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![[Post New]](/s/i/i.gif) 2015/03/15 04:33:53
Subject: Realspace raiders? Why?
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Painlord Titan Princeps of Slaanesh
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I've seen a lot of lists use the realspace raiders formation for dark eldar, but why? It gives a 5+ cover save on turn 1, or any turn in which there's night fight - which would also generally only be turn 1. Is that really worth it? It seems like it's not that difficult to get a 5+ cover save by other means (and you could just jink for a 4+) and plenty of things ignore it. Is it for the 6 fast attack? And if so, why not just take two CADs and keep objective secured?
I considered the possibility of spamming raiders in the fast attack slots and using eldar allies to put eldar units in them, which seems viable, but I've seen mostly strictly DE lists without eldar allies in them, so what's the point?
The Kabalite raiding party formation seems restrictive on what you're allowed to take, but the +1 turn to power from pain seems like a bonus that would be worth it. Realspace raiders detachment, though... not so much. Someone enlighten me, please!
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2015/03/15 04:55:04
Subject: Realspace raiders? Why?
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Regular Dakkanaut
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Most tournaments adhere to a 2 source format, typically with a maximum of only 1 CAD. As such, many players (myself included) will take Realspace Raiders alongside another CAD (in my case, Eldar).
Depends on what you need.
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2015/03/15 04:58:54
Subject: Realspace raiders? Why?
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Painlord Titan Princeps of Slaanesh
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So they allow two CADs, but only if they're from different codexes?
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2015/03/15 05:09:55
Subject: Realspace raiders? Why?
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Fixture of Dakka
Chicago, Illinois
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It gives you 6 fething Fast Attack slot, in a army where all of the best units are in Fast Attack.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/15 05:13:35
Subject: Realspace raiders? Why?
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Mekboy Hammerin' Somethin'
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Hollismason wrote:It gives you 6 fething Fast Attack slot, in a army where all of the best units are in Fast Attack.
^
I'm really not sure what the confusion is here.
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![[Post New]](/s/i/i.gif) 2015/03/15 05:18:24
Subject: Realspace raiders? Why?
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Painlord Titan Princeps of Slaanesh
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Ah, I may be confused by that then. I've seen the most damage done by my heavy supports and troops (warriors in splinter rack raiders) and the fast attacks seem so vulnerable. I've used reavers and they seem to die very quickly, so things like beast packs and hellions just seem to also be weak and frail....
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2015/03/15 06:17:02
Subject: Realspace raiders? Why?
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Sinewy Scourge
Commoragh (closer to the bottom)
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Spellbound wrote:Ah, I may be confused by that then. I've seen the most damage done by my heavy supports and troops (warriors in splinter rack raiders) and the fast attacks seem so vulnerable. I've used reavers and they seem to die very quickly, so things like beast packs and hellions just seem to also be weak and frail....
Our entire army is vulnerable. Fast attack slot does have some very good units in our book. Honestly I've used razorwings and venoms with the detachment.
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2015/03/15 10:19:41
Subject: Realspace raiders? Why?
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Warplord Titan Princeps of Tzeentch
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The reason not to take just 2 CADS is also that you don't need troops and HQs to take so many points. (1 HQ and 2 troops in a realspace compared to 2 HQ and 4 troops in 2 CADs)
And OS that the CAD gives you means nothing when you got little troops on the field.
Its not a go-to choice, but its a choice. and that's the stuff of good choices in games-where its unclear what option is superior.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2015/03/15 11:20:42
Subject: Realspace raiders? Why?
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Auspicious Daemonic Herald
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Realspace Raiders is not a CAD as a CAD is a specific kind of detachment
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![[Post New]](/s/i/i.gif) 2015/03/15 12:40:48
Subject: Re:Realspace raiders? Why?
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Hellish Haemonculus
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1. Taking Venoms and Raiders for Harlequin/Eldar units.
2. Some tournies only allow two detachments, so if you want Psykers or better anti-armor, you have to squeeze all your DE FA into one list in order to bring the allies.
3. Razorwings, Reavers, and Scourges are all good units, and all worth taking in multiples.
4. The phenomenal speed of our army, and our access to so many forms of Eldar Jetbikes, makes the Objective Secured you sacrifice less important.
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![[Post New]](/s/i/i.gif) 2015/03/17 15:04:26
Subject: Realspace raiders? Why?
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Regular Dakkanaut
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I hate it when people tell me I'm doing it wrong, but if this is the case, you seem to be doing it wrong. Reavers are one of the most durable and potent units we have. They have combat drugs, 5+, and a natural T4, and most importantly, Skilled Rider gives them a 3+ Jink. While you CAN take gun upgrades on them, you really shouldn't. Take a squad of 9 or 12, add on 3 or 4 Cluster Caltrops and get the charge (with how fast they are, shouldn't be an issue)...preferably on turn 3 or 4. If you have the points, get the Arena Champion with an Agonizer as well. All those rending HoW (both S4 and S6) will slaughter most things. You don't want to get stuck into a long, drawn out slugfest...but that is what Hit and Run is for.
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WIP (2000)
WIP (Who the heck knows)
1850
2000
Just what I needed (like a hole in the head) |
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