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				<title>1850 semi-copetitive dark eldar</title>
				<description><![CDATA[ Archon 145<br /> Huskblade<br /> Shadowfield<br /> Soul trap<br /> Combat drugs<br /> <br /> 4 Incubi 153<br /> Venom<br /> additional cannon<br /> <br /> 5 trueborn 185<br /> 4 blasters<br /> Venom<br /> additional cannon<br /> <br /> 5 trueborn 185<br /> 4 blasters<br /> Venom<br /> additional cannon<br /> <br /> 10 warriors 180<br /> sybarite<br /> splintercannon<br /> raider<br /> splinter rack<br /> <br /> 10 warriors 180<br /> sybarite<br /> splintercannon<br /> raider<br /> splinter rack<br /> <br /> 10 warriors 180<br /> sybarite<br /> splintercannon<br /> raider<br /> splinter rack<br /> <br /> 5 wyches 140<br /> haywire grenades<br /> hekatrix<br /> venomblade<br /> venom<br /> additional cannon<br /> <br /> 5 wyches 140<br /> haywire grenades<br /> hekatrix<br /> venomblade<br /> venom<br /> additional cannon<br /> <br /> Raider 105<br /> <br /> Raider 105<br /> <br /> Razorwing jetfighter 145<br /> <br /> Feed back welcome (and needed)]]></description>
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				<pubDate><![CDATA[Fri, 18 Apr 2014 13:06:46]]> GMT</pubDate>
				<author><![CDATA[ angelsvermillion]]></author>
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				<title>1850 semi-copetitive dark eldar</title>
				<description><![CDATA[ Fairly straightforward. You could probably drop the sarges armywide for night shields. Ravagers need them the most, but everything else can benefit.. Give the razorwing a flickerfield so you don't have to jink. Drop the 5th trueborn out of the blasterborn squad, as he is not matching the role of the squad.<br /> <br /> If you can afford, a <span class="glossaryitem" onmouseover='gp(542);'>PGL</span> helps the incubi charging into cover, along with close range stealth and defensive grenades. By no means required though. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Apr 2014 14:46:54]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>1850 semi-copetitive dark eldar</title>
				<description><![CDATA[ I think it's s fine list.  Couple thoughts though (from least impactful change to most).<br /> <br /> 1) Sybarite upgrade is questionable, in my opinion.  Not sure that it's worth the points.  If you drop them, I'd spring for Flickerfields and the extra Splinter Cannon on the Razorwing Jetfighter.  The 5+ Invuln is nice, as it doesn't require snapshots the next turn and gives you some defense against Heldrakes.<br /> <br /> 2) Another good <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> option in this list would be Duke Sliscus.  Lose a Splinter Cannon and put him in a Raider with Warriors.  The combat drugs will help your wyches, and the poison upgrades will make his vehicle devastating against any non-armor unit.  Plus - Deep Striking might be a lot more useful with the new Imperial Guard.<br /> <br /> 3) I love the look of Incubi, but really find them to be overcosted.  I'd rather have my Archon in a Raider with Wyches.  It's a good assault squad, and it's an additional troop.  <br /> <br /> 4) Do you play against enough armor to justify the Blasterborne units?  4 Blasters per unit is a lot of points, and when they can only fire after moving 6", I find myself limited in their usefulness. For pretty much the same points you could add: Baron Sathonyx, Beast Pack (3 Beastmasters, 5 Khymerae, 4 Razorwing Flocks) and 110 points or so.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Apr 2014 14:51:55]]> GMT</pubDate>
				<author><![CDATA[ bubbinski]]></author>
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				<title>1850 semi-copetitive dark eldar</title>
				<description><![CDATA[ Thanks for the feed back, will drop sergeants and think about incubi will have to look at the vs same points wyches]]></description>
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				<pubDate><![CDATA[Fri, 18 Apr 2014 16:18:29]]> GMT</pubDate>
				<author><![CDATA[ angelsvermillion]]></author>
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				<title>1850 semi-copetitive dark eldar</title>
				<description><![CDATA[ I will say that while the archon + incubi squad isn't the absolute best build for <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, they can do what they do really well. Send them into combat with the biggest threat and let the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 do its work (combined with the <span class="glossaryitem" onmouseover='gp(542);'>PGL</span> to let them strike at I) You have to be careful about them overkilling and being exposed the next turn to your opponent's shooting, but they are a nice unit that can fill a role well.]]></description>
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				<pubDate><![CDATA[Fri, 18 Apr 2014 22:13:16]]> GMT</pubDate>
				<author><![CDATA[ Freytag93]]></author>
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