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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ How far can they move and shoot without snap shooting? I have seen things for vehicles in the rulebook but (either I am missing it) none for the people riding in them. Page numbers please guys thanks!Thanks for the help!]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:09:15]]> GMT</pubDate>
				<author><![CDATA[ Gray1378]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ 12" for themselves as they're fast. Well it says they can shoot two, but Raiders can only have one weapon.<br /> <br /> 6" for their passengers as they count as moving that far (so you'll be snap firing heavy weapons) and being fast doesn't change that for them.]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:22:42]]> GMT</pubDate>
				<author><![CDATA[ Drk_Oblitr8r]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Splinter weapons arn't heavy though. So would they still be snap firing or full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>? Page number please <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> I just want to varify as I truly cannot find the stupid answer in the Rulebook and would like to see it for my own eyes. <br /> <br /> <br /> Thanks again guys!]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:25:15]]> GMT</pubDate>
				<author><![CDATA[ Gray1378]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Fire Points, the end of the second paragraph on pg78. The fast vehicles not saying anything about it is on 83.<br /> <br /> And the splinter cannon is half the time, but you can easily just shoot it as the assault version <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:29:45]]> GMT</pubDate>
				<author><![CDATA[ Drk_Oblitr8r]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ So can someone please explain to me how the hell being a fast, weak, low armored vehicles, army can only move 6" to shoot; whats the freaking pay off?? <br /> <br /> I am just curious how people get around it? over extend yourselves and pray you can come out? <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> are a joke now no assalt, a stiff breeze knocks over our vehicles and if a Daemon even looks at us we run? Help<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:44:37]]> GMT</pubDate>
				<author><![CDATA[ Gray1378]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ They snap fire from 7-12". I usually give my raiders with Warriors inside splinter racks, so at least they count as being <span class="glossaryitem" onmouseover='gp(126);'>TL</span>. It doesn't affect splinter cannons though, but with a haemy in there with them they can't take one anyway because I have less than 10 in the squad.]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:58:36]]> GMT</pubDate>
				<author><![CDATA[ Drk_Oblitr8r]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Snap fire it is then. Ill just have to work around it. Thanks for the help.]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 05:59:59]]> GMT</pubDate>
				<author><![CDATA[ Gray1378]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Take Venoms instead. Raiders are garbage now. The only transport that's worth it besides a raider is a Tantalus. They are awesome. ]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 17:59:07]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Snapfire 7-12".<br /> <br /> Raiders are not garbage. I love the venom for its anti-infantry shots, but you need a mix. Splinter rack raiders with 10 warriors are pretty good... as long as they don't blow up and kill your squad, but that's a problem with the whole army, not the transport.]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 19:39:50]]> GMT</pubDate>
				<author><![CDATA[ Tinsil]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5511857.page"><b>CaptKaruthors wrote:</b></a><br/>Take Venoms instead. Raiders are garbage now. The only transport that's worth it besides a raider is a Tantalus. They are awesome. </div></blockquote><br /> <br /> Raiders are not garbage.  They have reasonable <span class="glossaryitem" onmouseover='gp(482);'>AT</span> ability.  They are big and can give other units complete <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> obscurity.  They also have 3 hull points, so they are more likely to be around at the end of the game.  10 men means you can transport grots, incubi, wracks or wyches in greater numbers than 5.  ]]></description>
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				<pubDate><![CDATA[Tue, 16 Apr 2013 21:50:25]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Dark Eldar Raiders</title>
				<description><![CDATA[ So if the Raider moves 7-12 it can only fire snap shots?<br /> If it moves 6 does it and the passengers fire at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>?]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 06:53:33]]> GMT</pubDate>
				<author><![CDATA[ CaptainHonkey]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Raider can shoot at normal <span class="glossaryitem" onmouseover='gp(14);'>BS</span> so long as it can actually shoot, move or not (you flat out/ turbo boost/whatever in the shooting phase instead of shooting). The passengers snap fire if it moves more than 6.]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 10:16:51]]> GMT</pubDate>
				<author><![CDATA[ Drk_Oblitr8r]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Raider + Splinter rack w/ 10 warriors all with splinter rifles snap fire for TL6]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 10:53:12]]> GMT</pubDate>
				<author><![CDATA[ FeindusMaximus]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4f51cf2b15930c57fb609a08b362bdb2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5512914.page"><b>Exergy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5511857.page"><b>CaptKaruthors wrote:</b></a><br/>Take Venoms instead. Raiders are garbage now. The only transport that's worth it besides a raider is a Tantalus. They are awesome. </div></blockquote><br /> <br /> Raiders are not garbage.  They have reasonable <span class="glossaryitem" onmouseover='gp(482);'>AT</span> ability.  They are big and can give other units complete <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> obscurity.  They also have 3 hull points, so they are more likely to be around at the end of the game.  10 men means you can transport grots, incubi, wracks or wyches in greater numbers than 5.  </div></blockquote><br /> <br /> The Raiders "hover" so they never block off <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> completely from infantry.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, not sure if you are serious or not but Dark Eldar don't care about Hull Points because they blow up like 90% of the time when shot at.<br /> <br /> Transport wise I agree with you.]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 11:10:18]]> GMT</pubDate>
				<author><![CDATA[ Makutsu]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ca800b2c922b8d97319360377c26f0b1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5514490.page"><b>Makutsu wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4f51cf2b15930c57fb609a08b362bdb2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5512914.page"><b>Exergy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5511857.page"><b>CaptKaruthors wrote:</b></a><br/>Take Venoms instead. Raiders are garbage now. The only transport that's worth it besides a raider is a Tantalus. They are awesome. </div></blockquote><br /> <br /> Raiders are not garbage.  They have reasonable <span class="glossaryitem" onmouseover='gp(482);'>AT</span> ability.  They are big and can give other units complete <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> obscurity.  They also have 3 hull points, so they are more likely to be around at the end of the game.  10 men means you can transport grots, incubi, wracks or wyches in greater numbers than 5.  </div></blockquote><br /> <br /> The Raiders "hover" so they never block off <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> completely from infantry.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, not sure if you are serious or not but Dark Eldar don't care about Hull Points because they blow up like 90% of the time when shot at.<br /> <br /> Transport wise I agree with you.</div></blockquote><br /> <br /> a lot of people are taking autocannons, missile launchers or other low strength weapons. 1 Glance no longer has a chance to kill a raider and a pen from an AP3+ weapon only has a 1/3 chance of blowing it up.  <br /> <br /> Raiders are great at blocking <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to Venoms and Reavers which both need it.  ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 13:35:30]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Raiders are not garbage. They have reasonable <span class="glossaryitem" onmouseover='gp(482);'>AT</span> ability. </div></blockquote><br /> <br /> In 6th they're garbage. You're paying 70pts for the durability of a Venom which is cheaper and a weak anti-tank gun which is essentially a missile launcher vs. most vehicles. Anti-tank for <span class="glossaryitem" onmouseover='gp(27);'>DE</span> come from other places in the list.   <br /> <br /> <blockquote class="uncited"><div>They are big and can give other units complete <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> obscurity.</div></blockquote><br /> <br /> Why spend 70pts for that when you can get that cheaper in other ways. Or you can spend a little more and get an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> if that concerns you? <br /> <br /> <blockquote class="uncited"><div>They also have 3 hull points, so they are more likely to be around at the end of the game. </div></blockquote><br /> <br /> Lolz. I think in all the games I've played I think I've had a raider survive an entire game maybe once, or twice. Hull points don't matter as anything that's AP2 or AP1 and penentrates torches them on a 4+ or 3+. <br /> <br /> <blockquote class="uncited"><div>10 men means you can transport grots, incubi, wracks or wyches in greater numbers than 5.</div></blockquote><br /> <br /> Firstly, you can only put 5 grotesques in a raider. Secondly, who is fielding wracks and incubi these days? You are over paying for a transport that's crap..then stick units that are now crap in them? Grotesques work better maxed out on foot with good character support. Wyches should be fielded in smaller squads of 5 as it requires more firepower and resources to kill two units of 5 instead of one unit of 10. Why spend 70pts on a transport and fill it with 10 wyches...only to have it blow up and on average you lose half the squad when it explodes? Raiders are only good at two things: Sucking, and dying. Spend those 70pts in something else. <br /> <br /> <blockquote class="uncited"><div>a lot of people are taking autocannons, missile launchers or other low strength weapons.</div></blockquote><br /> <br /> Low strength weapons?! A <span class="glossaryitem" onmouseover='gp(328);'>ML</span> pens on a 3+ and the vehicle is open topped. Hull points don't matter at that point because anything that is truly anti-tank is going to <i>kill</i> them with ease. Autocannons mince them as swiping 3 hullpoints off a AV10 vehicle is easy. <br />  <br /> <blockquote class="uncited"><div>1 Glance no longer has a chance to kill a raider and a pen from an AP3+ weapon only has a 1/3 chance of blowing it up. </div></blockquote><br /> <br /> But most armies will smoke them regardless. If there are any lascannons or multimeltas in an opponents army, your raiders won't live long. Same with plasmaguns...which have seen an increase of being taken. <br /> <br /> <blockquote class="uncited"><div>Raiders are great at blocking <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to Venoms and Reavers which both need it.</div></blockquote><br /> <br /> Venoms can manage on their own as they are small and have a low profile. Reavers don't need it as you can simply just deploy them in cover anyways as they ignore terrain tests completely. Or you can reserve your reavers as they don't always need to start on the table. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, not sure if you are serious or not but Dark Eldar don't care about Hull Points because they blow up like 90% of the time when shot at. </div></blockquote><br /> <br /> Agreed. You may as well as forget about Hull Points with <span class="glossaryitem" onmouseover='gp(27);'>DE</span> transports. <br /> <br /> <blockquote class="uncited"><div>Raider + Splinter rack w/ 10 warriors all with splinter rifles snap fire for TL6</div></blockquote><br /> <br /> You are paying 170-180pts for that. Not the best investment...especially since you lose most of the squad if the transport explodes. <span class="glossaryitem" onmouseover='gp(27);'>DE</span> troops shouldn't cost more than 125pts. The extra 10 points you spend on splinter racks for a snap fire buff that will yield a marginal extra number of hits isn't worth it <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 15:14:49]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ I have lots of luck using raiders, they are great, and have yet to disappoint me.  ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 16:10:57]]> GMT</pubDate>
				<author><![CDATA[ DaKKaLAnce]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5515167.page"><b>CaptKaruthors wrote:</b></a><br/><blockquote class="uncited"><div>Raiders are not garbage. They have reasonable <span class="glossaryitem" onmouseover='gp(482);'>AT</span> ability. </div></blockquote><br /> In 6th they're garbage. You're paying 70pts for the durability of a Venom which is cheaper and a weak anti-tank gun which is essentially a missile launcher vs. most vehicles. Anti-tank for <span class="glossaryitem" onmouseover='gp(27);'>DE</span> come from other places in the list.   <br /> <blockquote class="uncited"><div>They are big and can give other units complete <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> obscurity.</div></blockquote><br /> Why spend 70pts for that when you can get that cheaper in other ways. Or you can spend a little more and get an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> if that concerns you? <br /> <blockquote class="uncited"><div>They also have 3 hull points, so they are more likely to be around at the end of the game. </div></blockquote><br /> Lolz. I think in all the games I've played I think I've had a raider survive an entire game maybe once, or twice. Hull points don't matter as anything that's AP2 or AP1 and penentrates torches them on a 4+ or 3+. <br /> <blockquote class="uncited"><div>10 men means you can transport grots, incubi, wracks or wyches in greater numbers than 5.</div></blockquote><br /> Firstly, you can only put 5 grotesques in a raider. Secondly, who is fielding wracks and incubi these days? You are over paying for a transport that's crap..then stick units that are now crap in them? Grotesques work better maxed out on foot with good character support. Wyches should be fielded in smaller squads of 5 as it requires more firepower and resources to kill two units of 5 instead of one unit of 10. Why spend 70pts on a transport and fill it with 10 wyches...only to have it blow up and on average you lose half the squad when it explodes? Raiders are only good at two things: Sucking, and dying. Spend those 70pts in something else. <br /> <blockquote class="uncited"><div>a lot of people are taking autocannons, missile launchers or other low strength weapons.</div></blockquote><br /> Low strength weapons?! A <span class="glossaryitem" onmouseover='gp(328);'>ML</span> pens on a 3+ and the vehicle is open topped. Hull points don't matter at that point because anything that is truly anti-tank is going to <i>kill</i> them with ease. Autocannons mince them as swiping 3 hullpoints off a AV10 vehicle is easy. <br /> <blockquote class="uncited"><div>1 Glance no longer has a chance to kill a raider and a pen from an AP3+ weapon only has a 1/3 chance of blowing it up. </div></blockquote><br /> But most armies will smoke them regardless. If there are any lascannons or multimeltas in an opponents army, your raiders won't live long. Same with plasmaguns...which have seen an increase of being taken. <br /> <blockquote class="uncited"><div>Raiders are great at blocking <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to Venoms and Reavers which both need it.</div></blockquote><br /> Venoms can manage on their own as they are small and have a low profile. Reavers don't need it as you can simply just deploy them in cover anyways as they ignore terrain tests completely. Or you can reserve your reavers as they don't always need to start on the table. <br />  </div></blockquote><br /> 1. Raiders have better durability than venoms, they have 3 hull points to venoms 2.  <br /> Dark Lances are AP2, making them much better <span class="glossaryitem" onmouseover='gp(482);'>AT</span> than a missile launcher which you note in your 3rd line but somehow ignored in your first line.  <br /> <br /> 2. <span class="glossaryitem" onmouseover='gp(637);'>ADLs</span> dont move, raiders do.  A raider can be a mobile <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> block for venoms or jetbikes.  <br /> <br /> 3.  I wonder how you only having a raider surive to the end of the game is relevent when you say you dont take raider because they are garabage.  "I have never had a cronos surivie to the end of the game(took one twice ever) o man their durability must suck."<br /> <br /> 4 You cannot put any grotesques in a venom, and a large squad will cost a ton and be very slow.  I take wracks, they are good scoring troops that start with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, T4 and can be tough as hell to get off an objective when they <span class="glossaryitem" onmouseover='gp(315);'>gtg</span>.<br /> <br /> 5. By low strength weapons I was refering to multilasers, telsa spam, scatter lasers, psibacks, assault cannons, big shootas.  People are hull stripping rhinos and even with the lower armor and open topped i lose most of my vehicles to hull stripping too.  (about 60%, 40% blow up).   Autocannons and the like will generate 3 pens for every glance and only 1 pen in 3 is likely to blow one up.  That means that for every 6 shots that hit, you strip 4 hull points and get one explode.  Averages being what they are a lot of raiders are going to survive till the 3rd hull point is gone.  <br /> <br /> 6. Sure lascannons will do a number on a raider, venom or ravager.  Most people dont run enough lascannons to shoot down 10 vehicles in a turn.  Few run enough las cannons to take out even 2-3, so they end up using other weapons.  Plasma guns, melta guns and multi meltas are all very short ranged.  Your vehicles need not be that close.   <br /> <br /> <br /> <br /> Math hammer on autocannons<br /> 6 hits, 1 glance, 3 pens of which 1 is an explodes.<br /> chance that an AV10 open topped vehicle will explode on the first damage result= 25%<br /> chance that an AV10 open topped vehicle will explode by or on the second damage result = .25 + (1-.25)*.25 = 43%<br /> chance that an AV10 open topped vehicle will explode by or on the third damage result = .25 + (1-.25)(1-.25)*.25 = 57%<br /> <br /> This means that against autocannons, 75% of raiders or venoms will survive the first damage result.  57% of raiders will survive the second damage result.  Venoms only have 1 hull point so they always die to the second damage result.  57% is to say most of the raider will die to hull point stripping rather than explodes and will take more shots to take down than a venom.  <br /> <br /> The numbers are worse for missile launchers, much worse for las canons but better for multilasers scatter lasers and much much better for heavy bolters and pulse rifles, bolters etc.  <br /> <br /> A meltagun will kill a raider very quickly, then again it will also kill a land raider very quickly.  I dont see how comparing a a raiders lack of suriveability to melta guns make them suck when almost all vehicles die to melta almost as easily.  ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 17:06:03]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Raiders aren't as good as Venoms <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, but they do have a purpose. They certainly aren't garbage.<br /> <br /> I like them as gunboats with warriors with splinter racks and nightshields. The nightshield helps stay out of rapid fire and melta range from infantry units.<br /> <br /> I also use them when I run my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with grots. I've found that I prefer 4 grots in a raider over larger squads on foot.<br /> <br /> Plus, they come with <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLs</span></span>. Dark Lances aren't great, but they are still handy to have on a mobile platform.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 19:03:55]]> GMT</pubDate>
				<author><![CDATA[ Red Viper]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote class="uncited"><div>1. Raiders have better durability than venoms, they have 3 hull points to venoms 2.</div></blockquote><br /> <br /> No they don't they are one and the same for durability because they both share the same chances at getting blown up. When most anti-tank weapons blow them out of the sky one extra hull point <i>doesn't matter.</i> <br />  <br /> <blockquote class="uncited"><div>Dark Lances are AP2, making them much better <span class="glossaryitem" onmouseover='gp(482);'>AT</span> than a missile launcher which you note in your 3rd line but somehow ignored in your first line.</div></blockquote><br /> <br /> Regardless of AP2, the darklance..vs. AV12 or less it really isn't any better than a missile launcher. In that case...the small amount of <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLs</span></span> equates to the effectiveness of missile launchers. <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLs</span></span> are overrated and always have been  <br /> <br /> <blockquote class="uncited"><div>2. <span class="glossaryitem" onmouseover='gp(637);'>ADLs</span> dont move, raiders do. A raider can be a mobile <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> block for venoms or jetbikes.</div></blockquote><br /> Why do I need to block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> for these things when they take their cover with them when they move? Additionally, I don't know about you, but unless you are modeling for advantage..a raider can't completely block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to a venom.  <br /> <br /> <blockquote class="uncited"><div>3. I wonder how you only having a raider surive to the end of the game is relevent when you say you dont take raider because they are garabage. "I have never had a cronos surivie to the end of the game(took one twice ever) o man their durability must suck." </div></blockquote><br /> <br /> To claim that they are garbage, I sort had to field them at one point to reach that conclusion, right? All my 6th edition test games lead me to that conclusion. So now my list doesn't field a single one and I have more success than I did when I had them in my lists. They are point sinks now. Worthless point sinks. I can get better stuff in other list choices. <br /> <br /> <blockquote class="uncited"><div>4 You cannot put any grotesques in a venom, and a large squad will cost a ton and be very slow.</div></blockquote><br /> <br /> Why would I want to...or <i>need</i> to? They aren't any slower than you moving 6" -12" a turn with your raiders. Grotesques can run, and a large squad of them imposes good board control. I've ran 10 grots with character support before in several test lists. It's a hard unit to shift. Being in the center of the table by turn 2 is really all you need to be able to strike at most people's armies...that is of course they deploy away or move away...but that's sort of the plan anyways. You are dictating their choices. There is little that can directly engage them and there is little that they fear. Now that massed <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 is more rare, it's even better. <br /> <br /> <blockquote class="uncited"><div>I take wracks, they are good scoring troops that start with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, T4 and can be tough as hell to get off an objective when they <span class="glossaryitem" onmouseover='gp(315);'>gtg</span>.</div></blockquote><br /> <br /> Wracks are overrated. To be scoring you have to pay the Haemmy tax. Hammey's are just as pointless as raiders now. I'd only field them in big games. Other than a camp unit, wracks are worthless. They have below average combat ability and what little guns they can take depend on the size of the squad...and it has a crap range. I don't know about you, but in the uber shooty 6th edition, they don't last very long. I'll spend my points else where. <br /> <br /> <blockquote class="uncited"><div>5. By low strength weapons I was refering to multilasers, telsa spam, scatter lasers, psibacks, assault cannons, big shootas. People are hull stripping rhinos and even with the lower armor and open topped i lose most of my vehicles to hull stripping too. (about 60%, 40% blow up). Autocannons and the like will generate 3 pens for every glance and only 1 pen in 3 is likely to blow one up. That means that for every 6 shots that hit, you strip 4 hull points and get one explode. Averages being what they are a lot of raiders are going to survive till the 3rd hull point is gone.</div></blockquote><br /> <br /> That's the difference between what you face and what I face. I face more plasmaguns, multimeltas, and lascannons. Why shoot an autocannon when plasmaguns and lascannons do a better job and more quickly?  <br /> <br /> <blockquote class="uncited"><div>6. Sure lascannons will do a number on a raider, venom or ravager. Most people dont run enough lascannons to shoot down 10 vehicles in a turn.</div></blockquote><br /> <br /> They don't need to down 10 in one turn. They just need to down the ones that have units in them. Once your units lose their ride, they are in trouble. <span class="glossaryitem" onmouseover='gp(27);'>DE</span> die much quicker in this edition...as rapid fire weapons can reach farther. <br /> <br /> <blockquote class="uncited"><div>Few run enough lascannons to take out even 2-3, so they end up using other weapons.</div></blockquote><br /> <br /> Few? Razor lasplas spam, vendetta spam, blob lascannon spam, saber platforms, the list goes on. Those are pretty frequently common lists. <br /> <br /> <blockquote class="uncited"><div>Plasma guns, melta guns and multi meltas are all very short ranged.</div></blockquote><br /> <br /> Plasmaguns are en vogue right now because they gained range with the change to the rapid fire weapons and power weapons got nerfed. Plasma is much more flexible now..being a decent ranged anti armor gun (rapes AV10 open-topped vehicles)  <i>and</i> anti 2+ save gun. They don't have to get that close. They have a 30" reach. (even farther if these plasmaguns are bike mounted) Tell me where you plan on moving your raiders to avoid it...yet still be in range to shoot with your passengers with your clever splinter rack trick? If you have range to them...they have range to you. Same thing with multimeltas...<br /> <br /> <blockquote class="uncited"><div>bunch of math</div></blockquote><br /> <br /> The thing is that you are assuming most people will send their massed autocannons at them. Where are these massed autocannon armies? The only real <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 heavy armies I've faced are loota spam <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> orks. The rest are definitely packing <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s, Plasma weapons, and Lascannons. All of which are going to target AV10 open topped stuff as it's almost a sure thing it's going to blow if you can penetrate. +2 to the table for AP2...+3 to the table for AP1. This isn't complicated to make the decision to shoot with those weapons first. <br /> <br /> <blockquote class="uncited"><div>A meltagun will kill a raider very quickly, then again it will also kill a land raider very quickly. I dont see how comparing a a raiders lack of suriveability to melta guns make them suck when almost all vehicles die to melta almost as easily.</div></blockquote><br /> <br /> See above. +2 to the damage table isn't as bad as +3. Vs. Melta, Landraiders edge out the Raider in survivability. Additionally, to get the best result with melta vs. AV14 you have to be in half range. Vs  a AV10 raider...you do not. Long range works just as good. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>Raiders aren't as good as Venoms <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, but they do have a purpose. They certainly aren't garbage.</div></blockquote><br /> <br /> They have no purpose. You can take other units in the book that are far more useful and have the same role.  <br /> <br /> <blockquote class="uncited"><div>I like them as gunboats with warriors with splinter racks and nightshields. The nightshield helps stay out of rapid fire and melta range from infantry units. </div></blockquote><br /> <br /> Nightshields are nice, and I use them when I have the points, but with the gunboat strategy, I don't see how nightshields work. How are they protecting you when you have to get within, what is essentially, a 30" range to your intended target? With pre-measuring, a savvy opponent can still shoot your raiders regardless of nightshields or not. Especially, if those weapons are mounted themselves. <br /> <br /> <blockquote class="uncited"><div>I also use them when I run my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with grots. I've found that I prefer 4 grots in a raider over larger squads on foot. </div></blockquote><br /> <br /> Why? Your assault speed is fundamentally the same unless you move flat out towards them right away...but then you are putting an AV10 vehicle into range of your opponent. I guess it's a preference thing. However, I don't see how 4 grots + a character is all that effective. 10+ several characters is <i>very</i> effective. <br /> <br /> <blockquote class="uncited"><div>Plus, they come with <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLs</span></span>. Dark Lances aren't great, but they are still handy to have on a mobile platform.</div></blockquote><br /> <br /> Wyches with haywire are far better at anti tank as well as the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> flyers. I have zero <span class="glossaryitem" onmouseover='gp(540);'>DL</span> in my list unless I'm playing bigger games. Lately, I haven't felt the need for them. Last game I play vs. an army with 2 contemptors in lucius pods, 1 contemptor mortis and a landraider redeemer. I still won that game without taking any <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLs</span></span>. The only Dark Light weapons I had in my list was 2 blasters (from two units of 5 warriors with a blaster a piece) and a blast pistol (The Duke was my Warlord).  Reavers, and haywire took care of my armored problems. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 20:00:15]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5516138.page"><b>CaptKaruthors wrote:</b></a><br/><blockquote class="uncited"><div>1. Raiders have better durability than venoms, they have 3 hull points to venoms 2.</div></blockquote><br /> No they don't they are one and the same for durability because they both share the same chances at getting blown up. When most anti-tank weapons blow them out of the sky one extra hull point <i>doesn't matter.</i> <br /> </div></blockquote><br /> <br /> Perhaps your meta is different than mine, but even against the anti tank weapons mentioned, Raiders are still more survivable than Venoms.<br /> <br /> As stated against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 AP3+ (autocannons, tesla, quad guns) A raider has a 56% chance to be alive after 2 glances or pens. A venom has 0% chance<br /> against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 ap3+(missile launchers, hades autocannons) A raider has a 54% chance to be alive after 2 glances or pens. A venom has 0% chance<br /> against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 ap2(plasma guns) A raider has a 39% chance to be alive after 2 glances or pens. A venom has 0% chance<br /> against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 ap2(lascannons) A raider has a 34% chance to be alive after 2 glances or pens. A venom has 0% chance<br /> against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 ap1(melta and railrifles) A raider has a 22% chance to be alive after 2 glances or pens. A venom has 0% chance<br /> <br /> against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 ap3+(scatter+multilasers, megashootas, megabolter, assault cannons) A raider has a 60% chance to be alive after 2 glances or pens. A venom has 0% chance.<br /> <br /> for lascannons and plasmaguns you have more 34-39% chance of being alive after getting shot, hit and damaged twice.  That will require additional shots, hits and damages to destroy.  Hence more survivable.  <br /> Even against melta and railrifles, A raider has a 22% chance to live after 2 damage results.  If alive it is almost certainly immobile and gunless but none the less alive.  <br /> <br /> The melta is over half range, inside half range no vehicle has much of a shot.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Apr 2013 21:20:26]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Perhaps your meta is different than mine, but even against the anti tank weapons mentioned, Raiders are still more survivable than Venoms. </div></blockquote><br /> <br /> It would seem that way. Let's assume your premise is correct...and they are more survivable (barely). They are <i>still</i> garbage because they have one gun (an average one at best) and you are still <i>overpaying</i> for something that is a terrible transport as having larger troop squads only takes points away from the units that actually <i>do</i> the most damage. Like I said, spending more than 125pts on a troops choice is a waste of points.<br /> <br /> <blockquote class="uncited"><div>bunch of math</div></blockquote> <br /> <br /> Again, empirical evidence in over nearly 100 games since 6th has been released with my <span class="glossaryitem" onmouseover='gp(27);'>DE</span> has shown me this. Venoms: 2 great guns, built in invuln save...less points, but more useful. Raider: one gun, you have to purchase the invuln save which makes it more expensive, or purchase splinter racks for an extra 24" poison shot or 2...makes it more expensive, purchase a bigger unit of troops to make it worth while...but still dies just as easily...but you've now committed 170-180pts of your army to death. Vs. skipping the Raider and taking more efficient troops and getting your anti-tank somewhere else. One <span class="glossaryitem" onmouseover='gp(540);'>DL</span> shot...or using them as splinter rack gun boats is dumb when I can get <i>more</i> firepower with venoms for a cheaper cost that can fire to full effect 12" with two guns vs. one plink shot at something. I'd rather invest in better anti-tank alternatives and not doom my troops on a vehicle that has no real value anymore. It's sad, because I have 6 of them...but it's reality in uber shooty 6th edition. Venoms are the only transport choice for troops..and a Tantalus is a superior choice for other units (like trueborn). <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 15:30:07]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Well since you don't want you raiders, can I have them?]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 16:15:20]]> GMT</pubDate>
				<author><![CDATA[ DaKKaLAnce]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5519104.page"><b>CaptKaruthors wrote:</b></a><br/>I'd rather invest in better anti-tank alternatives and not doom my troops on a vehicle that has no real value anymore. <br /> </div></blockquote><br /> <br /> I'm genuinely curious what sort of anti tank you run in at the 1850/2k level.<br /> <br /> I figure Ravagers and Reavers? Or do you put your wyches on venoms with haywire, or leave them on foot?]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 18:00:26]]> GMT</pubDate>
				<author><![CDATA[ Red Viper]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well since you don't want you raiders, can I have them?</div></blockquote><br /> <br /> Nein. I still use them in big games where points efficiency ceases to matter much. <br /> <br /> <blockquote class="uncited"><div>I'm genuinely curious what sort of anti tank you run in at the 1850/2k level.</div></blockquote><br /> <br /> I don't play 1850pts. around in my parts. It's either 1500pts or 2000pts. Mostly we play 2000pts. No ravagers. I run 6 x 2 Reaver squads with dual heat lances, dual cluster caltrops and 3 x 5 wyches with haywire and no other upgrades to them mounted in Venoms. and 2 x 5 Warriors with Blasters in Venoms. Then I run a large beast pack lead by the Baron (they are anti-tank backup as they can put the hurt on rear AV10). The Duke is my second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> which allows him to buff essentially 6 units in my army. Hands down he is the best <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> besides the Baron now. In all my games, that has been plenty of anti-tank. Wyches are the most efficient tank killers the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> have. Hitting on 3's vs. vehicles and essentially stripping a hull point on a 2+ is better than any gun the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can take. With the other big threats in my army, it usually keeps the wyches alive.  ]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 19:29:46]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Unfortunately Wyches only destroy vehicles in the assault phase, so whatever gets out has pretty much free reign on your opponent's turn. <br /> <br /> They're still okay, but it's not ideal.]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 20:03:00]]> GMT</pubDate>
				<author><![CDATA[ Tinsil]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/463.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5520035.page"><b>CaptKaruthors wrote:</b></a><br/>[<br /> I don't play 1850pts. around in my parts. It's either 1500pts or 2000pts. Mostly we play 2000pts. No ravagers. I run 6 x 2 Reaver squads with dual heat lances, dual cluster caltrops and 3 x 5 wyches with haywire and no other upgrades to them mounted in Venoms. and 2 x 5 Warriors with Blasters in Venoms. Then I run a large beast pack lead by the Baron (they are anti-tank backup as they can put the hurt on rear AV10). The Duke is my second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> which allows him to buff essentially 6 units in my army. Hands down he is the best <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> besides the Baron now. In all my games, that has been plenty of anti-tank. Wyches are the most efficient tank killers the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> have. Hitting on 3's vs. vehicles and essentially stripping a hull point on a 2+ is better than any gun the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can take. With the other big threats in my army, it usually keeps the wyches alive.  </div></blockquote><br /> <br /> Duke and Baron are a great tandem, but where does the Duke go in your list?<br /> <br /> I'm not sold on Wyches for anti tank duty. Driving into close range to strip one hull point doesn't sound like a good time for the ladies.<br /> <br /> My group has only really played at 1k or 2k lately. At 1k, I have zero raiders and 3 venoms. At 2k, I have 5 Venoms and 3 Raiders... so at least we can agree that the higher the point value, the more useful (or less bad <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ) raiders are.<br /> <br /> My main anti tank is Ravagers though, no matter what the point value is.]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 20:49:24]]> GMT</pubDate>
				<author><![CDATA[ Red Viper]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Duke and Baron are a great tandem, but where does the Duke go in your list?</div></blockquote> <br /> <br /> The Duke rides (in style) with 10 trueborn with 2 splinter cannons in a Tantalus.<br /> <br /> <blockquote class="uncited"><div>Unfortunately Wyches only destroy vehicles in the assault phase, so whatever gets out has pretty much free reign on your opponent's turn. <br /> <br /> They're still okay, but it's not ideal.</div></blockquote><br /> <br /> You forget, that each unit can each throw a grenade in the shooting phase as well. Also, their presence prevents people from rushing towards your lines as it doesn't take much to get an assault off once your opponent has committed to the center line of the table. You can draw an opponent in by placing objectives either at the center line or more towards your zone. That forces the opponent to commit to taking them...which shortens the distance the wyches need to travel. Also, I find that my bikes and the large unit of beasts draws fire away from my wyches. Remember, the goal isn't to kill <i>all</i> the enemies vehicles...just focus on the ones that do the most damage to your army as a whole. Those are the ones you focus the wyches on. However, that will always change depending on the army you are facing. Generally, most people aren't running as many vehicles as they used to either. That means the 60 poison shots from the venoms, the 3+ poison shots from the trueborn, the bladevane + cluster caltrops, and the 12 heavy pulse disintegrator shots are working over anything with feet.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>so at least we can agree that the higher the point value, the more useful (or less bad  ) raiders are. </div></blockquote><br /> <br /> I'm talking in games bigger than 2k. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 21:07:02]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ I've found that people often go for my raiders first. It's probably part of the Dark Lance Myth <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 23:48:01]]> GMT</pubDate>
				<author><![CDATA[ Drk_Oblitr8r]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/282e22768e52f1c16aab3d49c650af23.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5520436.page"><b>Red Viper wrote:</b></a><br/>I'm not sold on Wyches for anti tank duty. Driving into close range to strip one hull point doesn't sound like a good time for the ladies.</div></blockquote><br /> <br /> While I also prefer long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, but I think you got the numbers wrong. You get 1 haywire "shot" during shooting phase, you have a BS4 chance at hitting, then 2/3 a chance to get a glance, 1/6 a chance to get a penetration. And then you get into combat, which would be either against WS0 or WS1, both would mean you'd at least get 3 haywires in... So I'd say you have a pretty good chance at taking 3 hull points through haywire glancing... Unless there is some maths that I'm missing...?  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 01:46:35]]> GMT</pubDate>
				<author><![CDATA[ Baronyu]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Yeah, haywire grenades are a really great anti-tank solution. When people hear <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, they go "oh crap, dark lance spam.". Then they realize the scariest stuff in the codex aren't dark lances. When given the choice, I tend to like to take the splinter cannons over the d. lance. <br /> The usefulness of raiders really depends on the list that you are running. From my experience, the venoms end up usually being more useful (which is sad for those poor old pirate ships).]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 02:12:18]]> GMT</pubDate>
				<author><![CDATA[ Ironwill13791]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ The difference in price between raiders and venoms is about 10 pts depending on upgrades. claiming they're a points sink is stretching it a bit i think.<br /> <br /> Venoms are designed with the <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> approach in mind. It does mean that those lists suffer more in Victory Point missions.<br /> <br /> I don't think Trueborn (in a venom) are terrific anti-tank, as they suffer from being all too close the enemy. Yes, they have a much higher rate of fire but also are basically suiciding themselves in a lot of situations.<br /> <br /> The codex in general lends itself to murdering things with Toughness values. It struggles to come up with multiple anti-tank options (dark lances are marginal, haywire is either expensive at range (launchers) or very short ranged (grenades), heat lances are only found in a 3 units) so i'd rather play cat and mouse with my opponent at my longest possible range (36") and use 6th Ed's lovely pre-measuring, jink/cover, and night shields to reduce incoming fire on my raiders while "plinking" away.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 04:07:06]]> GMT</pubDate>
				<author><![CDATA[ chelsea_hollywood]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/521158/5521302.page"><b>Baronyu wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/282e22768e52f1c16aab3d49c650af23.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521158/5520436.page"><b>Red Viper wrote:</b></a><br/>I'm not sold on Wyches for anti tank duty. Driving into close range to strip one hull point doesn't sound like a good time for the ladies.</div></blockquote><br /> <br /> While I also prefer long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, but I think you got the numbers wrong. You get 1 haywire "shot" during shooting phase, you have a BS4 chance at hitting, then 2/3 a chance to get a glance, 1/6 a chance to get a penetration. And then you get into combat, which would be either against WS0 or WS1, both would mean you'd at least get 3 haywires in... So I'd say you have a pretty good chance at taking 3 hull points through haywire glancing... Unless there is some maths that I'm missing...?  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> </div></blockquote><br /> <br /> I got the rules wrong, which made my numbers wrong.<br /> <br /> Part of the reason I was never sold on wyches for anti tank is because I didn't understand the rules.<br /> <br /> They are much better than I thought. I'm still not sold on getting that close for antitank, but I may try to mix them in and see if they work out. ]]></description>
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				<pubDate><![CDATA[Mon, 22 Apr 2013 12:16:55]]> GMT</pubDate>
				<author><![CDATA[ Red Viper]]></author>
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				<title>Dark Eldar Raiders</title>
				<description><![CDATA[ Depends on how you like to play. One is more useful in some circumstances, one is more useful in other circumstances. <br /> <br /> If you played against each other, Raider army would win, though I don't think thats a fair comparison <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Mon, 22 Apr 2013 13:36:33]]> GMT</pubDate>
				<author><![CDATA[ Nem]]></author>
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