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				<title>First go at a Dark Eldar list: 1500 points</title>
				<description><![CDATA[ Proxy list vs my brother, first time <span class="glossaryitem" onmouseover='gp(27);'>DE</span><br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Haemonculus <br /> Liquifier gun<br /> Venom blade<br /> 65<br /> <br /> Elite <br /> <br /> Kabalite Trueborn x3<br /> Splinter cannon x2<br /> Venom x2 splinter cannon<br /> 121<br /> <br /> Incubi x9<br /> Klaivex<br /> Onslaught<br /> Raider-Flicker field <br /> 298<br /> <br /> Kalabite trueborn x5<br /> Dark lance x2<br /> 110<br /> <br /> <br /> Troops<br /> <br /> Wracks x5<br /> Liquefier gun<br /> Venom x2 splinter cannons<br /> 125<br /> <br /> Kabalite worriers x10<br /> Splinter cannon<br /> Blaster<br /> Raider w splinter racks<br /> 185 <br /> <br /> Kabalite worriers x10<br /> Splinter cannon<br /> Blaster<br /> Raider w splinter racks<br /> 185 <br /> <br /> Wtches x10<br /> Hydra gauntlets x2<br /> Raider<br /> Haywire grenades <br /> 200<br /> <br /> Heavy <br /> <br /> Ravager <br /> 3 dark lances<br /> 105<br /> Ravager <br /> 3 dark lances<br /> 105<br /> <br /> Total 1499<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 30 Jan 2013 00:54:48]]> GMT</pubDate>
				<author><![CDATA[ Ozomoto]]></author>
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				<title>First go at a Dark Eldar list: 1500 points</title>
				<description><![CDATA[ Like the list overall, just a couple tweaks.<br /> <br /> The 5 man footborne squad with the <span class="glossaryitem" onmouseover='gp(540);'>DL</span>'s could probably be dropped to 3. 2 extra bodies will not really keep the squad alive, as a barrage can snipe the lances(making it useless) or it will get shot apart with any serious looks. Main goal is stay out of range as long as possible, or even to go in a venom. Yeah, cant move the venom but more long ranged dakka(at a different target) along with a shield for the squishey dudes. Redeploy if you must, and throw night shields on and then you really play the range game.<br /> <br /> Splinter rack kabbie squads are cool, but I would drop the blasters. The squad needs all the rifles it can get(the cannon is ok for the extra dakka) to make the best of the racks. There are a great place to put night shields.<br /> <br /> Ravagers need night shields in 6th. That reduction to range is critical. <br /> <br /> Haywitches could just go in a venom, as you have the incubi for hardcore assault.<br /> <br /> Speaking of, drop their raider's flickerfields. A 5++ against a mass assault wont save you, and jink offers the same protection against most weapons. Consider aethersails on the raider, as you want the incubi in combat turn 2, and not footing it. Night shields are also a potential choice to prevent a 1st turn shootdown(hide it behind something for cover instead of flickers, once you move jink kicks in)]]></description>
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				<pubDate><![CDATA[Wed, 30 Jan 2013 04:25:27]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>First go at a Dark Eldar list: 1500 points</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c126c15efc2da152a9cbac56bdd44807.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/504094/5232200.page"><b>Dr. Serling wrote:</b></a><br/>Like the list overall, just a couple tweaks.<br /> <br /> The 5 man footborne squad with the <span class="glossaryitem" onmouseover='gp(540);'>DL</span>'s could probably be dropped to 3. 2 extra bodies will not really keep the squad alive, as a barrage can snipe the lances(making it useless) or it will get shot apart with any serious looks. Main goal is stay out of range as long as possible, or even to go in a venom. Yeah, cant move the venom but more long ranged dakka(at a different target) along with a shield for the squishey dudes. Redeploy if you must, and throw night shields on and then you really play the range game.<br /> <br /> Splinter rack kabbie squads are cool, but I would drop the blasters. The squad needs all the rifles it can get(the cannon is ok for the extra dakka) to make the best of the racks. There are a great place to put night shields.<br /> <br /> Ravagers need night shields in 6th. That reduction to range is critical. <br /> <br /> Haywitches could just go in a venom, as you have the incubi for hardcore assault.<br /> <br /> Speaking of, drop their raider's flickerfields. A 5++ against a mass assault wont save you, and jink offers the same protection against most weapons. Consider aethersails on the raider, as you want the incubi in combat turn 2, and not footing it. Night shields are also a potential choice to prevent a 1st turn shootdown(hide it behind something for cover instead of flickers, once you move jink kicks in)</div></blockquote><br /> <br /> <br /> Just finished playing my brother, 10 man witch squads were far to big as you said, I don't think I like them altogether. The blasters  on the warriors did nothing, would <span class="glossaryitem" onmouseover='gp(186);'>defs</span> drop those. <br /> I see where you are coming from with the night shields, I will try that next time. Dark lance squad could definitely be dropped to 3. ]]></description>
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				<pubDate><![CDATA[Wed, 30 Jan 2013 06:58:12]]> GMT</pubDate>
				<author><![CDATA[ Ozomoto]]></author>
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