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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ I dont believe any of these are game changing or broken but I might be wrong.  Most of the changes are minor.<br /> <br /> Shattershard<br /> Errata Shattershard so it can no longer snipe <span class="glossaryitem" onmouseover='gp(67);'>IC</span>.  As is if you fail your T test you are dead, no save and no reallocating wounds<br /> <br /> Wracks<br /> Change Wracks so that if their Sarg takes a special weapon he replaces both his poisoned weapons with the special weapon and a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>.  As is now, if the sarg takes any weapons he loses the +1 attack for having 2 close combat weapons, making it useless to do so.<br /> <br /> Warriors<br /> 1. Warriors may replace their splinter rifles with splinter pistol and <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for free.  The whole squad has to be armed the same way, except for special weapon troopers and the sarg.<br /> 2. 1 in 5 warriors may replace his splinter rifle with a special weapon, instead of just 1.  A 10 man squad can have 2 blasters, a 20 man squad can have 4 blasters.  Compare that to a unit of Trueborn, a unit of 4 can have 4 blasters.  This would give you a reason to field a full raider worth, or perhaps even a 15 man foot slogger squad.<br /> <br /> Trueborn<br /> The entire unit may have ghostplate armor for +5 points per model<br /> <br /> Sargents <br /> 1. Blast Pistol reduced from 15 points to 10 points, still 15 points on <span class="glossaryitem" onmouseover='gp(67);'>IC</span>.  6" range!  Main reason for the reduction in cost is that Sarg just have <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4.  They might get to use it at 6" once in a game and are 1/3 likely to miss.  Not great for 15 points.  An archon is more likely to shoot more than once, and has <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 7, so naturally it costs more.<br /> 2. Ghost amror upgrade is +5 points for sargents.  They only have 1 wound so are likely to take less saves than an Achon, who has 3.<br /> <br /> Archons can be mounted on a skyboard for 20 points<br /> Succubi can be mounted on a Reaver jetbike for 35 points<br /> <br /> Combat drugs need to be tweaked for Hellions and Reavers.  Right now if you roll a 1 nothing happens as Bikes and Jump Packs cannot run.  I was thinking of giving hellions and Reavers "Scouts" if you get a 1 on your combat drugs.  They are just so hyped to go they start the game a little early.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 27 Jan 2011 03:27:45]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ I guess I should make some overpowered comment like <br /> <span class="glossaryitem" onmouseover='gp(540);'>DL</span> should be assuant, AP1 and come on wracks for +1 point per model.  ]]></description>
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				<pubDate><![CDATA[Tue, 1 Feb 2011 02:18:16]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ The only thing I agree with you is the mounting of Archons and Succubi on Skyboards and Reavers.]]></description>
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				<pubDate><![CDATA[Tue, 1 Feb 2011 19:29:22]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Valkyrie wrote:</cite>The only thing I agree with you is the mounting of Archons and Succubi on Skyboards and Reavers.</div></blockquote><br /> <br /> +1<br /> <br /> On the topic of Wracks, it's kinda supposed to be that way...<br /> <br /> Shattershard is supposed to also be used to snipe characters.<br /> <br /> The Blast Pistol is priced as <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants it, and I'd say it's fine like that. I choose to compare it to the Infernus Pistol, and actually I think the Blast Pistol is stronger. Making it cost less for being "stronger" and the sergeant having the same <span class="glossaryitem" onmouseover='gp(14);'>BS</span> as a Space Marine isn't fair at all. Your experience may vary with it I guess.]]></description>
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				<pubDate><![CDATA[Tue, 1 Feb 2011 20:08:17]]> GMT</pubDate>
				<author><![CDATA[ grayspark]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ Exactly what grayspark said: Other armies have to pay the same amount of points for worse weapons eg: <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Sergeants with Plasma Pistols, who, despite being the same price as Blast Pistols miss 1/2 of the time, have a chance of blowing themselves up and are considerably weaker than Blast Pistols, yet you're saying Blast Pistols are overpriced? Be fair, your sergeants get a S8 Ap2 Lance <b><i>Pistol</i></b> for feth's sake, most armies have nothing like that sort of variety. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Feb 2011 21:16:12]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Re:Serious Dark Eldar Changes</title>
				<description><![CDATA[ I agree with the Skyboard/Reaver suggestion and the point about Combat Drugs. The rest don't really make any sense and seem just like general buffs you want for the army, which while that is great, don't make for very constructive posts.]]></description>
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				<pubDate><![CDATA[Tue, 1 Feb 2011 21:24:13]]> GMT</pubDate>
				<author><![CDATA[ Magister187]]></author>
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				<title>Re:Serious Dark Eldar Changes</title>
				<description><![CDATA[ I'm not convinced. The book plays well. I must say a blast pistol is more than fairly priced, I have popped a tank with it many a time, or vaporized an unfortunate character. <br /> <br /> While I don't use wracks, their profile seems fitting. <br /> <br /> As for the skyboard/reaver situation, I was expecting these options in the book, however I am not the least bit vexed to find they are not. <br /> <br /> The Archon is still one of the most brutal <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices if used correctly. The baron is almost like an archon riding a skyboard and reavers have a new role within the army. The increase of weapon skill wouldn't make much difference as reavers are not built for close combat and the melee damage they should be dishing out is by the fly over ability provided by blade vaynes etc. The huskblade is killy enough without the ability to scream up onto the enemy position on a bike.]]></description>
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				<pubDate><![CDATA[Tue, 1 Feb 2011 22:13:10]]> GMT</pubDate>
				<author><![CDATA[ InventionThirteen]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Valkyrie wrote:</cite>Exactly what grayspark said: Other armies have to pay the same amount of points for worse weapons eg: <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Sergeants with Plasma Pistols, who, despite being the same price as Blast Pistols miss 1/2 of the time, have a chance of blowing themselves up and are considerably weaker than Blast Pistols, yet you're saying Blast Pistols are overpriced? Be fair, your sergeants get a S8 Ap2 Lance <b><i>Pistol</i></b> for feth's sake, most armies have nothing like that sort of variety. </div></blockquote><br /> <br /> That 6" range limits it a lot more than you might think.  He will get that off on anything he is in assualt range for but little else.  <br /> <br /> Just read up on the Infernus Pistol.  I think they are overpriced at 15 too.  I would suggest 10points for sargs there too.  <br /> Interestingly the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> codex also has Fusion pistols that only Harliquins can use.  They seem to be identical to Infernus Pistols except they are a 10pt upgrade instead of 15. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>InventionThirteen wrote:</cite>reavers have a new role within the army. The increase of weapon skill wouldn't make much difference as reavers are not built for close combat and the melee damage they should be dishing out is by the fly over ability provided by blade vaynes etc. The huskblade is killy enough without the ability to scream up onto the enemy position on a bike.</div></blockquote><br /> <br /> I have no problem with reavers getting <span class="glossaryitem" onmouseover='gp(19);'>CC</span> upgrades.  I just think if you roll a 1 on the combat drugs table you get something, ANYTHING.  +1 Int would be better than nothing.  Its not that it does something awesome its just the principle of wow this does nothing at all for me.  <br /> <br /> If the Huskblade or <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> becomes too powerful when on a bike or skyboard, just restrict them so you cant take both.  I dont want to add <span class="glossaryitem" onmouseover='gp(67);'>IC</span> bikes to overpower anything I just think its a choice I might like to have, especilly for friendly games.  Personally I dont think I would ever put an archon on a board or a succubus on a bike in competitive play, but about half the games I play are not competitive.  <br /> My suggestion about warriors being able to swap for pistol+<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> is similar.  Wyches are going to be better in assualt any way you put it, but I dont see why warriors shouldnt be able to have <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons for friendly games and mood.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>grayspark wrote:</cite>On the topic of Wracks, it's kinda supposed to be that way... </div></blockquote><br /> so an Acothyst is initially bought with 3 attacks that always wound on 4+.  He can be upgraded to carry a scissorhand for +15points which will give him 3 attacks that always wound on 3+.  Somehow that doesnt seem like its worth +15 points.  Somehow I dont think its supposed to be that way.<br /> <br /> For referance a sybarite, with <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and pistol, comes with 3 attacks at S3 which will usually wound on 4+ or 5+, sometimes not at all.  Giving him a venom blade upgrades him to 3 attacks that always wound on 2+ and that is valued at +5 points.  <br /> <br /> Normally a sarg's weapon upgrades completely replace his old weapons and he gets a pistol and <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>. I dont think its right to give him a pistol, just replace his two posioned blades with two <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for free if he wants to take wargear so he can take advantage of it. ]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 04:17:54]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Serious Dark Eldar Changes</title>
				<description><![CDATA[ 1-Considering how reavers work, I could care less about their combat abilities.  If they are getting shot at with anything good then hopefully my opponent is using too much, and if they are in combat I made a mistake because they just shouldn't be.  Reavers just aren't that good and the things they are decent for aren't combat.  Imagine if they were, they would cost almost as much as a Terminator.<br /> <br /> 2-If I was adding anything it would be to give Trueborn a unit-wide 4+ <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> option, just so all their good options weren't shooting.<br /> <br /> 3-Personally, my main change would be to make the entire Court 0-X for each and include Incubi and Trueborn in their with the Mistress of Poisons having an option to upgrade the trueborn, like "if the unit contains a Lhamaean you may upgrade any trueborn in the same unit to have their poisoned weapons to be 3+ at a cost 0f +X per model."  If the trueborn all could have poison rifles or <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> already, instead of just 4+ rifles, this would make the thing worth taking while not making the SSlyth too good because of the bonus.  You could adjust the Court to be nasty Combat, nasty shooting, or somewhere between, although it might lead to a few too many wound allocations.<br /> <br /> Imagine 9 Trueborn with a Lhamaean.  Either shooting (ala the Duke) or <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and they are a more enticing option in competitive play, allowing to their not taking up a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> spot.  Or <span class="glossaryitem" onmouseover='gp(542);'>PGL</span> Archon with a mix of Incubi and Sslyth.  Decent shooting with an ability to cut through troops.  Probably have to have a points adjustment, but I wish Archon's had the prestige to surround theirselves with the best help possible.]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 05:17:55]]> GMT</pubDate>
				<author><![CDATA[ a1elbow]]></author>
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				<title>Re:Serious Dark Eldar Changes</title>
				<description><![CDATA[ Hmmm I actually agree with the mention of the court. As it stands half of it is kind of useless.<br /> <br /> Trueborn should have access to ghost plate although this almost replaces the use of scourges.]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 05:24:51]]> GMT</pubDate>
				<author><![CDATA[ InventionThirteen]]></author>
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				<title>Re:Serious Dark Eldar Changes</title>
				<description><![CDATA[ <blockquote><div><cite>a1elbow wrote:</cite>1-Considering how reavers work, I could care less about their combat abilities.  If they are getting shot at with anything good then hopefully my opponent is using too much, and if they are in combat I made a mistake because they just shouldn't be.  Reavers just aren't that good and the things they are decent for aren't combat.  Imagine if they were, they would cost almost as much as a Terminator.</div></blockquote><br /> Terminators are 40 points a model, reavers are 22.  Thats a lot closer to half as much as it is to equal.<br /> Frankly I think reavers are not any good as a purely shooty platform.  They have far too much <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in them with their pistol and <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, combat drugs and godlike Int.  They always have the option of assault those targets of opportunity, on the battlefield.  <br /> I dont know about the fluff of the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> jetbikes, but if people want a pure shooty bike there should be warriors on bikes, not wyches.  No drugs, better save, no pistol and <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and cheaper.  That is an option I would have liked to have seen in the old dex but perhaps not in this one.  scourges being <span class="glossaryitem" onmouseover='gp(35);'>FA</span> now means that kind of pure shooty is already filled.<br /> <br /> <blockquote><div><cite>a1elbow wrote:</cite><br /> 2-If I was adding anything it would be to give Trueborn a unit-wide 4+ <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> option, just so all their good options weren't shooting.</div></blockquote><br /> trueborn are really nice, great weapon choice, cool back ground, and potentially really cool models.  I think ghost plate would be a nice addition, but some sort of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> option would be nice too. I just dont want them to be "warriors with more heavy weapons"<br /> <br /> <blockquote><div><cite>a1elbow wrote:</cite><br /> 3-Personally, my main change would be to make the entire Court 0-X for each and include Incubi and Trueborn in their with the Mistress of Poisons having an option to upgrade the trueborn, like "if the unit contains a Lhamaean you may upgrade any trueborn in the same unit to have their poisoned weapons to be 3+ at a cost 0f +X per model."  If the trueborn all could have poison rifles or <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> already, instead of just 4+ rifles, this would make the thing worth taking while not making the SSlyth too good because of the bonus.  You could adjust the Court to be nasty Combat, nasty shooting, or somewhere between, although it might lead to a few too many wound allocations.</div></blockquote><br /> <br /> The court is not something I have play tested a lot because I usually play smaller games and there are no models.  A change from 1-X to 0-X would be really important.  <br /> The Lhamaean is also a bit of a wound taker.  I mean even if she dies the archon still gets the bonus.  It would be cooler if it was an upgrade that also affected the other models in the unit. <br /> The fluff on Incubi leads me to think they like to fight alone with their silent battle disipline and taking no part in other <span class="glossaryitem" onmouseover='gp(27);'>DE</span> affairs.<br /> The fluff on the Court precludes taking trueborn.  The archon wants a retinue he can trust wont stab him in the back.  Trueborn are exactly what he wants to avoid as they are next in line to succeed him.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 16:22:22]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ I wouldn't mind being able to give the archon a klaive for a cheapo agonizer (as lets face it most the time you just want s4), jetbike <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is a sad ommision and incubi dont have grenades, apart from that i dont really care about improvements. 99/100: It's a good codex quit whining or go play Necrons....]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 16:45:49]]> GMT</pubDate>
				<author><![CDATA[ Perkustin]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ The Acothyst thing is valid; it should at least be an option. Bear in mind, buying him anything doesn't REPLACE one of his poison weapons; you always have that option. Good to know if you ever buy him a Hexrifle.<br /> <br /> Blast pistol... eh... It's probably fair as is. If you were going to ask for anything, wouldn't 12" range be much more valuable? <br /> <br /> Agree on the Warriors and special weapons ratio, except that the 2nd special weapon per 10 should REPLACE their option for a Dark Lance or Splinter Cannon. No 2 <span class="glossaryitem" onmouseover='gp(540);'>DL</span>, 4 Blaster super troopers. <br /> <br /> Ghostplate upgrades... fine, whatever. <br /> <br /> The whole leader on a jetbike/skyboard thing isn't my speed, but I can see why some would want it. Fine.<br /> <br /> No on the "Scout" move for Reavers. Really, you want a free 36" turboboost to start the game? Way too much. Hellions can still use the "run" move (they are jump infantry, can still run), <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>, so not useless at all, giving them a nearly guaranteed 23-24" move/assault range. I'd say just live with it or at most allow a re-roll. <br /> <br /> Here some other tweaks that I would like as a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player:<br /> <br /> -Option for Haywire grenades on Kabalite Warriors<br /> -Option for Plasma grenades on Incubi, Mandrakes, Reavers<br /> -Option for Phantasm Grenade Launcher on beastmaster, succubus, klaivex, nightfiend, arena champion, etc.<br /> -Option for Succubus to carry a webway portal<br /> -Option for Heat Lances in more units, such as Trueborn or even Kabalite Warriors<br /> -Cheaper wych weapons (5 pts) or just a return to the old "wych weapons" rule for the entire squad<br /> -Disintegrators to be worth taking (S6, AP2, Heavy 3 or 4) so they are closer to what they used to be <br /> -Rework the awful Mandrakes. They could be really cool, but they still suck. First, give them a starting pain token to give them <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and a shooting attack to start. Give them grenades so being in cover doesn't hinder assault. Let their leader take wargear including a webway portal, as this would be a great way to make them useful in screwing with enemy deployment. <br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 17:46:51]]> GMT</pubDate>
				<author><![CDATA[ Skarboy]]></author>
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				<title>Serious Dark Eldar Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Skarboy wrote:</cite>The Acothyst thing is valid; it should at least be an option. Bear in mind, buying him anything doesn't REPLACE one of his poison weapons; you always have that option. Good to know if you ever buy him a Hexrifle.<br /> </div></blockquote><br /> yeah, it does kind of work for Hexrifles, if you really want your wracks to slog across the field instead of running...<br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> Blast pistol... eh... It's probably fair as is. If you were going to ask for anything, wouldn't 12" range be much more valuable? <br /> </div></blockquote><br /> at 15pts I would go for 9" range, 12 would be too much.<br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> Agree on the Warriors and special weapons ratio, except that the 2nd special weapon per 10 should REPLACE their option for a Dark Lance or Splinter Cannon. No 2 <span class="glossaryitem" onmouseover='gp(540);'>DL</span>, 4 Blaster super troopers. <br /> </div></blockquote><br /> I would be fine going with "For every 10 warriors 2 can take blasters/shredders or 1 can take a <span class="glossaryitem" onmouseover='gp(540);'>DL</span> or <span class="glossaryitem" onmouseover='gp(382);'>SC</span>" but better would be something like "For every 5 warriors, 1 can take a blaster/shredder.  2 warriors that could take blasters or shredders can instead take a <span class="glossaryitem" onmouseover='gp(540);'>DL</span> or <span class="glossaryitem" onmouseover='gp(382);'>SC</span>"<br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> Ghostplate upgrades... fine, whatever. <br /> The whole leader on a jetbike/skyboard thing isn't my speed, but I can see why some would want it. Fine.<br /> </div></blockquote><br /> Both of these I think are for friendly games.  I dont think either would be that competitive<br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> No on the "Scout" move for Reavers. Really, you want a free 36" turboboost to start the game? Way too much. Hellions can still use the "run" move (they are jump infantry, can still run), <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>, so not useless at all, giving them a nearly guaranteed 23-24" move/assault range. I'd say just live with it or at most allow a re-roll. <br /> </div></blockquote><br /> I was not aware Hellions could run, I dont use them.  I agree turbo boosting in a scout phase would be way too good.  Perhaps restrict it to a normal move or do something else.<br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> Here some other tweaks that I would like as a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player:<br /> -Option for Haywire grenades on Kabalite Warriors<br /> -Option for Plasma grenades on Incubi, Mandrakes, Reavers<br /> -Option for Phantasm Grenade Launcher on beastmaster, succubus, klaivex, nightfiend, arena champion, etc.<br /> -Option for Succubus to carry a webway portal<br /> -Option for Heat Lances in more units, such as Trueborn or even Kabalite Warriors<br /> -Cheaper wych weapons (5 pts) or just a return to the old "wych weapons" rule for the entire squad<br /> </div></blockquote><br /> a lot of that would be nice...   I suppose that Incubi cant use grenades because they have 2 handed weapons.  I think beasts taking advantage of grenades is a little too much as well but the rest i can see.<br /> Wych weapons are too expensive definitly, but people still take them for some reason so maybe they arent that bad.  I rarely if ever take any.<br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> -Disintegrators to be worth taking (S6, AP2, Heavy 3 or 4) so they are closer to what they used to be <br /> </div></blockquote><br /> The Disintegrator is fine.  It use to be awesome, now it is kind of mediocer but it is nice to swap out the <span class="glossaryitem" onmouseover='gp(540);'>DL</span> if you know your opponent has no vehicles.  Why cant troops carry them?  They would be awesome on scourges, trueborn and warriors. <br /> <blockquote><div><cite>Skarboy wrote:</cite><br /> -Rework the awful Mandrakes. They could be really cool, but they still suck. First, give them a starting pain token to give them <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and a shooting attack to start. Give them grenades so being in cover doesn't hinder assault. Let their leader take wargear including a webway portal, as this would be a great way to make them useful in screwing with enemy deployment. <br />  </div></blockquote><br /> Mandrakes do just plain suck.  I saw something about rending and a point adjustment, but that leaves them a lot like Harlies.  They need a complete rework <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Feb 2011 04:57:23]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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