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Made in ee
Perfect Shot Dark Angels Predator Pilot





Tallinn, Estonia

So if your going to take a darkshroud ( or two ) how many bikes/landspeeders/tanks would you need to have for it to be worthwhile?

I was thinking of taking 3 Landspeeders in a squad and running a darkshroud behind them for the additional cover save but I'm not sure if this is an efficient use of 80 points.

Discuss

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Made in gb
Regular Dakkanaut





I think 80 points is pretty cheap to pay for better cover saves where you need them; as long as you take an army that benefits from improving cover saves, it's probably worth it to add the darkshroud. It does give you the +1 in combat result, but I'd probably not want to get it close enough to that for it to count. Three landspeeders is almost certainly enough to have the darkshroud accompany them, as long as you make the land speeders enough of a threat to warrant the increased defense. Upgrading enough of them with missile launchers would probably be the best bet for long range mobile firepower that also generally has 4+ cover, with the darkshroud zooming around to have 2+ cover.

Honestly, I just think of it as a moveable stealth upgrade. It's not going to be killing much of anything, it's a support unit. I'd just flat-out on it every turn to wherever you want it to be, so it gets a 2+ cover save (5+ jink, 4+ flat-out/turbo/whatever, 2+ shrouded). I'm not sure it needs to be even around vehicles -- although it does synergize well with other stuff with jink saves, I know some may try to run it back and forth behind units of scouts with camo-cloaks camping behind an aegis defense line with the salvo banner. This gives them 2+ cover saves as well, iirc.
   
Made in ee
Perfect Shot Dark Angels Predator Pilot





Tallinn, Estonia

It seems hard to be able to keep the DS alive tho, turbo boosting it is going to increase its survivability but its also going to make it harder to keep it next to the units its supposed to be protecting.

As a fire base I was going to have 5 devs and 3 Typhoon speeders with the DS as support, but how do you keep the DS alive when its not turbo boosting?

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Nihilistic Necron Lord




The best State-Texas

 Holy~Heretic wrote:
It seems hard to be able to keep the DS alive tho, turbo boosting it is going to increase its survivability but its also going to make it harder to keep it next to the units its supposed to be protecting.

As a fire base I was going to have 5 devs and 3 Typhoon speeders with the DS as support, but how do you keep the DS alive when its not turbo boosting?


Well, it does get a 3+ cover save just for moving. Presenting other threats, like Deathwing in the face turn 1, can probably help some.

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Huge Hierodule





Louisiana

 Sasori wrote:
 Holy~Heretic wrote:
It seems hard to be able to keep the DS alive tho, turbo boosting it is going to increase its survivability but its also going to make it harder to keep it next to the units its supposed to be protecting.

As a fire base I was going to have 5 devs and 3 Typhoon speeders with the DS as support, but how do you keep the DS alive when its not turbo boosting?


Well, it does get a 3+ cover save just for moving. Presenting other threats, like Deathwing in the face turn 1, can probably help some.


Unless i have had a complete misunderstanding of the rules, a skimmer can move 1" in the movement phase and turbo boost another 1" to get a 4+ jink save - that isn't hard to keep around the army where necessary at all.

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tetrisphreak wrote
Unless i have had a complete misunderstanding of the rules, a skimmer can move 1" in the movement phase and turbo boost another 1" to get a 4+ jink save - that isn't hard to keep around the army where necessary at all.


Wow. That means LS DS would always be getting 2+ cover saves all the time by going flat out.

This message was edited 1 time. Last update was at 2013/01/20 15:23:37


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Nihilistic Necron Lord




The best State-Texas

 tetrisphreak wrote:
 Sasori wrote:
 Holy~Heretic wrote:
It seems hard to be able to keep the DS alive tho, turbo boosting it is going to increase its survivability but its also going to make it harder to keep it next to the units its supposed to be protecting.

As a fire base I was going to have 5 devs and 3 Typhoon speeders with the DS as support, but how do you keep the DS alive when its not turbo boosting?


Well, it does get a 3+ cover save just for moving. Presenting other threats, like Deathwing in the face turn 1, can probably help some.


Unless i have had a complete misunderstanding of the rules, a skimmer can move 1" in the movement phase and turbo boost another 1" to get a 4+ jink save - that isn't hard to keep around the army where necessary at all.


I don't see anything to contradict this, at least through my quick peruse. Great idea!

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Tallinn, Estonia

WOW, I thought you had to move a minimum distance to turbo boost. But if you dont thats just dirty!

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Made in ca
Sister Vastly Superior



canada

You could also have 2 fire bases on opposite corners and the 2 darkshrouds go back n forth between them.
It would only point in around 400 points so very viable.

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Daemonic Dreadnought






2+ cover when turbo boosting and it gives stealth to scoring bikes and black knights. The unit has potential.

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Made in ca
Sister Vastly Superior



canada

It is a unit multiplier. For only 80 points it makes multiple units around it better.
See resilence thread.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, a Darkshroud has potential. Its worth it when you field units that benefit from a cover save, like RW Bikers, RW Knights (skilled rider gives a bonus on the cover save), Landspeeders, Scouts with camo cloaks, Scouts or Tacticals in cover or behind an Aegis.

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Louisiana

Holy cow - I missed that on skilled rider. That means RW Knights with double-tap plasma would have 3+ cover when in range of the darkshroud, or 2+ when boosting. That is very legit...It also conversely makes baleflamers from the new chaos book even MORE necessary than they already are.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 tetrisphreak wrote:
Holy cow - I missed that on skilled rider. That means RW Knights with double-tap plasma would have 3+ cover when in range of the darkshroud, or 2+ when boosting. That is very legit...It also conversely makes baleflamers from the new chaos book even MORE necessary than they already are.

The bale flamer and the heavy incinerator belong to the biggest threats of units benefitting from a decent cover save. You have to take measures especially vs the Hellturkey.

Former moderator 40kOnline

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 tetrisphreak wrote:
Holy cow - I missed that on skilled rider. That means RW Knights with double-tap plasma would have 3+ cover when in range of the darkshroud, or 2+ when boosting. That is very legit...It also conversely makes baleflamers from the new chaos book even MORE necessary than they already are.


Yeah, Heldrakes will do nasty things to anything relying on cover saves. Vector Striking the Shroud, for no cover, then toasting the Bikers, with no cover. Nasty.


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Made in id
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GW always makes ugly looking unit to be a necessity on the table. I mean, you guys makin me want to get those DJ speeder now lol.

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Hellacious Havoc




OC FTW

Am I the only one who noticed the DS has stealth in its profile as well as Shroud of Angels, which also gives it shrouded. I know the two stack wouldn't it have a 2+ just for moving?

 
   
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The best State-Texas

 Sgt. Salt wrote:
Am I the only one who noticed the DS has stealth in its profile as well as Shroud of Angels, which also gives it shrouded. I know the two stack wouldn't it have a 2+ just for moving?


Corrected in the FAQ.

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Stalwart Space Marine




Tulsa, OK

Just want to add that you can always run two in range of each other and they get the 2+ without Turbo boosting.

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