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		<title><![CDATA[Latest posts for the thread "Eldar Tactics (7e)"]]></title>
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				<title>Eldar Tactics (7e)</title>
				<description><![CDATA[ Hi guys. I'm going to consolidate all the individual questions that are being asked about Eldar here. <br /> <br /> <b>Also please use this thread to post your findings with Eldar in 7e in general.</b> Ex. What units do you think are better? worse? How are you going to be building your lists now? Tactical objectives with Eldar? etc. A lot of the other armies have 7e army specific thread discussions but ours seems to be split into a bunch of seperate threads &gt;_&lt; I'll post my findings once I get a game in this coming week and I'll continue to link helpful resources here.<br /> <br /> For more specific questions, here are the threads already created for them. <br /> Eldar vs High <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: <a href="http://www.dakkadakka.com/dakkaforum/posts/list/598817.page" target="_new" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/598817.page</a><br /> Eldar Seercouncil in 7th: <a href="http://www.dakkadakka.com/dakkaforum/posts/list/596985.page" target="_new" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/596985.page</a><br /> Seercouncil vs Screamerstar 7e batrep: <a href="http://www.torrentoffire.com/4900/7th-edition-battle-report-send-in-the-horrors" target="_new" rel="nofollow">http://www.torrentoffire.com/4900/7th-edition-battle-report-send-in-the-horrors</a><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Jun 2014 00:41:00]]> GMT</pubDate>
				<author><![CDATA[ syypher]]></author>
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				<title>Eldar Tactics (7e)</title>
				<description><![CDATA[ Same lists as usual, but the unbound armies can create new exciting possibilites (Farseer spam with Daemonology!?) I think the Wave Serpent may have gotten better as it can now hold objectives, has a better jink, and is harder to get an explode result. Now I think the Warlock council has really improved, as they have pyschic focus so they can all bring 2 powers each and a ton of warp charges at a cheap cost. Overall I think 7th edition has benefited the Eldar. Even though snapshots after jink are annoying!]]></description>
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				<pubDate><![CDATA[Fri, 6 Jun 2014 22:22:24]]> GMT</pubDate>
				<author><![CDATA[ Farseer Will]]></author>
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				<title>Eldar Tactics (7e)</title>
				<description><![CDATA[ Remember that a UNIT can only cast a spell once now which did nerf warlocks a little bit. <br /> Ex. If you want one of the warlocks in a unit to cast conceal, only 1 of them can cast it even if the other warlocks in the unit have it as well. Also, if you have a seerstar with 2x Farseers in the unit, and both of the Farseers have Fortune, only 1 can cast it. The other can't cast it anymore, even if it's a different target. <br /> <br /> I do agree with you with the Wave Serpents. I'm leaning more towards the camp that the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> improved. The nerf side to jink that causes snapshots after using it I think will not affect the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> as much as most other vehicles. Since we luckily have a <span class="glossaryitem" onmouseover='gp(126);'>TL</span> scatter laser to laser lock the rest of our shots, and we are usually using our <span class="glossaryitem" onmouseover='gp(149);'>WS</span> against flyers I think it will be negligible. Also, we are fast enough to maneuver for real cover if we want it. <br /> <br /> I'm not so sure about unbound as I don't really plan to play it much. Most of my local <span class="glossaryitem" onmouseover='gp(421);'>TOs</span> already think it's the "fun/casual" side of the game and most competitive tournaments are going to be battle-forged only here. With the occasional for funsies unbound ones.<br /> <br /> What do you guys think about about the Wraightknight? I've never used one yet and I'm unsure how to equip them now for 7e. Going to be magnetizing it but what is the better load out now? It's going to be harder now to gain cover saves since you can't "toe" area terrain anymore since the area terrain we know is now gone. Now you have to be 25% obscured and the Wraightknight is pretty huge... Sun Cannon and shield?]]></description>
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				<pubDate><![CDATA[Fri, 6 Jun 2014 22:45:25]]> GMT</pubDate>
				<author><![CDATA[ syypher]]></author>
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				<title>Re:Eldar Tactics (7e)</title>
				<description><![CDATA[ Good suggestions, I forgot about the one unit can use one power only restriction! <br /> I think you should give it the suncannon and scatter shield and two scatter lasers if you have the points. This would make the wraithknight  nasty to infantry. The scatter shield would give the wraithknight more survivability. If they had a 2+ save then they would be a great unit, but they still are good]]></description>
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				<pubDate><![CDATA[Sat, 7 Jun 2014 08:50:14]]> GMT</pubDate>
				<author><![CDATA[ Farseer Will]]></author>
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				<title>Re:Eldar Tactics (7e)</title>
				<description><![CDATA[ 7th edition seems to favor mobility and possibly multiple small units. Which really is Eldars thing. Besides supreme durability on those units, our fast units are easily spammable. Jetbikes, already a pretty popular choice, and there job was always to grab last minute objectives and line breaker. But now they can furfil that role every turn. With 6 objecttives on the feild, and huge movement, its easy to get them where they are needed. Holding mutiple objectives and trying to get those +d3 bonus <span class="glossaryitem" onmouseover='gp(140);'>Vp</span>'s when possibly should be priority. <br /> <br /> Warp spiders were always a favorite of mine, many moons ago, and they just keep getting better(and cheaper). Rediculous speed, great firepower and survivability. They can be used to stop other elite units(non-troops) from scoring objectives, via death or blocking. <br /> <br /> War walkers are still great. Brightlances still have a chance to blow up a vehicle. but even if you don't kill what you shoot, it should be shut down at least. Scatter lasers walkers are still great too.<br /> <br /> The only thing I am a little confused about is what disciplines to go with for my farseer(s), I think I'll ignore the new bonus of getting the primus if you go all into one school. I'll stick with aiming for Doom in fate, and setting on guide/presciene. It seems the most reliable. (note; I don't intend on seerstar'ing/invisibility spamming)]]></description>
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				<pubDate><![CDATA[Mon, 9 Jun 2014 06:57:10]]> GMT</pubDate>
				<author><![CDATA[ Goatseer]]></author>
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				<title>Eldar Tactics (7e)</title>
				<description><![CDATA[ What I find great is the jink save. <br /> Now there is no longer a need to deploy Serpents in cover. If Eldar goes second and a Serpent is hit in first turn, its gets a jink save.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jun 2014 07:03:32]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Eldar Tactics (7e)</title>
				<description><![CDATA[ I agree that <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is probably coming back, especially with the "super scoring" vehicles. And with our vehicles durability and fairly high chance to laser lock something with our scatter, I don't really think the downside to using jink affects us as much as most other vehicles. <br /> <br /> But I also feel like the balancing act of being able to take out other vehicles is going to be more important now too and tricker....]]></description>
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				<pubDate><![CDATA[Tue, 10 Jun 2014 05:35:58]]> GMT</pubDate>
				<author><![CDATA[ syypher]]></author>
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