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		<title><![CDATA[Latest posts for the thread "Dark Eldar Wrack as Troops again and Wyches w/ Haywire"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Dark Eldar Wrack as Troops again and Wyches w/ Haywire"]]></description>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ So, I decided to try and get back into Dark Eldar after paper proxying them quite a bit back in 5th edition. The 7th edition codex I am overall fine with, except with the changes with Wyches and Wracks. Do you think it would be <span class="glossaryitem" onmouseover='gp(280);'>OP</span> to have taking Haemonculi put wracks back in the Troops section and to have Wyches be able to take Haywire Greandes again? What other chanegs would you possibly like to see made to the Dark Eldar codex units that you think are lacking in power or have too much.]]></description>
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				<pubDate><![CDATA[Wed, 26 Aug 2015 23:39:23]]> GMT</pubDate>
				<author><![CDATA[ saithor]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ I don't think it would be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Those changes I think are needed to make wyches better again.]]></description>
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				<pubDate><![CDATA[Wed, 26 Aug 2015 23:57:26]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ haywire would make wyches soooooooo much better, however, so would other things.<br /> <br /> Vehicles are already quite bad, and glancing stuff to death is the issue that is presented. Cheap units running around with haywire grenades will be the bane of certain metas.<br /> <br /> what about making wyches WS5 and giving them furious charge base, or allowing them to assault after running and giving them an ability that allows all their tansports to move another 3"?<br /> <br /> just ideas. Frankly, I don't think they are bad currently, they work as distraction, linebreaker, <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> bodyguard, or an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> delivery unit.<br /> <br /> Their only issue is overwatch, and against heavier units they can't do enough damage with only S3, but they will almost always hit first, almost always get there (awesome transports), they can assault out of said awesome transports, and they are one of the few units with assault grenades.<br /> <br /> Wracks on the other hand, I don't see why not. its not <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, and it doesn't destroy the average meta.<br /> <br /> just my $0.02, feel free to disagree, and I would love to hear your opinion.]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 00:39:44]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ Wyches need their dodge save vs shooting or at the very least against overwatch.  As long as your making changes, I'd throw that one in.]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 01:49:50]]> GMT</pubDate>
				<author><![CDATA[ Jayden63]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ Ok, I'll consider some other change on Wyches besides giving them back the <span class="glossaryitem" onmouseover='gp(59);'>HW</span> Grenades. Any other <span class="glossaryitem" onmouseover='gp(27);'>DE</span> units anybody feels is really underpowered, or is it a surprisingly balanced book?]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 02:06:01]]> GMT</pubDate>
				<author><![CDATA[ saithor]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ its internally balanced. But it crumples against most powerbuilds.<br /> <br /> I like the dodge save idea though, I think they are still worth using in game.<br /> <br /> And even if I am overhyping them, then they are awesome models and a really fun kit to assemble.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 02:54:00]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ Haywire Grenades are good for Wyches, but I would make it say 3-5 points per model. Hull Points are the bane of many vehicles and being able to be glanced to death easily shouldn't come cheap. <br /> <br /> I would also find a way to repace Combat Drugs with something. Random tables are just awful for the game. ]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 02:56:50]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ Combat drugs have always been random, so I don't have a problem with it.  However, I think that the unit leader for any unit that gets combat drugs, should have the ability to pay points for the ability to choose what ever effect they want the unit to have.  Or for something a little less powerful, maybe let them roll two or three dice and choose which ability they want from the numbers on the die.<br /> <br /> Or maybe change the drug chart to look more like the psychic powers.  Give a primis ability and the others based off the die roll.  Where you could always choose the primis ability if the rolled power is less than ideal for the unit.]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 03:37:50]]> GMT</pubDate>
				<author><![CDATA[ Jayden63]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ really, the issue with combat drugs are just the splintermind result. I really don't mind rolling anything besides that on the chart, maybe hypex against necrons or something like that.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 03:50:04]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ I have the Dodge save working in the entire assault phase. I also have combat drugs giving a +1 to the power from pain table. Hellions get to use their jump ability in the assault phase as well as the movement phase.<br /> <br />  If you want wyches to be decent anti vehicle units, give them armor bane instead. They are adept at boarding enemy vehicles, slipping inside, and disposing of the poor bastards driving the thing in tight confines. (Weapon destroyed and immobilized give results are them killing the pilots /gunners, crew shaken/stunned is the crew having to take the time to seal hatches and get back into position) without ap2+ they can't explode it, but I always liked the idea of a pile of wyches clamoring over a tank legolas style to stab out peoples eyes and what not.<br /> <br /> With the average roll being 10, you also wouldn't have them wrecking big walkers in melee all the time either.]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 21:20:27]]> GMT</pubDate>
				<author><![CDATA[ Lythrandire Biehrellian]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ thats a good idea.<br /> <br /> hellions however need a lot more to be good, that being a 4+ armour, and better shooting or <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ability. As the jack of trades cult units (reavers being better at tearing up vehicles or heavy infantry, and wyches being foot troops). They do it terribly, as the cult units are not made for shooting so some meh shooting for the unit point coast doesn't make them worth it in my eyes.<br /> They won't be able to make it intp combat or shooting range because they are t3 5+ save models, <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 21:44:06]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ Yeah, these have been some great ideas so far, thanks for that. I'll playtest which ones would work best for Witches. Also, so Wracks are fine as long as they have their being made troops option back? I thought they got nerfed between Liquifiers being worst and them no longer having Altered Physique?]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 21:53:32]]> GMT</pubDate>
				<author><![CDATA[ saithor]]></author>
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				<title>Dark Eldar Wrack as Troops again and Wyches w/ Haywire</title>
				<description><![CDATA[ Wracks aren't great but not being troops is a minor inconvenience in 7th. That said if you want them without paying 80 pts for warriors first just take them from the coven detachment instead. Their issues are more from being a mediocre combat unit in an entire book of combat units and poor ranged presence. The ossefactsomethingorother as I call it is cool but not effective. There are some pretty solid formations in covens that utilize wracks though.<br /> <br /> Wyches need so many changes that a house rule or two won't cut it. They were a finesse unit that became pseudo effective against armour when taken en masse but was still countered with bubble wrap and still suffered from explosions and so on. <br /> <br /> However there are plenty of great units in the book and I feel many people only touch the surface of what the army can do which is why it gets the complaints it does. That and against the dirtiest of lists a pure <span class="glossaryitem" onmouseover='gp(27);'>DE</span> force is not in quite the same league without tailoring.]]></description>
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				<pubDate><![CDATA[Thu, 27 Aug 2015 23:22:15]]> GMT</pubDate>
				<author><![CDATA[ dominuschao]]></author>
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