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		<title><![CDATA[Latest posts for the thread "Possible Dark eldar rules to make them good"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Possible Dark eldar rules to make them good"]]></description>
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				<title>Possible Dark eldar rules to make them good</title>
				<description><![CDATA[ I was thinking about how to make dark eldar better, or rather how I would make them better.  First of all is outflank, since nothing in <span class="glossaryitem" onmouseover='gp(27);'>DE</span> has scouts or infiltrate, no outflank, which would be a very <span class="glossaryitem" onmouseover='gp(27);'>DE</span> thing.  Raiders and ravagers should be able to outflank<br /> Here's the idea I had.<br /> <br /> Do a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> drop pod assault type thing, have half of your outflanking vehicles come in first turn on the same side, it could still be random, roll <span class="glossaryitem" onmouseover='gp(24);'>d6</span> 1/3 chance of either side and 1/3 of your choice, but they all come in on the same side, then the other half come in normal outflanking rules.<br /> <br /> Would that be too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>?, imagine 3 squads of wyches and 2 ravagers coming in 12 and 6 inches respectively, dropping out, fleet, bombard the enemy with plasma cannons, and charge.<br /> <br /> I think that would be a great thing for dark eldar to have, it would make them much more powerful, and it would fit their fluff and play style a lot <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/278303/1319610.page</link>
				<pubDate><![CDATA[Tue, 9 Feb 2010 22:21:57]]> GMT</pubDate>
				<author><![CDATA[ RedFloyd90]]></author>
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				<title>Possible Dark eldar rules to make them good</title>
				<description><![CDATA[ As I remember the rules, the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> excell at popping enemy armor and rushing into H2H with fleet, high initiative, and lots of attacks.  The codex also guarentees them first turn actions as attackers in scenarios where an attacker is required.  Given all that, your proposed rule may make them a little overpowered.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/278303/1328258.page</link>
				<pubDate><![CDATA[Fri, 12 Feb 2010 18:53:50]]> GMT</pubDate>
				<author><![CDATA[ Breotan]]></author>
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