Cannons even if I don't have a full squad of 10? It would be interesting to see a squad of Trueborn with Splinter Carbines and Cannons with the Duke.


Dark Eldar Rules Discussion @ 2010/10/20 01:32:33


Post by: zeekill


HERO wrote:Anyone with the book know if it's free to replace the Splinter Rifles with Splinter Carbines on the Trueborn or do I have to pay? And can Trueborn take 2x Splinter Cannons even if I don't have a full squad of 10? It would be interesting to see a squad of Trueborn with Splinter Carbines and Cannons with the Duke.


Yes you can take 2 splinter cannons on a squad of 3
No, the carbines are not free, they are somewhat cheap though, half the cost of a wrack, or the same cost as the ramming upgrade on the raider.


Dark Eldar Rules Discussion @ 2010/10/20 01:41:09


Post by: Rymafyr


Ya know, I never thought of using 6 haemonoculi. I did take 3 and put 1 each in a raider squad w/ destructors. It always helped give the warriors the extra punch they needed.


Dark Eldar Rules Discussion @ 2010/10/20 01:47:30


Post by: zeekill


Gwar! wrote:
SaintHazard wrote:Question is, how expensive is that unit?
210 for the Beastmasters and Razorwings, +100 for 2 naked Hæmonculi.


Or 210 and then get the 2 tokens from nearby Chronos(es?).

BTW are the Razorflocks really WS5 because I think I remember them being WS4, maybe I'm wrong

And one last question. If a IC (in a squad) with a Portal wants to drop it, does it keep the entire unit from being able to shoot or just him? Seems self explanatory but you never know with some of the wacky GW wording these days...


Dark Eldar Rules Discussion @ 2010/10/21 00:55:47


Post by: Farmer


Anyone know what stats/rules Drazhar has?.


Dark Eldar Rules Discussion @ 2010/10/21 04:40:19


Post by: DarknessEternal


He's got Phoenix Lord rules and Incubi rules.


Dark Eldar Rules Discussion @ 2010/10/21 09:26:59


Post by: HERO


Can Hellions take any form of heavy weapons?

What did you guys have in mind for Scourge conversions?


Dark Eldar Rules Discussion @ 2010/10/21 09:32:20


Post by: Crevab


Hmm, don't know if it's been noted in the past 39 pages, but I noticed an error in the court of the Archon. The Lhamean doesn't grant the retinue 2+ poison.

She has her own poisoned weapons, and she upgrades the Archons's Poisoned weapons to 2+. So she does do wonders... for his Splinter Pistol.


Dark Eldar Rules Discussion @ 2010/10/21 10:32:05


Post by: Lexx


Crevab wrote:Hmm, don't know if it's been noted in the past 39 pages, but I noticed an error in the court of the Archon. The Lhamean doesn't grant the retinue 2+ poison.

She has her own poisoned weapons, and she upgrades the Archons's Poisoned weapons to 2+. So she does do wonders... for his Splinter Pistol.


Pretty much. But can the Archon take poisoned combat weapons also?


Dark Eldar Rules Discussion @ 2010/10/21 11:25:03


Post by: Warboss Gutrip


So after flicking through the codex, I had a thought for a new build of army, which I think I will call a 'sinkhole' (its soooo the next leafblower, and will dominate the META). It is basically an archon with a WWP, who joins a squad of harlies with a shadowseer. The idea is, the rest of the list is built to kill stuff, and 2d6x2" makes the harlies un-alpha-strike-able. The harlies and archon walk to the middle of the board, and unleash hell on turn 3/4, when the whole army comes out of the portal.

Anyone got any ideas on other units to use? It's similar to ninja tau, but better, and would be funny in casual games. Also good for avoiding alpha strikes. I am looking at units that will come from the portal, wondering if anyone has any ideas.


Dark Eldar Rules Discussion @ 2010/10/21 11:53:03


Post by: Lexx


Warboss Gutrip wrote:So after flicking through the codex, I had a thought for a new build of army, which I think I will call a 'sinkhole' (its soooo the next leafblower, and will dominate the META). It is basically an archon with a WWP, who joins a squad of harlies with a shadowseer. The idea is, the rest of the list is built to kill stuff, and 2d6x2" makes the harlies un-alpha-strike-able. The harlies and archon walk to the middle of the board, and unleash hell on turn 3/4, when the whole army comes out of the portal.

Anyone got any ideas on other units to use? It's similar to ninja tau, but better, and would be funny in casual games. Also good for avoiding alpha strikes. I am looking at units that will come from the portal, wondering if anyone has any ideas.


Can anything use the portal still? I thought vehicles cant use it now.


Dark Eldar Rules Discussion @ 2010/10/21 15:49:14


Post by: DarknessEternal


Lexx wrote:
Pretty much. But can the Archon take poisoned combat weapons also?

They have some poisoned options. Do you really want Witchblades instead of power weapons though?


Dark Eldar Rules Discussion @ 2010/10/21 16:49:16


Post by: airmang


Warboss Gutrip wrote:So after flicking through the codex, I had a thought for a new build of army, which I think I will call a 'sinkhole' (its soooo the next leafblower, and will dominate the META). It is basically an archon with a WWP, who joins a squad of harlies with a shadowseer. The idea is, the rest of the list is built to kill stuff, and 2d6x2" makes the harlies un-alpha-strike-able. The harlies and archon walk to the middle of the board, and unleash hell on turn 3/4, when the whole army comes out of the portal.

Anyone got any ideas on other units to use? It's similar to ninja tau, but better, and would be funny in casual games. Also good for avoiding alpha strikes. I am looking at units that will come from the portal, wondering if anyone has any ideas.


Unfortunately this isn't possible. You can't force things to only come out of the WWP. If they come in from reserve, and the WWP isn't down, they just come on from their table edge (or Deep Strike/Outflank if they were placed into those special reserve methods). And vehicles can't use it either.


Dark Eldar Rules Discussion @ 2010/10/21 17:45:16


Post by: HERO


Warboss Gutrip wrote:So after flicking through the codex, I had a thought for a new build of army, which I think I will call a 'sinkhole' (its soooo the next leafblower, and will dominate the META). It is basically an archon with a WWP, who joins a squad of harlies with a shadowseer. The idea is, the rest of the list is built to kill stuff, and 2d6x2" makes the harlies un-alpha-strike-able. The harlies and archon walk to the middle of the board, and unleash hell on turn 3/4, when the whole army comes out of the portal.

Anyone got any ideas on other units to use? It's similar to ninja tau, but better, and would be funny in casual games. Also good for avoiding alpha strikes. I am looking at units that will come from the portal, wondering if anyone has any ideas.


lol, how do you even read your books?

I can't understand how people can twist RAW around this much.


Dark Eldar Rules Discussion @ 2010/10/21 19:54:37


Post by: ThePhish


HERO wrote:What did you guys have in mind for Scourge conversions?


The cheapest, easiest way I've come up with is a box of warriors and 2 boxes of harpy wings from fantasy. I've seen people talking about using nids gargoyles wings. Probably About the same price.


Dark Eldar Rules Discussion @ 2010/10/22 00:19:24


Post by: Emmel Eitch


padixon wrote:I'm a LONG time DE player, and I will throw my hat into the ring on the debate on better units:

1. Ravager vs. Voidraven

Ravager hands down. Thats not to say I won't ever play the voidraven (especially in higher point games), but of all the years I've been playing the DE, the Ravager has never let me down. It consistently pops vehicles from the lowly Rhino to the Land Raider with nearly equal ease. I usually ran 2 with all diszes, and 1 all DLs. I LOVE my Ravagers because they were RELIABLE and CHEAP. The Voidraven does look nice though and comes with the nicer Str 9 guns just incase you face Necrons. Plus its missiles make the vehicle both anti-vehicle and anti-troop. But at its expense (with missiles) screams shoot me turn 1 and then we lose out on 200 points instead of a 145 pt FULLY UPGRADED reliable Ravager (which is just about the same cost as a naked Voidraven). Plus I tend to always miss one shot, so I would rather take 2 Str 8 lance shots over 1 Str 9 lance shot anyday.


personally I'd go with Razorwing over either. I has 2 darklances, 4 missiles S6 large blast (included in base cost) and a splinter rifle that can be upgraded to a cannon. Sure you're giving up armor, but at the ranges you're firing away at (36-48), anything that can hit you wasn't gonna care that you had armor 11 instead of 10.



Dark Eldar Rules Discussion @ 2010/10/22 04:13:17


Post by: kanelom


Emmel Eitch wrote:
padixon wrote: Sure you're giving up armor, but at the ranges you're firing away at (36-48), anything that can hit you wasn't gonna care that you had armor 11 instead of 10.



true true


Dark Eldar Rules Discussion @ 2010/10/22 09:00:39


Post by: Warboss Gutrip


@Hero - I had a flick through the book. I didn't twist raw or anything, I scanned through the book looking for units I want to use. Sorry if you think I'm stupid for not reading the specifics, but I had limited time to read so I just picked up units that look fun. Even if my current ideas don't work, if anyone has ideas on how to make this work, I would love to hear it.

And fwiw, I am a player who plays strictly by the rules. I was just speculating, no need to be mean.


Dark Eldar Rules Discussion @ 2010/10/22 11:48:26


Post by: Nulipuli2


Voidraven >>>> Raveger

Voidraven is not open-topped has way more options and i would take 1 mine and 2 str 9 lances any day over a open-topped ravager.


Dark Eldar Rules Discussion @ 2010/10/22 14:28:28


Post by: ThePhish


Nulipuli2 wrote:Voidraven >>>> Raveger

Voidraven is not open-topped has way more options and i would take 1 mine and 2 str 9 lances any day over a open-topped ravager.


The open top is a good argument against the ravager. However, I'll still be taking the ravagers. They work fine in the old dex for what they're used for and they're cheap. No blast dissy's anymore, but what they have is still effective.


Dark Eldar Rules Discussion @ 2010/10/22 19:18:16


Post by: Magnalon


I just bought three Ravagers in anticipation of my new DE army, so I'll be using at least 1 or 2 for a bit

I like the idea of Ravagers. They're simple. Move 12" - shoot everything - with very simple options of anti-tank or anti-troop.


Dark Eldar Rules Discussion @ 2010/10/22 20:39:57


Post by: Emmel Eitch


Magnalon wrote:I like the idea of Ravagers. They're simple. Move 12" - shoot everything - with very simple options of anti-tank or anti-troop.

The Razorwing and voidraven can also shoot everything after a 12" move.
In the Razorzing's case, I'm not sure if you'd want to fire all 4 missiles, 2 darklances, and the splinter rifle/cannon all at the same time, but you could if you wanted too....


Dark Eldar Rules Discussion @ 2010/10/22 21:47:02


Post by: Magnalon


Well, I guess I meant that it still has the ability to fire everything, and they're all the same type of weapon (ie all lances) - it makes targetting simple, and they serve their purpose for a specified list.


Dark Eldar Rules Discussion @ 2010/10/22 23:13:55


Post by: Emmel Eitch


Magnalon wrote:Well, I guess I meant that it still has the ability to fire everything, and they're all the same type of weapon (ie all lances) - it makes targetting simple, and they serve their purpose for a specified list.

And that makes sense when you consider it can only shoot at one thing per turn.
The converse for me is that having the ability to affect two kinds of targets, vehicles and infantry, from the same model seems worth the small point difference between the two. And if you were going to buy the deep strike option on the Ravager, the point difference shrinks as the raven has that built in for free.

Everyone's mileage will vary, but for me personally you'll have a hard time talking me out of having large blast weapons.


Dark Eldar Rules Discussion @ 2010/10/25 02:28:28


Post by: Defiler


Emmel Eitch wrote:
Magnalon wrote:Well, I guess I meant that it still has the ability to fire everything, and they're all the same type of weapon (ie all lances) - it makes targetting simple, and they serve their purpose for a specified list.

And that makes sense when you consider it can only shoot at one thing per turn.
The converse for me is that having the ability to affect two kinds of targets, vehicles and infantry, from the same model seems worth the small point difference between the two. And if you were going to buy the deep strike option on the Ravager, the point difference shrinks as the raven has that built in for free.

Everyone's mileage will vary, but for me personally you'll have a hard time talking me out of having large blast weapons.


I think this whole recent discussion reveals just how well written the new book is, the fact you even have a non consensus on which is the stronger unit...

I can see the uses of all the heavy choices :

Ravager is old reliable
*comes with more battlefield interacting upgrade possibilities
*Is super efficient points wise
*Good *enough* firepower

However, I don't believe it's a clear winner.

The Razorwing Jet-fighter is seems like it's better suited by ripping it's Lances off, and swapping in Disintegrators, upgrading the splinter rifle to a cannon and keeping the missiles standard. I think the potential for infantry havoc outweighs it's 35/65 stock load out of sorta anti-tank, mostly anti infantry. Using Disintegrators also means that once your heavy targets are destroyed, you aren't sitting on two ineffectual anti tank weapons.

While the Jet-fighter is tempting, I think the Void Raven is the best choice for a few reasons. The difference from armor 10 to 11 is more dramatic than is being given credit.

I know everyone can math-hammer these days, but a handy table for reference, assuming no flicker field or cover save and using the common long range anti-tank weapons. (Lascannon, Missile Launcher, Auto Cannon)

Penetrating Hits
Jet-Fighter
Strength 9 versus armor 10 - 84%
Strength 8 versus armor 10 - 68%
Strength 7 versus armor 10 - 52%

Void Raven
Strength 9 versus armor 11 - 68%
Strength 8 versus armor 11 - 52%
Strength 7 versus armor 11 - 36%

Glancing Hits
Jet-Fighter
Strength 9 versus armor 10 - Auto
Strength 8 versus armor 10 - 84%
Strength 7 versus armor 10 - 68%

Void Raven
Strength 9 versus armor 11 - 84%
Strength 8 versus armor 11 - 68%
Strength 7 versus armor 11 - 52%

I would say that the armor difference meaning a Lascannon isn't an auto result is a big enough factor, never-mind the fact that the only long range weapons you see in high quantity (Missiles/Auto Cannons) are not automatic death sentences on the Void Raven.

The 36 inch move is also a pretty steep advantage in certain missions, last minute contests. Free deep strike as pointed out above,

Personally, between my other slots I will have troops covered so I would prefer my anti tank to be effective. I've used dark lances for years, and while efficient choices way back when, I think the advantages of the Strength 9 lance outweigh having another lance and opening your top up. I don't believe Ravagers are worth the points as either a triple Lance platform or Disintegrator platform unless used naked, or taking advantage of their other upgrades to the point where you bring them up to cost of the fliers.

I think the Jet-Fighter and Raven do anti-tank/anti infantry better, unless in small points games.


Dark Eldar Rules Discussion @ 2010/10/25 22:32:39


Post by: Emmel Eitch


Defiler wrote:The Razorwing Jet-fighter is seems like it's better suited by ripping it's Lances off, and swapping in Disintegrators, upgrading the splinter rifle to a cannon and keeping the missiles standard. I think the potential for infantry havoc outweighs it's 35/65 stock load out of sorta anti-tank, mostly anti infantry. Using Disintegrators also means that once your heavy targets are destroyed, you aren't sitting on two ineffectual anti tank weapons.


Not sure the Razorwing or the Void Raven have options for swapping out DLs for Dissies like the ravager and raider do. God help your opponent if they do though. 6 poison shots and 6 Ap2 shots combines with 4 stock large blast missiles would mean the death of any infantry you could name. Even with out that option, you're only down 4 AP2 shots, and they go up from str 5 to str 8.


Dark Eldar Rules Discussion @ 2010/10/26 01:05:23


Post by: Defiler


Emmel Eitch wrote:
Defiler wrote:The Razorwing Jet-fighter is seems like it's better suited by ripping it's Lances off, and swapping in Disintegrators, upgrading the splinter rifle to a cannon and keeping the missiles standard. I think the potential for infantry havoc outweighs it's 35/65 stock load out of sorta anti-tank, mostly anti infantry. Using Disintegrators also means that once your heavy targets are destroyed, you aren't sitting on two ineffectual anti tank weapons.


Not sure the Razorwing or the Void Raven have options for swapping out DLs for Dissies like the ravager and raider do. God help your opponent if they do though. 6 poison shots and 6 Ap2 shots combines with 4 stock large blast missiles would mean the death of any infantry you could name. Even with out that option, you're only down 4 AP2 shots, and they go up from str 5 to str 8.


The Razorwing can take Dissies instead of it's two dark lances for free, bringing it's potential to 2 Disintegrators, 1 Splinter Cannon for 10 points, and 4 Monoscythe Missiles.

The Void Raven can take up to four missiles, but at that point you're looking at around 200 points with a nightshield and flicker field. I think you only buy it for the reliability of the two strength 9 Void Lances.
The void mine is a random bonus


Dark Eldar Rules Discussion @ 2010/10/26 05:26:08


Post by: InventionThirteen


Anyone know what ghostplate armour does?


Dark Eldar Rules Discussion @ 2010/10/26 05:32:58


Post by: whocares


InventionThirteen wrote:Anyone know what ghostplate armour does?


4+ armor, 6+ invo


Dark Eldar Rules Discussion @ 2010/10/26 19:26:24


Post by: Budzerker


So we can't start threads concerning DE tactics yet so:

http://www.dakkadakka.com/dakkaforum/posts/list/324561.page

How can DE stand a chance?


Dark Eldar Rules Discussion @ 2010/10/26 19:48:46


Post by: Skarboy


Defiler wrote:The Razorwing can take Dissies instead of it's two dark lances for free, bringing it's potential to 2 Disintegrators, 1 Splinter Cannon for 10 points, and 4 Monoscythe Missiles.


Yep, this is true, and a great use of the Razorwing. THAT is some solid anti-personnel firepower.

6 dissie shots
6 splinter cannon shots
4 missiles

Should be able to deal some significant damage on an infantry unit or two. 175 pts with both fields.


Dark Eldar Rules Discussion @ 2010/10/26 20:35:01


Post by: Shep


Budzerker wrote:So we can't start threads concerning DE tactics yet so:

http://www.dakkadakka.com/dakkaforum/posts/list/324561.page

How can DE stand a chance?


http://www.dakkadakka.com/dakkaforum/posts/list/323069.page

Check out this batrep Bud.

Here are some things that are new to DE in this book that do well against IG.

Trueborn. Most of what is new about trueborn is that the blaster is now 18" range. The warriors lost one blaster, but this elite unit doubled the amount of blasters that can be taken. Moving a raider or venom 12" disembarking 2.9" from the prow, and then shooting your front loaded 18" blaster shots is a strong new strategy. That all totals up to just under 33" threat range, which is good enough to start them off-table in any game where you lost the roll to go first.

Reavers. 36" turbo boost and a new gun. Thats really all there is to talk about here. There is a picture in that batrep showing the initial position of a reaver unit coming from reserve from a long table edge. When an enemy army deploys flat and wide against you, turbo boosting to one flank can curtail enemy shooting substantially. Short range special weapons get outranged, sponson weapons and infantry weapons get their LOS blocked by friendly units, and the 3+ cover save does the rest.

Flickerfields. Ravagers moving 12", shooting all three dark lances, and getting a 5++ are all improvements over the last version. And those improvements came with zero increase in cost (well yu have to pay a reasonable amount of points for the flickerfield) So the ravagers can move 12" onto the table, and shoot out to 36", now covering the entire span of the table unlike before, making them better from reserve. With the faster speed and the long range, they are able to arrive in an unpredictable location, and use their weapons to shake, stun or kill only the things that have the range or speed to react to their arrival.

Wracks. This one is the biggest one, and easily hard to notice right away. The biggest gripe from active dark eldar players wasn't raider survivability or firepower. It was their inability to hold an objective. In that batrep I laid out a heavy flamer template on top of 4 wracks as a chimera tank shocked to contest an objective. This was my go-to dark eldar beating move before, both wyches and warriors melted very quickly to a souffle. That one heavy flamer merely killed a single wrack and then was quickly dispatched by a nearby ravager.

Haemonculi deserve a mention too. A DIRT cheap HQ option with a flamer that has a 50/50 shot of ignoring both cover and armor on space marines, and gives at least FNP to whichever unit he joins is stellar.

All of these things add up to close the gap significantly in this previously dismal matchup.

Hope that helped


Dark Eldar Rules Discussion @ 2010/10/28 05:22:24


Post by: Hurrdurr2000


Just wanting some tips on my new DE list. Started playing DE in 2001 at 15, played for about 2 years then stopped. Hearing they've re-emerged 7 years later I'm learning the game all over again, so please, be gentle.
EDIT: I probably should mention, the purpose of this list is just something for general play, not specific opponents. I want a well structured base to get me back into the game and start winning some matches.

Can't wait to get these models on the field.
HQ
3x Haemonc's
Elites
Squad 1
9 x Incubi
- Klavex with Onslaught
- Raider w. Flickerfield
Fast
Squad 1
9 x Reavers
- 3 Heat Lance
- 3 Grav Talons
Troops
Squad 1
10 x Warriors
- 1 Splinter Cannon
- Raider w. Flicker Field and Splinter Racks
Squad 2
10 x Warriors
- 1 Splinter Cannon
- Raider w. Flicker Field and Splinter Racks
Squad 3
10 x Warriors
- 1 Splinter Cannon
- Raider w. Flicker Field and Splinter Racks
Squad 4
10 x Wracks
Squad 5
10 x Wracks
Heavy
1 x Talos
- T/L Liquifier

Comes in at roughly 1500 (not sure on T/L Liquifier pts cost...)
Plan is to throw 2 Haemonculous in with a squad of wracks each and them and the Talos make their way across the field carefully, giving the enemy something to worry about while the raiders and bikes bite them in the flank. I'd throw a Haemonculous on the Incubi Raider for a free pain token when they disembark and split so the Inc's can do their run move and then hopefully assault.

Anyway, that's the plan. Smoke that in your pipe and stick it.
Feedback appreciated.
Hurrdurr.


Dark Eldar Rules Discussion @ 2010/10/28 08:25:24


Post by: whocares


There's no real reason to have the talos and wracks walking.

Both units are only really good in hand to hand, so I would suggest getting there quicker. Although it would be nice if most opponents focus fire on them instead of the raiders, I don't see many people making that mistake. I'd shoot the target skimming 12" at me with a dark lance and incubi over the targets trudging across the board every time.

Also, I would take the chain flail (I think that's what it was called) on the Talos instead of the liquifier guns. Picking the highest of 2d6 as opposed to a straight 1d6 adds a world of consistency. I know liquifier guns are awesome, but so is combat resolution.

Find the points to give the wracks raiders so they can make assault, and give them liquifier guns. Stick a webway portal on a spare haemonculus (maybe the one with the incubi who was leaving anyway?) and pop it first turn after he flies across the board in a raider. Have the talos come in through that. (would be even better if you could swing a second talos to make the webway portal a bit more justified, but it's the best way to that model across the board) If you don't like the webway, I might suggest dropping the talos. Not great trudging across the board, lagging behind such a mobile army.

Also, for the splinter rack spam, trueborn are just better. You get more shots out of them. I know they're not scoring, but you have a lot of scoring units in that list, and warriors don't pull their weight as much as they used to. (I'm very sorry to say, I might add) So dropping a warrior squad or two might not be terrible.


Dark Eldar Rules Discussion @ 2010/10/28 10:55:43


Post by: Hurrdurr2000


Ok, took your advice under consideration. In terms of wiggle room for points and doing what I want this army to do, I scrapped the Talos. I Like how WWP work, but I figure Trueborn with a hail of splinter is better points for speed and power.
I didn't give the Trueborn Racks as they have enough shots anyway.
Let me Know what you think.

HQ
3x Haemonc's

Elites
Squad 1
9 x Incubi
- Klavex with Onslaught
- Raider w. Flickerfield
Elite 2
6 x Trueborn
- 4 x Splinter Cannon
- Raider w. Flicker Field
Elite 3
6 x Trueborn
- 4 x Splinter Cannon
- Raider w. Flicker Field

Fast
Squad 1
9 x Reavers
- 3 Heat Lance
- 3 Grav Talons

Troops
Squad 1
10 x Warriors
- Raider w. Flicker Field
Squad 3
9 x Wracks
- 1x Liquifier
- Raider w. Flickerfield
Squad 4
9 x Wracks
- 1x Liquifier
- Raider w. Flickerfield


1501 Pts if my assumption for Haemonc's cost is correct.


Dark Eldar Rules Discussion @ 2010/10/28 14:56:04


Post by: Rymafyr


I would save some points on your Incubi. Maybe go with 5 led by a klavex. Incubi are excellent for their role and will chew up troops of all kinds.


Dark Eldar Rules Discussion @ 2010/10/28 19:44:30


Post by: smithmyster666


what is it that splinter racks do? i saw them and thought wtf?
and does anybody agree that running an Archon with Soul trap, Husk blade, djin blade, combat drugs and a shadow field is going to be the nastiest combo ever
7 attacks on the charge that are power weapon hits with ID cant wait till january when i can afford an army


Dark Eldar Rules Discussion @ 2010/10/28 20:08:36


Post by: aka_mythos


I believe they allow splinter weapons being fired by the embarked unit to be re-rolled.


Dark Eldar Rules Discussion @ 2010/10/28 20:12:55


Post by: Lexx


aka_mythos wrote:I believe they allow splinter weapons being fired by the embarked unit to be re-rolled.


This sounds very nice. As i plan to be using a fair few kabalite warrior raider squads myself. Once I have my new Archon fielded I'm thinking of keeping a kill tally on him .


Dark Eldar Rules Discussion @ 2010/10/28 20:52:59


Post by: Vrakk


aka_mythos wrote:I believe they allow splinter weapons being fired by the embarked unit to be re-rolled.


It allows splinter pistols and splinter rifles to get re-rolls. It would be awesome, nasty, cool, and just wrong if all splinter wepons re-rolled - imagine a sguad of Trueborn with 2 Splinter Cannons and the rest with (i forgot the name but the Assault 3 gun that all Trueborn can upgrade to)


Dark Eldar Rules Discussion @ 2010/10/28 23:16:06


Post by: whocares


Rymafyr wrote:I would save some points on your Incubi. Maybe go with 5 led by a klavex. Incubi are excellent for their role and will chew up troops of all kinds.


I agree with this.

7 incubi are going to annihilate whatever you put them into. (with a very few exceptions, in which case 10 probably wouldn't have helped you) And, more often than not, you don't want to wipe the squad you charge on your turn anyway. You want to do it on their turn.

I'd use the extra points to give the trueborn splinter racks. The fact that they have more shots makes the racks even more efficient. They're the same amount of points, and they potentially allow more rerolls.


Dark Eldar Rules Discussion @ 2010/10/29 01:40:42


Post by: Mekboy


smithmyster666 wrote:and does anybody agree that running an Archon with Soul trap, Husk blade, djin blade, combat drugs and a shadow field is going to be the nastiest combo ever
7 attacks on the charge that are power weapon hits with ID cant wait till january when i can afford an army


That would probably be pretty nasty if not for 4 things.

1. Expensive. Sure, you do loads of damage, but you pay for it.
2. You've got a chance of killing yourself. Doubles with those extra attacks means a chance to insta-death yourself.
3. Low strength. You're only strength 3.
4. Most importantly, multiple special weapons don't work like that. You get to choose whether you're fighting with either the djin blade for the +2 attacks or the huskblade for the instant death, at the start of each round of combat (or start of the entire combat and stick with them or something like that), but you don't get both effects.


Dark Eldar Rules Discussion @ 2010/10/29 03:05:12


Post by: whocares


Mekboy wrote:4. Most importantly, multiple special weapons don't work like that. You get to choose whether you're fighting with either the djin blade for the +2 attacks or the huskblade for the instant death, at the start of each round of combat (or start of the entire combat and stick with them or something like that), but you don't get both effects.


I agree it's too expensive, and you're strength 3.

And I'm familiar with the main rulebook rule about having to choose a special close combat weapon.

But I remember the djinn blade having some wording like, "So long as you are equipped with the djinn blade..." in reference to the two additional attacks. So, I think there is a RAW argument for getting the attacks without actually using the blade. But I am working off memory here so I could be totally off.