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		<title><![CDATA[Latest posts for the thread "Dark Eldar list 1000"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Dark Eldar list 1000"]]></description>
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				<title>Dark Eldar list 1000</title>
				<description><![CDATA[ I have been testing a Dark Eldar list at 1000 points and have come up with this list. I have tweaked some of the units based on the three games I've played. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>	Archon	140	Agonizer, Splinter Pistol, Shadow Field,  Phantasm Grenade Launcher, Animus Vitae<br /> 			<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>	Haemonculus	65	Venom Blade, Liquifier Gun, Splinter Pistol<br /> 			<br /> Troops	Wracks (9)	100	2 Close Combat Weapons, 1 Liquifier Gun<br /> 	Raider	70	Dark Lance, Flickerfield<br /> 			<br /> Troops	Wracks (10)	120	2 Close Combat Weapons, 2 Liquifier Gun<br /> 	Raider	70	Dark Lance, Flickerfield<br /> 			<br /> Elites	Incubi (4)	88	Klaive<br /> 	Venom	75	Flickerfield, Splinter Cannon (x2), Night Shield<br /> 			<br /> Heavy Support	Ravager	115	Dark Lance (3), Flickerfield<br /> 			<br /> Heavy Support	Razorwing Flyer	155	Flickerfield, 2x Dark Lance, Twin linked Splinter Rifle, 4 Monosythe Missiles<br /> 			<br /> 		998	<br /> <br /> Two units of Wracks have worked well so far. I feel like they are adequate as long as they attack the correct targets. The Archon/Incubi are expensive, but add a much needed punch. I have used the Razorwing once, but found it to be worthwhile. The missiles provide a good amount of utility. Comments and advice welcome.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 20 Feb 2011 20:45:18]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>Dark Eldar list 1000</title>
				<description><![CDATA[ Yeah, i also like the Razorwings as they add the much needed tactical versatility.<br /> Wracks are a solid choice, they are always worth their points.<br /> I haven't tried to use incubi, but i have indeed heard 4 is the best number to take em.<br /> Might want to consider dropping the archon to add in another ravager and one klaivex, and give the razorwing a splinter cannon.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 20 Feb 2011 20:51:59]]> GMT</pubDate>
				<author><![CDATA[ Tmonster]]></author>
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				<title>Dark Eldar list 1000</title>
				<description><![CDATA[ <blockquote><div><cite>Tmonster wrote:</cite>Might want to consider dropping the archon to add in another ravager and one klaivex, and give the razorwing a splinter cannon.<br /> </div></blockquote><br /> <br /> or maybe add an extra haemonculi for your 2nd wrack squad, i find that having as many squads start with a haemonculi is very useful, especial with something that already starts with a pain token, and even better is that they are a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unit giving them <span class="glossaryitem" onmouseover='gp(397);'>FC</span> which although doesnt make them hit better it should in most cases make them hit 1st]]></description>
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				<pubDate><![CDATA[Sun, 20 Feb 2011 23:36:38]]> GMT</pubDate>
				<author><![CDATA[ Krushhk]]></author>
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				<title>Dark Eldar list 1000</title>
				<description><![CDATA[ if you do decide to take the archon, i would drop the animus vitae, if you play the incubi right, they should be able to get pain tokens easy enough, so to me the animus vitae is a waste<br /> ( i think that the vitae is the one that gives a pain token after you kill something, but if I'm wrong, i take that back <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 05:11:39]]> GMT</pubDate>
				<author><![CDATA[ SomaRukido]]></author>
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				<title>Dark Eldar list 1000</title>
				<description><![CDATA[ <blockquote><div><cite>SomaRukido wrote:</cite>if you do decide to take the archon, i would drop the animus vitae, if you play the incubi right, they should be able to get pain tokens easy enough, so to me the animus vitae is a waste<br /> ( i think that the vitae is the one that gives a pain token after you kill something, but if I'm wrong, i take that back <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)</div></blockquote><br /> <br /> Yeah incubi on the charge can do some serious damage, not to mention what the archon himself could do as well<br /> <br /> and yes the vitae is the one that gives you a pain token...]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 23:07:55]]> GMT</pubDate>
				<author><![CDATA[ Krushhk]]></author>
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				<title>Dark Eldar list 1000</title>
				<description><![CDATA[ Archons can't take an Animus Vitae, only Haemonculi can.  And after what the new <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> stated I don't think you'd want one anyway.]]></description>
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				<pubDate><![CDATA[Wed, 23 Feb 2011 00:51:00]]> GMT</pubDate>
				<author><![CDATA[ asimo77]]></author>
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				<title>Re:Dark Eldar list 1000</title>
				<description><![CDATA[ Thanks for all of the feedback. I did not see the Animus Vitae ruling but that does nerf it pretty hard. That and the fact the Archon can't have it. ]]></description>
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				<pubDate><![CDATA[Wed, 23 Feb 2011 03:13:22]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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