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		<title><![CDATA[Latest posts for the thread "Mechdar 1850 (Neeed help, haven't played since 3rd edition!) "]]></title>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Hey Hey!<br /> <br /> That new Eldar codex got me hooked once again! Like the Title says I haven't played since 3rd edition... I used to play in alot of tournaments and now I am hungry for more. <span class="glossaryitem" onmouseover='gp(258);'>ATM</span> I am playing against <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Dark Angels and Tau.<br /> <br /> What do you think of this list? Is it competitive? Enough Horde and <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> killing? I am worried about Flying spam<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Farseer: Jetbike,Singing spear 120<br /> <br /> Elites: none just don't like them... Used to play banshees, but no charging after disembark so no thanks...<br /> <br /> Troops:<br /> <br /> 5 Dire Avengers<br /> Waveserpent<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Scatterlaser<br /> -Shuriken Cannon<br /> -Holo-Fields 210<br /> <br /> 5 Dire Avengers<br /> Waveserpent<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Scatterlaser<br /> -Shuriken Cannon<br /> -Holo-Fields 210<br /> <br /> 5 Dire Avengers<br /> Waveserpent<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Scatterlaser<br /> -Shuriken Cannon<br /> -Holo-Fields 210<br /> <br /> 3 Jetbikes<br /> -Shuriken cannon 61<br /> <br /> 3 Jetbikes<br /> -Shuriken cannon 61<br /> <br /> Fast Attack<br /> <br /> 10 Warp Spiders 215<br /> -Exarch<br /> -Spinneret Rifle<br /> <br /> Crimson Hunter<br /> -exarch 180<br /> <br /> Heavy support<br /> <br /> Fire Prism<br /> -Holo-fields 140<br /> <br /> Fire Prism<br /> -Holo-fields 140<br /> <br /> Wraithknight 300<br /> -Suncanon and Scattershield<br /> -Scatter Laser<br /> <br /> Total:1847<br /> <br /> The Warp Spider exarch is there just as a point dump and coolness of the model <span class="glossaryitem" onmouseover='gp(462);'>ofc</span>.<br /> Any critique is VERY welcome!<br /> Help me get back on track ]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 11:23:15]]> GMT</pubDate>
				<author><![CDATA[ Valkyyri]]></author>
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				<title>Re:Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Looks pretty dang solid to me.  The single critique I have is the Spinneret Rifle on the Exarch, and that may just be more of a personal thing than a tactical one.  I haven't gotten as much mileage out of the Rifle as maybe just giving the Exarch Fast Shot with the Death Spinner.  I think you have Anti-air covered.  The Crimson Hunter is a flyer-killer, and I have found my Warp Spiders to be fantastic at knocking flyers out of the sky (remember they are S7 against vehicles).  I think you will give anybody trouble with that list.]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 14:21:23]]> GMT</pubDate>
				<author><![CDATA[ Homeskillet]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ The mantle on the Farseer is really needed. Not hard to take him out at range and you only have a small number of Windriders to absorb wounds.<br /> <br /> Rest is ok though the Wraithknight is pretty expensive for what you get. I haven't had a huge amount of luck with mine in play testing. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 14:35:30]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Looks really sound. One thing to consider is that your WK is going to attract every shot your opponent has and for this reason, and he is a huge points dump just to take for honestly middle of the road AI. I'd say leaving him with the standard loadout is your best bet. Keeping him in an <span class="glossaryitem" onmouseover='gp(482);'>AT</span> capacity is to your advantage. Also, since he'll only get to fire 2 weapons at a time, drop the <span class="glossaryitem" onmouseover='gp(219);'>SL</span> to save some more points. Also, in that same vein, I'd nix the Exarch on the Crimson Hunter. Precision shots are cool and the extra <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is nice, but whens the last time you had snipers really be a factor in a game? They're fun, but not terribly effective, as far as I've seen, but that's just my two cents on that, I'm sure others will disagree.<br /> <br /> With those points I would double one of your jetbike squads, to add durability, add another squad, to help with target saturation and objective harassment or give your Seer, the MotLG. THis lets you be a bit more aggro with the Seer, giving him more offensive powers or soaking up fire while you leave other units out of sight or range. Remember, Doom and Misfortune all have a 24" range, so you can't sit back with the Farseer like you used to. MotLG makes him pretty nastily durable.<br /> <br /> I actually really love Spiders with an Exarch, but you're right that they only serve to take points in the end. If you're going that route, I'd definitely give him Fast Shot as well, but otherwise, you could drop him to make space for other things. If my math is right, taking all of these points savers, buys you another squad of 5 Spiders, or 5 more jetbikes with a cannon.<br /> <br /> Anyway, welcome back to the hobby! I hope this was useful.]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 14:36:47]]> GMT</pubDate>
				<author><![CDATA[ jberry]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ UPDATED VERSION<br /> <br /> Farseer: Jetbike,Singing spear, MOTLG 160<br /> <br /> Troops:<br /> <br /> 5 Dire Avengers<br /> Waveserpent<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Scatterlaser<br /> -Shuriken Cannon<br /> -Holo-Fields 210<br /> <br /> 5 Dire Avengers<br /> Waveserpent<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Scatterlaser<br /> -Shuriken Cannon<br /> -Holo-Fields 210<br /> <br /> 5 Dire Avengers<br /> Waveserpent<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Scatterlaser<br /> -Shuriken Cannon<br /> -Holo-Fields 210<br /> <br /> 6 Jetbikes<br /> 2xShuriken cannon 122<br /> <br /> <br /> 6 Jetbikes<br /> 2xShuriken cannon 122<br /> <br /> Fast Attack<br /> <br /> 10 Warp Spiders     190<br /> <br /> Crimson Hunter       160<br /> <br /> Heavy support<br /> <br /> Fire Prism<br /> -Holo-fields 140<br /> <br /> Fire Prism<br /> -Holo-fields 140<br /> <br /> Fire Prism<br /> -Holo-fields 140<br /> <br /> Total: 1804<br /> <br /> After some consideration, i've decided to drop the WK, it's just too expensive. I rather play more prism's 'cause they are awesome!<br /> <br /> Now i have some rule questions, what does it actually mean to lose Independent Character rule? In this case he will be obviously joining the Windrider squad. So what happens, he will just act like a model in that group? Or he can't join them at all?<br /> <br /> Also now i have 46 or 51 points to spend(depending on whether or not i keep the singing spear)<br /> <br /> That brings me to another rule question <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> If a warlock inside a Waveserpent casts conceal on himself, is the vehicle affected as well?<br /> <br /> Thanks, you are being very helpfull!]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 19:36:56]]> GMT</pubDate>
				<author><![CDATA[ Valkyyri]]></author>
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				<title>Re:Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ I think you are better with the Wriathknight in there, but I'd run him stock.  He will draw alot of firepower meant for your Serpents and that added Ranged S10 can't be ignored.<br /> <br /> Actually, taking your first list I'd drop the Suncannon/ScatterLaser from the Wraithknight, I'd also drop the Crimson Hunter Exarch for another stock Wraithknight.]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 19:45:06]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Both lists look fairly solid. To answer your rules questions first, the Mantle means your farseer can no longer join any squad and is running solo. The risk is generally outweighed by the cover boosts and hit and run, as well as re rolled cover saves.<br /> <br /> A warlock casting conceal on himself will not conceal the transport he is in(and if he could, a 2+ cover save on your serpent would be outright broken)<br /> <br /> Unless you are grabbing a remnant weapon for the farseer, keep the singing spear. <br /> <br /> I would keep the exarch upgrade on your hunter. Hunters are fragile, so when it comes on it usually only gets one chance to do its job. Every shot counts, so BS5 really helps. You can spend the remaining points on a spider exarch with some upgrades. The core of your list is very solid, so spare points are just fine tuning. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 19:49:11]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ I like the second list personally, and although Wraightknights are good the 2 shots just isn't worth the points in my opinion.  For the second list I don't see why you couldn't keep the Exarch in the Warp Spiders unit, should be about right on points after that.  Also, if you are worried about hordes, a Night Spinner might be an interesting replacement for a Prism.  <br /> <br /> As for the questions, losing Independent Character status means that model can no longer join a squad.  Conceal is cast on the warlock and unit, meaning the Serpent gets no benefit if the Warlock is embarked<br /> <br /> Ninjaed!]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 19:53:45]]> GMT</pubDate>
				<author><![CDATA[ djm55]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ I had expected more wraith units in a Mechdar list.<br /> <br /> I've just started playing Eldar using the Iyanden Codex.<br /> Wraithknight as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with shield (cannon or sword)<br /> Wraithseer with Wraithforge stone for healing<br /> another Wraithseer for more powers<br /> Running 4x5 Wraithguards/blades w/ Serpent, Laser, <span class="glossaryitem" onmouseover='gp(382);'>SC</span>, Holo<br /> <br /> Thanks to the scatter laser special rule I was able to shoot down two <span class="glossaryitem" onmouseover='gp(119);'>SM</span> fliers in one turn using three serpents. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 20:12:08]]> GMT</pubDate>
				<author><![CDATA[ Stephanius]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Alright! Thanks for the replies.<br /> <br /> I really like the wraithknight model and that was pretty much the reason for it in the first list. Those S10 shots would be pretty awesome, but suncannon is there to swat some pesky <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> But i gues that can be arranged by other means, maybe some wraith's like Stephanius suggested... <span class="glossaryitem" onmouseover='gp(793);'>IDK</span><br /> <br /> I'm not that convised about the Farseers power level, random powers and all.. I mean worst case scenario 160pts <span class="glossaryitem" onmouseover='gp(126);'>TL</span> is pretty damn weak. With Iyanden i could just skip him and just use the points for something more usefull.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 22:32:27]]> GMT</pubDate>
				<author><![CDATA[ Valkyyri]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Fire prisms don't have to link up anymore, they each have a <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 large blast so that's plenty of pesky <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> killing power. The S10 shots are worth it from what I hear, I have yet to invest in a wraithknight. Usually triple fire prisms or 2 fire prisms and some war walkers work just as well. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 06:09:32]]> GMT</pubDate>
				<author><![CDATA[ Helvost]]></author>
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				<title>Mechdar 1850 (Neeed help, haven't played since 3rd edition!) </title>
				<description><![CDATA[ Take 2 Hornets with Pulse Lasers and Holofields instead of one Fire Prism. They are the bees knees.]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 10:29:41]]> GMT</pubDate>
				<author><![CDATA[ knightofkob]]></author>
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