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		<title><![CDATA[Latest posts for the thread "Eldar Grav tank kits"]]></title>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ Hey everyone, <br /> What are your mandatory upgrades for Falcons / wave serpents? <br /> What's your preferred main weapons and why? ]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 01:08:48]]> GMT</pubDate>
				<author><![CDATA[ Captain_Control]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ The holo fields for the save I think are mandatory.<br /> <br /> For the guns, I think it’s a good spot to see what the rest of your list lacks, and shore up that deficiency.  For me, that means brightlances.  My Eldar can generally spam enough mid-S shots, and rending small arms to take care of anything lighter then a heavy tank.  But dealing with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13-14 can be rough.<br /> <br /> If you spam a lot of D from wraiths, you might need more scatter lasers.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 11:45:50]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ For Fire Dragon transports, I load up with anti-horde weapons.<br /> Most others get <span class="glossaryitem" onmouseover='gp(327);'>BLs</span>.<br /> <br /> Ghost thingies are handy for parking in cover, to help with disembarking and small spaces.<br /> Holoshields are a good match, as if you are getting a cover save, make it better.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 11:55:17]]> GMT</pubDate>
				<author><![CDATA[ Skinnereal]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ Holo fields don't help cover anymore.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 12:05:21]]> GMT</pubDate>
				<author><![CDATA[ pm713]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/683878/8525447.page"><b>pm713 wrote:</b></a><br/>Holo fields don't help cover anymore.</div></blockquote>Oh yeah. Doh. <br /> In that care, use them when out in the open.<br /> <br /> I have been considering using star Engines and a Crystal Targeting Matrix on Night Spinners. Getting a Doom Weaver torrent shot from across the table sounds a good option.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 12:31:40]]> GMT</pubDate>
				<author><![CDATA[ Skinnereal]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f10c3447231558161ec43c8ceb903d45.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683878/8525488.page"><b>Skinnereal wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/683878/8525447.page"><b>pm713 wrote:</b></a><br/>Holo fields don't help cover anymore.</div></blockquote>Oh yeah. Doh. <br /> In that care, use them when out in the open.<br /> <br /> I have been considering using star Engines and a Crystal Targeting Matrix on Night Spinners. Getting a Doom Weaver torrent shot from across the table sounds a good option.</div></blockquote><br /> It sounds good but in practice it's too expensive. CTM is too expensive and 1 turn only and putting vehicals in torrent range just gets your destroyed. A fire prism is cheaper than a doomweaver with these upgrades and basicaly does it's job better. Fire-prisms really aren't bad at all.<br /> <br /> 5++ save is meh anyways and when you can jink for 4+ cover it's a waste of 15 points. The only upgrade I take as mandatory on <span class="glossaryitem" onmouseover='gp(149);'>WS</span> is the Shuriken Cannon. It gives a decent firepower boost for low points. Then I usually prefer TLSL but TLSC is really just fine too. I put vecotred engines on the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> if they are carrying dscythe <span class="glossaryitem" onmouseover='gp(225);'>WG</span>. Ghostwalk is real nice but I usually don't take it - I do think it's worth it's points though. For falcons - Spirit stones, bright lance, and Shurican cannon really stands out as the best option - maybe add holo feilds here if you have the points cause you don't want to jink with a the falcon.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 16:02:44]]> GMT</pubDate>
				<author><![CDATA[ Xenomancers]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ I really like the holo field. It's not the best save but at least I can shoot afterwards unlike Jinking.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 16:55:19]]> GMT</pubDate>
				<author><![CDATA[ pm713]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5dd4a6247aedba92486855bb38633d5c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683878/8525888.page"><b>Xenomancers wrote:</b></a><br/> For falcons - Spirit stones, bright lance, and Shurican cannon really stands out as the best option - maybe add holo feilds here if you have the points cause you don't want to jink with a the falcon.</div></blockquote><br /> <br /> What’s your reasoning for the cannon upgrade on the Falcon?  Fast skimmers can fire two guns at full effect while at speed, so adding a third doesn’t seem a decent investment to me.  Honestly curious.  My Eldar don’t see the table a lot, so most of my thoughts are just theory.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 17:16:56]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ I usually run the Holo Fields for the Invulnerable save and then stock up on star cannons to hit heavy infantry hard. AP2 on that gun melts anything without a invulnerable or cover save. I also dont generally worry about <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 and 14 due to having multiple wraithknights with their 36" D cannons of doom. They dontgive a hoot what your armor is.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 17:31:11]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>Eldar Grav tank kits</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7b5399245875a7de8dfd63fbbd340085.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683878/8526057.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5dd4a6247aedba92486855bb38633d5c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683878/8525888.page"><b>Xenomancers wrote:</b></a><br/> For falcons - Spirit stones, bright lance, and Shurican cannon really stands out as the best option - maybe add holo feilds here if you have the points cause you don't want to jink with a the falcon.</div></blockquote><br /> <br /> What’s your reasoning for the cannon upgrade on the Falcon?  Fast skimmers can fire two guns at full effect while at speed, so adding a third doesn’t seem a decent investment to me.  Honestly curious.  My Eldar don’t see the table a lot, so most of my thoughts are just theory.</div></blockquote><br /> I see the main roll for the falcon as a fire dragon transport and or gun boat. In ether roll I think it goes up in value to add a decent 24" weapon. Sometimes you don't need to move after you drop off your dragons. Sometimes the enemy drops right in front of you. For 10 points it just seems worth it even if it means sometimes you will be snapping. Sometimes youll have to jink, sometimes youll have to shoot at fliers. This is mostly theory for me too - I've only run a flacon twice in the new book and played a against once even less - but every-time it had the load-out I described and each time it seemed to be doing more good than bad.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2016 17:47:45]]> GMT</pubDate>
				<author><![CDATA[ Xenomancers]]></author>
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