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![[Post New]](/s/i/i.gif) 2012/06/29 23:23:40
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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So It seems that DE are extremely fragile in 6th, since hull points. And our power weapons cant do much against 2+. are they still a great team to play in 6th?
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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) 2012/06/29 23:26:17
Subject: 6th DE
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Nihilistic Necron Lord
The best State-Texas
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DaKKaLAnce wrote:So It seems that DE are extremely fragile in 6th, since hull points. And our power weapons cant do much against 2+. are they still a great team to play in 6th?
Well, you pretty much get flickerfields for free now, if you move thanks to Jink.
You're AP2 Lances are also a lot stronger at Penetrating Armor, thanks to the +1 in provides on the Vehicle Damage chart.
You also completely ignore Nightfighting as well.
Those are just a few things I noticed when reading, but I had mostly a Necron Mindset
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![[Post New]](/s/i/i.gif) 2012/06/29 23:31:35
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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Yeah, Our offensive has gotten better, But what good does it do us if we cant last one turn:( Fnp has gotten slightly better, not enough to make a difference. I may have to use drazhar, his 2+ save will be awesome now
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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) 2012/06/29 23:35:38
Subject: 6th DE
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Nihilistic Necron Lord
The best State-Texas
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DaKKaLAnce wrote:Yeah, Our offensive has gotten better, But what good does it do us if we cant last one turn:( Fnp has gotten slightly better, not enough to make a difference. I may have to use drazhar, his 2+ save will be awesome now
I don't think your skimmers are in any worse shape than before. HPs really don't make a big difference for an AV10 Open topped vehicle. Raiders have 3 HPs and Venoms have 2. If anything, it may make them a tad more survivable, since they won't get blown up from a Glancing hit anymore, unless it's lost all of it's hullpoints.
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![[Post New]](/s/i/i.gif) 2012/06/29 23:39:38
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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I guess I need to play test them, and try to adjust to the new rules alittle bit
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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) 2012/06/29 23:44:41
Subject: 6th DE
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Blood-Drenched Death Company Marine
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We get more fragile to an extent although our haywire capabilities get a buff.
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![[Post New]](/s/i/i.gif) 2012/06/29 23:45:41
Subject: 6th DE
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Angered Reaver Arena Champion
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Sasori wrote:DaKKaLAnce wrote:So It seems that DE are extremely fragile in 6th, since hull points. And our power weapons cant do much against 2+. are they still a great team to play in 6th?
Well, you pretty much get flickerfields for free now, if you move thanks to Jink.
You're AP2 Lances are also a lot stronger at Penetrating Armor, thanks to the +1 in provides on the Vehicle Damage chart.
You also completely ignore Nightfighting as well.
Those are just a few things I noticed when reading, but I had mostly a Necron Mindset
I don't think lances are any better. AP2 gives +1 sure, but the damage chart will essentially be the same result. Rolling a 5 before was a wreck, now its an explode. A 4 is still immobilized, a 3 is still weapon destroyed.
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Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2012/06/29 23:46:21
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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Phototoxin wrote:We get more fragile to an extent although our haywire capabilities get a buff.
Yeah I saw that, Im pretty excited about it. maybe it will help me fight the land raiders my friend will start using alot more now
Automatically Appended Next Post: forgot how many hull points it has, it was a lot I know that much.
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This message was edited 1 time. Last update was at 2012/06/29 23:47:12
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) 2012/06/29 23:47:43
Subject: Re:6th DE
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Angered Reaver Arena Champion
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Also, the increase in range for rapid fire means that we have to worry more about S4 glancing down our boats. The jink save is not flickerfield, but against most ranged weapons its a good substitute being free. This allows us to essentially gain a free nightsheild to help mitigate the increased S4 shooting the boats will be taking. Automatically Appended Next Post: Phototoxin wrote:We get more fragile to an extent although our haywire capabilities get a buff.
This is a pretty poor replacement. Our Melee offense also got nerfed, being vulnerable to small arms fire results in overwatch having a larger impact on DE assault units than most.
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This message was edited 1 time. Last update was at 2012/06/29 23:49:31
Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2012/06/29 23:50:54
Subject: 6th DE
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Insect-Infested Nurgle Chaos Lord
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WWP Assaults are now no-go, as is zoom and assault.
We pay extra in points and fragility for our fast vehicles to be able to zoom-drop-assault, but now we can't do that. Ork trukks are in the same boat.
WWP delivery shooty units might be worth a go though.
Our assault units are likely to get shot up a bit more trying to get into assault, and out Pain Engines are now even less able to handle vehicles due to the loss of the 2d6 to pen.
I'll need to read the book, and try a few games to see how the rules interact, but right now it looks like we took a hefty kick in the effectiveness, and had our speciality (speed)handed out to every other army.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2012/06/29 23:53:48
Subject: 6th DE
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Angered Reaver Arena Champion
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Agreed Ascalam. The good news is that venom spam, while more vulnerable with 2HP per venom, might still be playable. edit - this was sarcastic, i have no desire to play this type of list.
I don't really see much else that is playable.
I might be temped to start referring to Codex: Dark Eldar as Codex: Eldar Allies if I can't find a silver lining.
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This message was edited 1 time. Last update was at 2012/06/29 23:54:14
Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2012/06/29 23:55:02
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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I also hate how they changed Fnp, DE did get a nice slap to the face now.
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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) 2012/06/30 00:04:03
Subject: 6th DE
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Bloodthirsty Bloodletter
The Eye of Terror
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I'm only slightly concerned about assaults.
I like the slight buff to the lances. Now at the very least, glancing lets me do something to kill a vehicle. Having 3 Dark Lances just glance a Land Raider is annoying back then. At least after that, it's almost dead.
Darklight isn't the only thing we have for tankhunting. Haywires and Scourges could be useful now.
Hellions, Reavers, and Beasts with the Baron may be our new assault units.
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![[Post New]](/s/i/i.gif) 2012/06/30 00:08:35
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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Lou_Cypher wrote:I'm only slightly concerned about assaults.
I like the slight buff to the lances. Now at the very least, glancing lets me do something to kill a vehicle. Having 3 Dark Lances just glance a Land Raider is annoying back then. At least after that, it's almost dead.
Darklight isn't the only thing we have for tankhunting. Haywires and Scourges could be useful now.
Hellions, Reavers, and Beasts with the Baron may be our new assault units.
Yeah Hellions with be a great assault unit, wyches just got a little bit nerfed imo.
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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) 2012/06/30 00:32:21
Subject: 6th DE
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Twisted Trueborn with Blaster
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Beasts are awesome, with grenades now. Haywire wrecks tanks wholesale. And we now purchase night shields instead of flicker... Yes to mitigate vs shooting. Night fight as a possibiity in every game means that we can get the jump on things.
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![[Post New]](/s/i/i.gif) 2012/06/30 01:27:05
Subject: 6th DE
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Longtime Dakkanaut
St. George, UT
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I think the life of the DE codex is going to hang really heavy on the FAQ. It could easily save us or kill us.
Some things we can do without any FAQ help.
1 - to help save our assault units from overwatch death, take an HQ with 2+ save. Just have him/her lead the charge thus you have the best chance of negating any incoming overwatch shooting. Heck with allies we can take 3 HQs (the eldar ones look promising as we can get some psychic defense and offense as needed)
2 - Run those raiders as fast as possible 36" move will allow you to get right into the face of the enemy. You get your jink save and if the raider does drop with a wrecked result we should live through it fairly well and get dropped into/behind cover. Should.
3 - Dark lances are still S8 so they remove FNP from most things and at AP2 still can kill termies. Not too bad for a 36" range gun.
4 - Haywires - a 10 man wych squad with haywires will kill a LR in a single turn of assault. Scourges also sound pretty tempting with safer DS mishap results and haywire blasters to go tank hunting.
5 - Archon with huskblade, soul trap, blast pistol, shadowfield will be a beast in challenges and only get better as the game moves on.
6 - The FC nerf doesn't really hurt us like it hurts other armies. We already have I5 on most things, the I6 wasn't that important unlike other guys needing the Init boost in order to strike simultaneous against us.
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This message was edited 1 time. Last update was at 2012/06/30 01:31:13
See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2012/06/30 03:23:40
Subject: 6th DE
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Huge Hierodule
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Yeah, DE are definitely an FAQ dependent army. Hopefully some of the amendments will save our bacon.
As is, forget assault. It seems we are now a gunnline army. Webway portals and raider rush got nerfed, wyches will die when they charge anything with a weapon heavier than a lasgun, and we have lost all access to Terminator killing melee weapons.
This leaves shooting.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2012/06/30 03:47:49
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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Jayden63 wrote:I think the life of the DE codex is going to hang really heavy on the FAQ. It could easily save us or kill us.
Some things we can do without any FAQ help.
2 - Run those raiders as fast as possible 36" move will allow you to get right into the face of the enemy. You get your jink save and if the raider does drop with a wrecked result we should live through it fairly well and get dropped into/behind cover. Should.
3 - Dark lances are still S8 so they remove FNP from most things and at AP2 still can kill termies. Not too bad for a 36" range gun.
I think Fnp works against anything , except weapons that cause Instant death(i.e huskblades)
Correct me if im wrong.
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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) 2012/06/30 03:58:41
Subject: 6th DE
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Longtime Dakkanaut
St. George, UT
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DaKKaLAnce wrote:Jayden63 wrote:I think the life of the DE codex is going to hang really heavy on the FAQ. It could easily save us or kill us.
Some things we can do without any FAQ help.
2 - Run those raiders as fast as possible 36" move will allow you to get right into the face of the enemy. You get your jink save and if the raider does drop with a wrecked result we should live through it fairly well and get dropped into/behind cover. Should.
3 - Dark lances are still S8 so they remove FNP from most things and at AP2 still can kill termies. Not too bad for a 36" range gun.
I think Fnp works against anything , except weapons that cause Instant death(i.e huskblades)
Correct me if im wrong.
Double T is instant death. Lots of T3 and T4 stuff out there that runs around with FNP. Thus S8 darklight weapons are still doing pretty good.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2012/06/30 04:12:52
Subject: 6th DE
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Blackclad Wayfarer
From England. Living in Shanghai
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I personally don't think WWP lists are completely dead, it will simply be used to drop off shooty units rather than CC ones. The following points seem to buff DE (IMHO):
1. Since it seems vehicles got a big nerf we may very well see less of them. PfP tokens will be picked up earlier rather than later.
2. DE shooting tends to be nothing but Darklight weaponry and poison. There is no real reason for this to change (though the units which you choose for the job might). 2+ saves got a buff which simply means dealing with these through the application of firepower instead of agonizers and tarpits.
3. The WWP is a delivery method. Utilize it to give a nice alpha strike. You may not be able to assault but by using it to bring in the shorter ranged weapons (blasters, heat lances) you can get some big kills in without losing numbers trying to get range.
Just my thoughts on the matter.
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2012/06/30 04:18:38
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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Jayden63 wrote:DaKKaLAnce wrote:Jayden63 wrote:I think the life of the DE codex is going to hang really heavy on the FAQ. It could easily save us or kill us.
Some things we can do without any FAQ help.
2 - Run those raiders as fast as possible 36" move will allow you to get right into the face of the enemy. You get your jink save and if the raider does drop with a wrecked result we should live through it fairly well and get dropped into/behind cover. Should.
3 - Dark lances are still S8 so they remove FNP from most things and at AP2 still can kill termies. Not too bad for a 36" range gun.
I think Fnp works against anything , except weapons that cause Instant death(i.e huskblades)
Correct me if im wrong.
Double T is instant death. Lots of T3 and T4 stuff out there that runs around with FNP. Thus S8 darklight weapons are still doing pretty good.
When I mean instant death, I mean weapons that say they cause instant death. Not str double the toughness instant death.
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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) 2012/06/30 04:27:36
Subject: 6th DE
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Longtime Dakkanaut
St. George, UT
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DaKKaLAnce wrote:Jayden63 wrote:DaKKaLAnce wrote:Jayden63 wrote:I think the life of the DE codex is going to hang really heavy on the FAQ. It could easily save us or kill us.
Some things we can do without any FAQ help.
2 - Run those raiders as fast as possible 36" move will allow you to get right into the face of the enemy. You get your jink save and if the raider does drop with a wrecked result we should live through it fairly well and get dropped into/behind cover. Should.
3 - Dark lances are still S8 so they remove FNP from most things and at AP2 still can kill termies. Not too bad for a 36" range gun.
I think Fnp works against anything , except weapons that cause Instant death(i.e huskblades)
Correct me if im wrong.
Double T is instant death. Lots of T3 and T4 stuff out there that runs around with FNP. Thus S8 darklight weapons are still doing pretty good.
When I mean instant death, I mean weapons that say they cause instant death. Not str double the toughness instant death.
Right, so in melee we only have one weapon that at the moment can remove FNP, the huskblade. And the only S8 melee attacks we can get come from an activated sole trap or from a charging talos or Chronos engine (with pain token). However we have crap loads of S8 shooting which is enough to remove FNP from most models and the fact that its AP2 leaves only invunlerables and cover saves possible to save someones bacon.
As for myself unless the agonizer gets made AP2 and unless wyches/bloodbrides/succubus get their dodge save against overwatch fire. My current Succubus HQ just got a promotion to Archon. I guess her latest scheme worked out well.
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This message was edited 1 time. Last update was at 2012/06/30 04:31:17
See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2012/06/30 04:36:27
Subject: 6th DE
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Sinewy Scourge
Commoragh (closer to the bottom)
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Yeah, I see drazhar becoming a very important HQ for me
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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) 2012/06/30 05:19:30
Subject: 6th DE
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Kinebrach-Knobbling Xeno Interrogator
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I also agree that the FAQ/Errata will make or break Dark Eldar fundamentals. Disembark was a bit of a blow, but on another thread where someone did some mathhammer it showed that the effective assault range was only nerfed marginally. The way I see it is Raiders will have to act intermittently; moving as far as possible one turn (Flat out + Aethersails) and then drop Wyches with smart positioning next turn. I don't know about you guys but I'm going 6" off the prow everytime (yeah TFG I know). Overwatch is dangerous and there's no way in hell GW will give us dodge in an errata. The IC idea mentioned above would work, another idea would be to suckerpunch the unit with something else first (I have a feeling I will be using fast attack choices a lot more) witch would expend the Overwatch. PW rules IMO were the biggest blow. I'm really going to be furious if they omit AP2 from Klaives, Huskblades and IC weapons. I'm not feeling good about Agonizers :( but surely they can't justify the double point cost just for '+1 str'.... ATM I'm experimenting with a few lists and incorporating some Eldar units. But I won't know for sure until they release Errata.
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This message was edited 1 time. Last update was at 2012/06/30 05:23:04
In the grim darkness of the far future, there is only ward. |
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![[Post New]](/s/i/i.gif) 2012/06/30 06:26:55
Subject: 6th DE
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Necrotech
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How will the combination of relentless and the new rapid fire rules affect my favorite models- the reaver jet bikes?
Will they actually be worth a damn now?
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![[Post New]](/s/i/i.gif) 2012/06/30 06:27:58
Subject: 6th DE
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Nihilistic Necron Lord
The best State-Texas
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CorvidMP wrote:How will the combination of relentless and the new rapid fire rules affect my favorite models- the reaver jet bikes?
Will they actually be worth a damn now?
Relentless does the same thing it did in 5th. Rapidfire is fire up to once at max range, or twice at half.
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![[Post New]](/s/i/i.gif) 2012/06/30 06:57:51
Subject: 6th DE
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Necrotech
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I heard totally unsubstantiated rumors relentless might give rapid fire an extra shot, (heresy online I think it was).
Additionally I've read they get 4+ cover save for just moving now, and a 3+ while boosting (aparently jet bikes get a 5+ cover just for moving and skilled rider bumps it up by one or some such)
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![[Post New]](/s/i/i.gif) 2012/06/30 07:03:01
Subject: 6th DE
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Nihilistic Necron Lord
The best State-Texas
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CorvidMP wrote:I heard totally unsubstantiated rumors relentless might give rapid fire an extra shot, (heresy online I think it was).
Additionally I've read they get 4+ cover save for just moving now, and a 3+ while boosting (aparently jet bikes get a 5+ cover just for moving and skilled rider bumps it up by one or some such)
I have the rulebook. Listen to me
Bikes and Jetbikes have Jink, which gives them a 5+ just for moving. Turboboosting in the Shooting phase will improve it to a 4+ They also have the Hammer of Wrath rule.
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![[Post New]](/s/i/i.gif) 2012/06/30 10:40:27
Subject: Re:6th DE
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Longtime Dakkanaut
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FAQ is out, demiklaves clasped is AP 2 (and +2 S). Normal klaves are AP3 (+1 S). Automatically Appended Next Post: Poooooor Kheradruakh...only AP 3....WHY? He could be AP -2 and no one would take him still
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This message was edited 1 time. Last update was at 2012/06/30 10:42:29
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![[Post New]](/s/i/i.gif) 2012/06/30 11:20:41
Subject: 6th DE
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Storm Lance
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So, unless I read wrong, Wyches don't get the 4++ invul from Overwatch shots. That sux bad.
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"Only The Dead Have Seen The End Of War"
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