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Well, a footslogging Eldar army is an option, but keep in mind that there are 2 (from 3) deployments that will allow the enemy to deploy more than 30 or 40 inches away from you.

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Falconlance wrote:Judging by your correction of whembly a couple posts up, you appear to have knowledge of the new rules. I suspect you already know the answer to that question.


I do, but it makes me sad, i was hoping there is something i was missing. I plan on getting my first real 6th edition game this weekend(played some small practice skirmishes) and was hoping that wasnt the case. As i want to field two units of harlys but i only have one shadowseer, though i guess i could proxy one(assuming my oppo lets me).
   
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There may be one solution... the 6th rules say that charges are resolved one at a time, rather than simoultaneously. If you initiate the charge with the unit of harlequins that has grenades first, and once that charge is resolved, initiate the charge with the next unit, the victims will already be engaged in combat.

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Not sure if this has already been mentioned, but a jetseer council that gets "invisability" from another farseer would have a rerollable (with fortune) 2+ cover save^^ Imo that seems absurdly strong

I know the powers are random at all, but I think "invisability" will turn into one of the favored BRB power of us Eldar players...

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I still think the most useful is Misfortune.

Rerolling all enemy saves is just so good for Eldar. It helps vs Termies and Marines so much. It basically turns Terminator Armor into Power Armor and Power Armor into Flak Armor.



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Khe-Loc wrote:Not sure if this has already been mentioned, but a jetseer council that gets "invisability" from another farseer would have a rerollable (with fortune) 2+ cover save^^ Imo that seems absurdly strong

I know the powers are random at all, but I think "invisability" will turn into one of the favored BRB power of us Eldar players...


They are random, however farseers are allowed to buy up to 4 powers, and trade them all in for 4 rolls on the table, re-rolling doubles. You have a pretty good chance of getting any one particular spell; as good as Eldrad's chance anyway.

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Yea, it all matters on how much points you want to spend to try and get the powers you want. The cheapest and most effective way to do that would be to buy doom guide mind war and eldritch storm. Thats a 140 pt farseer without even adding stones, warding or witnessing.

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Razgriz22 wrote:Yea, it all matters on how much points you want to spend to try and get the powers you want. The cheapest and most effective way to do that would be to buy doom guide mind war and eldritch storm. Thats a 140 pt farseer without even adding stones, warding or witnessing.

Yup, thats not that bad, and I think that the new psychic powers will benefit Eldar greatly (at least some)

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Maybe I am old fashioned but I just cant give up my good old fortune doom and guide :-P. But I do like some of te new ones. Maybe I'll just try them out in a few games. I like having Eldrad have the old powers for a double fortune per turn. It's just moooore decision to make on what to do with our seers!

6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
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It's going to be a fine line between getting the powers you want and not overspending on powers. Eldrad plus a 140 point farseer is a large investment of points for powers.
   
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Presto wrote:
Falconlance wrote:Judging by your correction of whembly a couple posts up, you appear to have knowledge of the new rules. I suspect you already know the answer to that question.


I do, but it makes me sad, i was hoping there is something i was missing. I plan on getting my first real 6th edition game this weekend(played some small practice skirmishes) and was hoping that wasnt the case. As i want to field two units of harlys but i only have one shadowseer, though i guess i could proxy one(assuming my oppo lets me).


Flip Belts specifically say "ignore difficult terrain." Isn't this saying that, for harlequins, it's like the difficult terrain is not even there?

 
   
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racta wrote:It's going to be a fine line between getting the powers you want and not overspending on powers. Eldrad plus a 140 point farseer is a large investment of points for powers.


True... I think that some of the new powers are graet, but you can never be 100% sure to get that one you need... So it´s not only a high investment, it´s a risky high investment o.O

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Quark wrote:
Presto wrote:
Falconlance wrote:Judging by your correction of whembly a couple posts up, you appear to have knowledge of the new rules. I suspect you already know the answer to that question.


I do, but it makes me sad, i was hoping there is something i was missing. I plan on getting my first real 6th edition game this weekend(played some small practice skirmishes) and was hoping that wasnt the case. As i want to field two units of harlys but i only have one shadowseer, though i guess i could proxy one(assuming my oppo lets me).


Flip Belts specifically say "ignore difficult terrain." Isn't this saying that, for harlequins, it's like the difficult terrain is not even there?


Hasn't this been FAQ'ed? I certainly hope harlies get to ignore dangerous terrain. Realistically, whether they've have flip belts or not won't stop them from hitting their heads on a piece of scenery when charging through it.

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Quark wrote:
Presto wrote:
Falconlance wrote:Judging by your correction of whembly a couple posts up, you appear to have knowledge of the new rules. I suspect you already know the answer to that question.


I do, but it makes me sad, i was hoping there is something i was missing. I plan on getting my first real 6th edition game this weekend(played some small practice skirmishes) and was hoping that wasnt the case. As i want to field two units of harlys but i only have one shadowseer, though i guess i could proxy one(assuming my oppo lets me).


Flip Belts specifically say "ignore difficult terrain." Isn't this saying that, for harlequins, it's like the difficult terrain is not even there?


I had posed a question in YMDC a couple years ago regarding flip belts that explored how harlequins interact with difficult terrain, and pretty much every response was that "Ignore difficult terrain" = "automatically pass difficult terrain tests."

I proposed that perhaps when the rule says, "ignore," it literally means they ignore it entirely, they dont interact with it all and for harlequins the terrain piece does not even exist, for any purpose. This would mean that any terrain that was both difficult and dangerous would not affect harlequins, since it's difficult terrain (any other types of terrain or rules it has are irrelevent,) they are ignoring it. Everyone in the thread pretty much bit my head off right there.

It never says that you automatically pass DT tests, you're right, all it ever says is that you ignore the terrain, but you are going to have a hard time getting people to accept the interpretation that flip belts cause harlequins to ignore all rules associated with difficult terrain.

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Falconlance wrote:
Quark wrote:
Presto wrote:
Falconlance wrote:Judging by your correction of whembly a couple posts up, you appear to have knowledge of the new rules. I suspect you already know the answer to that question.


I do, but it makes me sad, i was hoping there is something i was missing. I plan on getting my first real 6th edition game this weekend(played some small practice skirmishes) and was hoping that wasnt the case. As i want to field two units of harlys but i only have one shadowseer, though i guess i could proxy one(assuming my oppo lets me).


Flip Belts specifically say "ignore difficult terrain." Isn't this saying that, for harlequins, it's like the difficult terrain is not even there?


I had posed a question in YMDC a couple years ago regarding flip belts that explored how harlequins interact with difficult terrain, and pretty much every response was that "Ignore difficult terrain" = "automatically pass difficult terrain tests."

I proposed that perhaps when the rule says, "ignore," it literally means they ignore it entirely, they dont interact with it all and for harlequins the terrain piece does not even exist, for any purpose. This would mean that any terrain that was both difficult and dangerous would not affect harlequins, since it's difficult terrain (any other types of terrain or rules it has are irrelevent,) they are ignoring it. Everyone in the thread pretty much bit my head off right there.

It never says that you automatically pass DT tests, you're right, all it ever says is that you ignore the terrain, but you are going to have a hard time getting people to accept the interpretation that flip belts cause harlequins to ignore all rules associated with difficult terrain.


do they now need grenades?

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If the masses are still only willing to accept the interpretation that "ignores difficult terrain" only means that they do not take difficult terrain tests, and not that they disregard ALL rules associated with moving through difficult terrain, then yes, they will need grenades.

This message was edited 1 time. Last update was at 2012/07/12 15:08:48


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Harlequins need grenades now. The initiative penalty now has nothing to do with difficult terrains tests, only what the models actually moved through.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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I proposed that perhaps when the rule says, "ignore," it literally means they ignore it entirely, they dont interact with it all and for harlequins the terrain piece does not even exist, for any purpose. This would mean that any terrain that was both difficult and dangerous would not affect harlequins, since it's difficult terrain (any other types of terrain or rules it has are irrelevent,) they are ignoring it. Everyone in the thread pretty much bit my head off right there.


I wouldn't go that far. Dangerous terrain has its own effect and counts as difficult terrain. Ignoring difficult terrain wouldn't ignore the rest of the dangerous terrain effect.

DarknessEternal wrote:Harlequins need grenades now. The initiative penalty now has nothing to do with difficult terrains tests, only what the models actually moved through.


But if you ignore difficult terrain, why would you treat it as moving through difficult terrain?

 
   
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Quark wrote:
I proposed that perhaps when the rule says, "ignore," it literally means they ignore it entirely, they dont interact with it all and for harlequins the terrain piece does not even exist, for any purpose. This would mean that any terrain that was both difficult and dangerous would not affect harlequins, since it's difficult terrain (any other types of terrain or rules it has are irrelevent,) they are ignoring it. Everyone in the thread pretty much bit my head off right there.


I wouldn't go that far. Dangerous terrain has its own effect and counts as difficult terrain. Ignoring difficult terrain wouldn't ignore the rest of the dangerous terrain effect.

DarknessEternal wrote:Harlequins need grenades now. The initiative penalty now has nothing to do with difficult terrains tests, only what the models actually moved through.


But if you ignore difficult terrain, why would you treat it as moving through difficult terrain?

In friendly and tourny that I've been in, we've played harlies that ignores difficult... (there's no "auto passing DT test", it never happens).

They do, however, must test for Dangerous.

But, YMMV.

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whembly wrote:(there's no "auto passing DT test", it never happens).




Yeah, realized what I was saying after I had already submitted it. It's still on the early side here and I'm weaning myself off of coffee...

This message was edited 1 time. Last update was at 2012/07/12 15:48:16


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Falconlance wrote:If the masses are still only willing to accept the interpretation that "ignores difficult terrain" only means that they do not take difficult terrain tests, and not that they disregard ALL rules associated with moving through difficult terrain, then yes, they will need grenades.


beasts also "ignore difficult terrain" and unfortuneatly they need grenades

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Quark wrote:
But if you ignore difficult terrain, why would you treat it as moving through difficult terrain?

The same way that Beasts ignore difficult terrain but still suffer the penalty from moving through it in assault to Initiative.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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I started replying in your YDMC thread instead: http://www.dakkadakka.com/dakkaforum/posts/list/460805.page

 
   
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question...

can warlocks use their destructor to overwatch...??? the second sentence of the power says, "used in the shooting phase instead of firing." ... is this a RAW or a RAI power...???
   
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hawkology wrote:question...

can warlocks use their destructor to overwatch...??? the second sentence of the power says, "used in the shooting phase instead of firing." ... is this a RAW or a RAI power...???

They can Especially nasty in a seer council with lots of destructors^^

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Anyone else notice how the Move Through Cover rule now makes the models that have it automatically pass Dangerous Terrain tests? That should help Striking Scorpions a bit more.

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Roadkill Zombie wrote:Anyone else notice how the Move Through Cover rule now makes the models that have it automatically pass Dangerous Terrain tests? That should help Striking Scorpions a bit more.

Yeah, but not being able to assault after outflanking kinda killed them :(

This message was edited 1 time. Last update was at 2012/07/13 07:02:24


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Gangrel767 wrote:Well, for Special Characters it specifically says they are unique, and only one can be taken per army (PG 110 BRB), and an Army may have multiple detachments, but it is still one army, so no you couldn't have multiple Eldrads, but I do not see the same verbiage for the Avatar.

I just grabbed my codex and even on page 61, it does not say Unique, or your army may only contain one. At least I'm not seeing it in my book.


Where on ANY of the characters does it say "unique" or "Special Character"
From your wording, since none of the entries in the codex specifically say unique or special character, that would mean at 2k we can have 4 Eldrads, this makes NO sense.

Obviously there needs to be a little common sense here, The Avatar is A construct, clearly stated in all fluff as being 1 per craftworld. 1 per craftworld would mean 1 per army.
Granted, I'll gladly play your dual avatar list in a home brew game, but to use your wording on it, I'm bringing dual Farsight Tau lists

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Special characters automatically count as unique, and it specifically says in the avatar's entry that one army can only ever have a single avatar. Let's use a bit of common sense here shall we?

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 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
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wuestenfux wrote:
While almost everybody here seems to be exited about Eldrad, I'll leave this sucker at home. Special IC's have a bad taste and if you don't want to piss off your opponent, do the same.



This is outmoded thinking going back to the days of opponent consent. The newer codices are full of special characters that change the way their armies work. They're much more commonly seen, at least here in the states, and I've never seen any disgruntlement over SCs. Creed is everywhere, Logan is everywhere, Draigo is everywhere. There's no reason not to have Eldrad too.

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