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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ I was wondering how I could get some of the benefits of Eldar to my Dark Eldar, in as cheap a way as possible (points and $).<br /> <br /> How about adding one Farseer - to give Runes of Warding (enemy adds <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> on all pyschic tests) and some basic goodness (Fortune on Wyches/Archon?).  Don't know if Eldrad gets the same Runes...will need to find a codex.<br /> <br /> Then add a unit of Rangers/Pathfinders for their Infiltrate and Sniper skills.  Put a Haemonculi with them to allow you to cast a Webway Portal deep in opponents territory.  I think the Rangers will be much better than the Mandrakes.<br /> <br /> Any thoughts?]]></description>
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				<pubDate><![CDATA[Sun, 1 Jul 2012 23:15:52]]> GMT</pubDate>
				<author><![CDATA[ bubbinski]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ As much as I'd like to figure out some new <span class="glossaryitem" onmouseover='gp(27);'>DE</span> tactics, I really feel it's back to Blasterborn and Ravagers.<br /> <br /> I initially loved the idea of putting a hamy with infiltrators, but doesn't the unit lose that ability if an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> without it joins?]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 00:42:38]]> GMT</pubDate>
				<author><![CDATA[ Ribber]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <blockquote><div><cite>Ribber wrote:</cite>As much as I'd like to figure out some new <span class="glossaryitem" onmouseover='gp(27);'>DE</span> tactics, I really feel it's back to Blasterborn and Ravagers.<br /> <br /> I initially loved the idea of putting a hamy with infiltrators, but doesn't the unit lose that ability if an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> without it joins?</div></blockquote><br /> <br /> Yeah - I think you're right.  One of the posts I was reading earlier had said that this rule was changed in 6E, but I looked at the rulebook and it's pretty clear that you can't do it.  I do think a Farseer and Ranger could help fill some gaps though.  I'll proxy them a few games and see how they work.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 00:58:24]]> GMT</pubDate>
				<author><![CDATA[ bubbinski]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ Indeed, I like the idea of adding some snipers to my army. My opportunities to play are few and far between lately so I do hope you will keep us informed how they work out for you!]]></description>
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				<pubDate><![CDATA[Mon, 2 Jul 2012 01:09:02]]> GMT</pubDate>
				<author><![CDATA[ Ribber]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <blockquote><div><cite>bubbinski wrote:</cite>I was wondering how I could get some of the benefits of Eldar to my Dark Eldar, in as cheap a way as possible (points and $).<br /> <br /> How about adding one Farseer - to give Runes of Warding (enemy adds <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> on all pyschic tests) and some basic goodness (Fortune on Wyches/Archon?).  Don't know if Eldrad gets the same Runes...will need to find a codex.<br /> <br /> Then add a unit of Rangers/Pathfinders for their Infiltrate and Sniper skills.  Put a Haemonculi with them to allow you to cast a Webway Portal deep in opponents territory.  I think the Rangers will be much better than the Mandrakes.<br /> <br /> Any thoughts?</div></blockquote><br /> <br /> Unfortunately, beneficial Eldar psychic powers have limitations. Not only are the ranges extremely short, but they can only target units from the Eldar codex.<br /> <br /> Another bummer; independent characters that do not have infiltrate, may not deploy with infiltrators.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 02:58:19]]> GMT</pubDate>
				<author><![CDATA[ Falconlance]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <blockquote><div><cite>Falconlance wrote:</cite><blockquote><div><cite>bubbinski wrote:</cite>I was wondering how I could get some of the benefits of Eldar to my Dark Eldar, in as cheap a way as possible (points and $).<br /> <br /> How about adding one Farseer - to give Runes of Warding (enemy adds <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> on all pyschic tests) and some basic goodness (Fortune on Wyches/Archon?).  Don't know if Eldrad gets the same Runes...will need to find a codex.<br /> <br /> Then add a unit of Rangers/Pathfinders for their Infiltrate and Sniper skills.  Put a Haemonculi with them to allow you to cast a Webway Portal deep in opponents territory.  I think the Rangers will be much better than the Mandrakes.<br /> <br /> Any thoughts?</div></blockquote><br /> <br /> Unfortunately, beneficial Eldar psychic powers have limitations. Not only are the ranges extremely short, but they can only target units from the Eldar codex.<br /> <br /> Another bummer; independent characters that do not have infiltrate, may not deploy with infiltrators.</div></blockquote><br /> <br /> Eldar and dark eldar are battle brothers. Under the battle brothers rules is states that you may target them with psycic powers like they were your own units. Battle brothers for all intensive purposes are your own units but you cant share transports.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 03:15:30]]> GMT</pubDate>
				<author><![CDATA[ Razgriz22]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <blockquote><div><cite>Razgriz22 wrote:</cite><blockquote><div><cite>Falconlance wrote:</cite><blockquote><div><cite>bubbinski wrote:</cite>I was wondering how I could get some of the benefits of Eldar to my Dark Eldar, in as cheap a way as possible (points and $).<br /> <br /> How about adding one Farseer - to give Runes of Warding (enemy adds <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> on all pyschic tests) and some basic goodness (Fortune on Wyches/Archon?).  Don't know if Eldrad gets the same Runes...will need to find a codex.<br /> <br /> Then add a unit of Rangers/Pathfinders for their Infiltrate and Sniper skills.  Put a Haemonculi with them to allow you to cast a Webway Portal deep in opponents territory.  I think the Rangers will be much better than the Mandrakes.<br /> <br /> Any thoughts?</div></blockquote><br /> <br /> Unfortunately, beneficial Eldar psychic powers have limitations. Not only are the ranges extremely short, but they can only target units from the Eldar codex.<br /> <br /> Another bummer; independent characters that do not have infiltrate, may not deploy with infiltrators.</div></blockquote><br /> <br /> Eldar and dark eldar are battle brothers. Under the battle brothers rules is states that you may target them with psycic powers like they were your own units. Battle brothers for all intensive purposes are your own units but you cant share transports.</div></blockquote><br /> <br /> The specific restriction is not that they must be your own units, or even that they must be friendly units, rather the restriction is that they must specifically be an <b>Eldar</b> unit. These restrictions are written in the Eldar codex, in the descriptions of the individual powers. If you choose instead to substitute the powers in the Eldar codex for those in the main rulebook, however, all is well, as they have no such restriction.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 05:22:36]]> GMT</pubDate>
				<author><![CDATA[ Falconlance]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <blockquote><div><cite>Falconlance wrote:</cite><blockquote><div><cite>Razgriz22 wrote:</cite><blockquote><div><cite>Falconlance wrote:</cite><blockquote><div><cite>bubbinski wrote:</cite>I was wondering how I could get some of the benefits of Eldar to my Dark Eldar, in as cheap a way as possible (points and $).<br /> <br /> How about adding one Farseer - to give Runes of Warding (enemy adds <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> on all pyschic tests) and some basic goodness (Fortune on Wyches/Archon?).  Don't know if Eldrad gets the same Runes...will need to find a codex.<br /> <br /> Then add a unit of Rangers/Pathfinders for their Infiltrate and Sniper skills.  Put a Haemonculi with them to allow you to cast a Webway Portal deep in opponents territory.  I think the Rangers will be much better than the Mandrakes.<br /> <br /> Any thoughts?</div></blockquote><br /> <br /> Unfortunately, beneficial Eldar psychic powers have limitations. Not only are the ranges extremely short, but they can only target units from the Eldar codex.<br /> <br /> Another bummer; independent characters that do not have infiltrate, may not deploy with infiltrators.</div></blockquote><br /> <br /> Eldar and dark eldar are battle brothers. Under the battle brothers rules is states that you may target them with psycic powers like they were your own units. Battle brothers for all intensive purposes are your own units but you cant share transports.</div></blockquote><br /> <br /> The specific restriction is not that they must be your own units, or even that they must be friendly units, rather the restriction is that they must specifically be an <b>Eldar</b> unit. These restrictions are written in the Eldar codex, in the descriptions of the individual powers. If you choose instead to substitute the powers in the Eldar codex for those in the main rulebook, however, all is well, as they have no such restriction.</div></blockquote><br /> <br /> I suppose you could look at it like that. But <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, "Friendly" units are essentially treated as other eldar units. Especially for the purpose of casting psychic powers. Thats just how I interpret the rules. Maybe there will be further <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'s to clarify? This could be a new 6t edition <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> vs <span class="glossaryitem" onmouseover='gp(110);'>RAI</span> debate. But good find none the less.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If you can't target friendly units then just cast it on yourself and join a unit of dark eldar. Then they all get it.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 16:16:33]]> GMT</pubDate>
				<author><![CDATA[ Razgriz22]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> doesnt matter here, you simply cannot do it. the eldar codex is old and that was origionally put in there to stop allies when you could do them in the old editions. things havnt changed. however, eldar get access to the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> "lores" and so you can still get some nifty psycic powers to help out the <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 16:26:07]]> GMT</pubDate>
				<author><![CDATA[ meneroth2]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ I am stating that it is how I interpret them. I interpret the Rule book as saying battle brothers are treated as friendly&gt;eldar. Its just how I am seeing it. I dont know if that is what is right or wrong by <span class="glossaryitem" onmouseover='gp(50);'>GW</span> standards. 6th has been out for less then a week. Stuff like this is bound to come up. <br /> <br /> As I said, worse case scenario you cast it on the seer and join the unit of dark eldar. So for a turn you can utilize that power.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 16:32:41]]> GMT</pubDate>
				<author><![CDATA[ Razgriz22]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ <blockquote><div><cite>bubbinski wrote:</cite><br /> Then add a unit of Rangers/Pathfinders for their Infiltrate and Sniper skills.  Put a Haemonculi with them to allow you to cast a Webway Portal deep in opponents territory.  ?</div></blockquote><br /> <br /> you are right about putting a haemi with the rangers but not for <span class="glossaryitem" onmouseover='gp(541);'>WWP</span>.  Give a haemi a Hexrifle and have him move up on his own to join the rangers or start with them in ruins.  He can move and fire his sniper rifle at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.  When he joins the rangers, he gives them nightfighting, so they can see in the dark.  ]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 18:03:09]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Dark Elddar Strategy - Minimal Eldar Alliance</title>
				<description><![CDATA[ Things you might want to consider:<br /> <br /> Doom affects it's target, so far as I can figure, it doesn't deal at all with friendly units, things that shoot or take swipes at the poor doomed unit are going to be more effective no matter how the eldar feel about them.<br /> <br /> Doom is very good with poisoned shooting, and very helpful when you can muster a whole whack of accurate <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 close combat attacks.<br /> <br /> More armies are going to be incorporating psychic powers. They've really turned up their importance in the new edition, and they've made them available to everyone through allies. More so than before, it should be considered it's own little front on the battlefield and considering defenses will be important. Warding is looking really good.<br /> <br /> Your skimmers may be more vulnerable than ever. Getting charged suddenly sucks, and there are all kinds of new fast units sneaking their way into armies.<br /> <br /> Your standard anti tank got a bit worse. Between torrents getting even better than superlasers and blasters putting your skimmers in charge range, life feels more awkward.<br /> <br /> Life is even harder outside of your tank.... But you can't stay in anymore. Maybe fortifications will become key. Grass cover is going to stink, as will random problems from mystery cover. I guess you can still rely on trying to table the opponent before they can take advantage of your endgame objective grabbing vulnerabilities. Falling out of a skimmer also seems more dangerous now, if I can recall.<br /> <br /> You might have a really good relationship with a couple of Wave Serpents. Lots of strength six firepower is very solid at picking off light <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and infantry alike, provides decent cover for your boats and does a fine job of soaking hit and hiding synergy units. Not as tough as it used to be, but they excited consume shots that would otherwise love to be downing raiders and it's contents and innate firepower will be giving you more targeting groups and leeway for your poison and lance shots.<br /> <br /> Reserve rules got better, but autarchs still add another (bs5) melta shot, easier safe deployment and small frustrations to your opponent for a cheap price.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jul 2012 18:22:49]]> GMT</pubDate>
				<author><![CDATA[ Lucre]]></author>
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