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		<title><![CDATA[Latest posts for the thread "Dark Eldar 1500 Tourney."]]></title>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ So, there is a tournament coming up and I'm building my <span class="glossaryitem" onmouseover='gp(27);'>DE</span> for it.  Cool story.<br /> <br /> I don't believe there is a comp score, but I wouldn't mind one anyway.  What I'm really after is feedback, on what people think might be unnecessary or weaken the list too much.  I think its pretty solid, even a bit cheesy.  I think the squad of 10 man warriors without transports to be a weakness to some degree.<br /> <br /> Asdrubael Vect	<br /> 	<br /> Incubi	4 Incubi<br /> 	<br /> 	<br /> 	<br /> 	<br /> Venom	Venom<br /> 	Splinter Cannon<br /> 	Night Shields<br /> 	<br /> 	<br /> Incubi	4 Incubi<br /> 	<br /> 	<br /> 	<br /> 	<br /> Venom	Venom<br /> 	Splinter Cannon<br /> 	Night Shields<br /> 	<br /> 	<br /> Ravager	Ravager<br /> 	Night Shields<br /> 	Flickerfield<br /> 	<br /> 	<br /> Ravager	Ravager<br /> 	Night Shields<br /> 	Flickerfield<br /> 	<br /> 	<br /> Ravager	Ravager<br /> 	Night Shields<br /> 	Flickerfield<br /> 	<br /> 	<br /> 	<br /> Kabalite Warriors	10 Kabalite Warriors<br /> 	Sybarite<br /> 	Shredder<br /> 	Splinter Cannon<br /> 	Ghostplate<br /> 	<br /> 	<br /> Kabalite Warriors	10 Kabalite Warriors<br /> 	Sybarite<br /> 	Shredder<br /> 	Splinter Cannon<br /> 	Ghostplate<br /> 	<br /> 	<br /> Kabalite Warriors	10 Kabalite Warriors<br /> 	Sybarite<br /> 	Shredder<br /> 	Splinter Cannon<br /> 	Ghostplate<br /> 	<br /> Kabalite Trueborn	4 Kabalite Trueborn<br /> 	Blaster x 4<br /> 	<br /> 	<br /> Venom	Venom<br /> 	Splinter Cannon<br /> 	Night Shields<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 13:47:08]]> GMT</pubDate>
				<author><![CDATA[ Sile]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ hey buddy im not a dark elder player so i dnt know the army very well. as i play orks i think you should have some transport in there to get things in fast that are great in close combat even if you need the squad to tie up a squad till something else gets there.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 13:52:21]]> GMT</pubDate>
				<author><![CDATA[ Skull Crusha]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ I assume you're using warriors in that capacity because you have the models, and you're not using raiders because you don't have any?<br /> <br /> Ghostplate on the sybarites doesn't make much sense to me, unless it's just to burn a few leftover points (though for three suits of it you could get another incubus, and I assume Vect is going with one of them? The other could use another wound on it to make it hit a little harder).<br /> <br /> Other than that, it looks solid. What do you use for venoms, by the way? Converted vypers? Counts as Raiders? I've been slowly building my army (I've been playing over vassal for a year now, and the new <span class="glossaryitem" onmouseover='gp(27);'>DE</span> models inspired to me to actually find a game store nearby and start building an army), but I'm hesitant to build one with what's available now, when the rest of the line should be coming out soon... Venoms are one of the things I want a couple of, to provide some good ranged anti-infantry alongside transport capacity.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 14:17:41]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ I have enough raiders to kit those everything in that list with them.<br /> <br /> For a Venom I am using a Vyper mashed with a raider - definitely a mixed bag of results at the moment.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 15:16:00]]> GMT</pubDate>
				<author><![CDATA[ Sile]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ Then I'd personally try to scrounge together the points to load them up in raiders for the added mobility and protection, along with the extra dark lances you'll get then. Foot <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are sitting ducks.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 16:27:55]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Asdrubael Vect	</div></blockquote><br /> Personal opinion, just too expensive for a 1500 point game.  Solid <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> though.  I think you would save some points do a little better with an Archon, shadowfield, agoniser, phantasm grenade launcher since you have incubi.  More on that below.<br /> 	<br /> <blockquote class="uncited"><div><br /> Incubi	4 Incubi	<br /> Venom	splinter Cannon<br /> 	Night Shields<br /> 	<br /> 	<br /> Incubi	4 Incubi	<br /> Venom	Splinter Cannon<br /> 	Night Shields</div></blockquote><br /> The night shields are unnecessary, as these will have to get in close to unload the incubi for assaulting.  Save the 20 points.  Issues you'll have with these guys is that they have no grenades, so you'll have to be careful assaulting anything with power weapons in cover b/c you will attack last and not have any incubi left.  The only way you can give them grenades is an Archon with a phantasm grenade launcher.  No other <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s have the option for it.  The incubi can really be too powerful sometimes.  2 squads may be overkill.  I think you would be better off taking a squad of wyches in place of one squad of incubi.  They serve as more of a tarpit unit, rather than killing anything outright.  i would attack any <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s or other multi-power weapon wielding squads with the wyches, and leave the puny squads you want out of the way quick to the incubi.  Wyches are a troop choice as well and give you another scoring unit.<br /> 	<br /> <blockquote class="uncited"><div>	<br /> Ravager	Night Shields<br /> 	Flickerfield<br /> 		<br /> Ravager	Night Shields<br /> 	Flickerfield<br /> 	<br /> Ravager	Night Shields<br /> 	Flickerfield<br /> </div></blockquote><br /> Always a solid choice, can't go wrong here.  The night shield "may" be unnecessary here due to most weapons that can kill it having a 48" range vs your 36" range which doesn't hurt them much.  About the only thing they seem to help with is prevening rapid-fire bolters and meltas.  Being able to move 12" and fire everything, you shouldn't allow them to get that close anyway.<br /> <br /> <blockquote class="uncited"><div>	<br /> Kabalite Warriors	10 Kabalite Warriors<br /> 	Sybarite<br /> 	Shredder<br /> 	Splinter Cannon<br /> 	Ghostplate<br /> 	<br /> 	<br /> Kabalite Warriors	10 Kabalite Warriors<br /> 	Sybarite<br /> 	Shredder<br /> 	Splinter Cannon<br /> 	Ghostplate<br /> 	<br /> 	<br /> Kabalite Warriors	10 Kabalite Warriors<br /> 	Sybarite<br /> 	Shredder<br /> 	Splinter Cannon<br /> 	Ghostplate<br /> </div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span>'s greatest asset is it's speed and cheap vehicles....  You've negated both with these squads, you need vehicles.  The ghostplate is kind of pointless since you're protecting a model that only has 1 extra attack.  At 1500 points, you should be running more than 3 squads of troops.  The best <span class="glossaryitem" onmouseover='gp(27);'>DE</span> builds tend to revolve around <span class="glossaryitem" onmouseover='gp(308);'>msu</span>.  I usually run 5x squads of 5x warriors, 1 blaster, venom with extra spl. cannon and a wych squad in there as well.  You're basically purchasing the venom and get the warriors as an added bonus.  The blaster is in there in case any at make it too close.<br /> 	<br /> <blockquote class="uncited"><div><br /> Kabalite Trueborn	4 Kabalite Trueborn<br /> 	Blaster x 4<br /> 	<br /> Venom	Splinter Cannon<br /> 	Night Shields<br /> </div></blockquote><br /> <br /> No complaints here really, except the night shield again.  Your range is 18" with the blasters, all you're preventing shooting you is other 18" range weapons and rapid fire.  Otherwise, I love these units.  I usually throw in an extra trueborn to prevent a single loss <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test.  That way, you'll have to lose 2 to be over 25% losses, lose 1 and you still have 4 blasters.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 19:51:17]]> GMT</pubDate>
				<author><![CDATA[ ThePhish]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ I kind of like the night shield on the Blaster Trueborn but otherwise, what ^ he said.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jan 2011 22:06:25]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ The problem with those criticisms of the night shields is the assumption that the only thing shooting at the vehicle is whatever it itself is going after. Sure, the venoms have to get about 10" away from their cargo's target to ensure an assault, but that unit is going to be dead or tied up in melee next turn anyways, and so can't shoot at it, but maybe that other unit with bolters and meltas 15" away would like to shoot at the fast skimmer with 12 36" poisoned shots. Wouldn't you rather they couldn't hit it nearly as hard? What about when the venom is still in your deployment area, don't you want to minimize what can target it? The same goes for the ravagers: yes, they're most threatened by weapons with longer range than their own, but shouldn't they still try to reduce the number of units with those weapons that can target them? You want to be concentrating your forces on one side of the enemy army, and night shields help make it so the other side of the army can't hit you until you focus on them.]]></description>
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				<pubDate><![CDATA[Fri, 7 Jan 2011 14:03:18]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Dark Eldar 1500 Tourney.</title>
				<description><![CDATA[ I find night shields to be a real mixed bag.  Definitely an advantage, when making any opponents fire support redundant.  Especially static and short range vehicles, like either Vindicators or devastators, fire dragons et al.<br /> <br /> I don't think I'll have the points to fit in 5 extra Venoms.  I took the footslogging <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, just because I don't really expect with so much dakka and cleansweaping with Vect and Incubi, I can just waltz up and or rapidfire remaining squads.<br /> <br /> I'll play around tonight and try write a <span class="glossaryitem" onmouseover='gp(308);'>msu</span> list.<br /> <br /> e:<br /> <br /> Vect<br /> <br /> <b><br /> 2x Incubi Squads of 4 mounted in Venoms</b><br /> <br /> 4 Incubi<br /> Venom<br /> 	Splinter Cannon<br /> 	Night Shields<br /> <br /> 4 Incubi<br /> Venom<br /> 	Splinter Cannon<br /> 	Night Shields<br /> <br /> <br /> <b>5x 5 Warrior Squads with Shredders</b><br /> 5 Warriors<br /> Shredder<br /> Venom<br /> Cannon<br /> <br /> 5 Warriors<br /> Shredder<br /> Venom<br /> Cannon <br /> <br /> 5 Warriors<br /> Shredder<br /> Venom<br /> Cannon<br /> <br /> 5 Warriors<br /> Shredder<br /> Venom<br /> Cannon<br /> <br /> 5 Warriors<br /> Shredder<br /> Venom<br /> Cannon<br /> <br /> Ravager<br /> Nightshields<br /> <br /> Ravager<br /> Nightshields<br /> <br /> Ravager<br /> Nightshields<br /> <br /> <br /> 1486/1500]]></description>
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				<pubDate><![CDATA[Sat, 8 Jan 2011 07:36:13]]> GMT</pubDate>
				<author><![CDATA[ Sile]]></author>
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