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Batrep: Dark Eldar vs Marines, 3k

 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 3:29 pm 
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Something about that, started at 11am, had 1h lunch break and 10min coffee break and last game was finished around 9pm.

Good day, full of gaming. :)

And also first games of epic on my new board. :)

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 3:35 pm 
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Board and armies look fantastic by the way Charad! :)

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 4:20 pm 
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(Moscovian @ Oct. 04 2007,10:27)
QUOTE
I'm concerned that the DE don't have the range that they need to compete - this was one of the comments that ePilgrim made during our games but I brushed it off. ?But looking at the comments made here I am wondering if this is something we need to improve upon. ?If so, where? ?Do we need to improve the range of the Dark Lances on the Raiders/Ravagers? If so to what - 40? 45? ?If the Phantom Lances were improved to 50cm would that extra 5cm help? ?Keep in mind that would effect the VoP and the Tormentor would both be changed. ?

I'm open to suggestions but I don't want to change too much either.

On a similar thought - Hena, what were you thinking would be an improvement needed specifically on the BoP?
Do you think the widow maker on the Perditor should be made into an indirect fire weapon?  It would be the only one of its kind on the list but it would give the DE a weapon that has a 60cm range (albeit indirect).  What do you think these changes should do to the point values of the vehicles?





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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 6:04 pm 
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I think you are giving the infantry an unfair assessment. ?While I agree there are a large number of special rules, compare that to the Biel-Tan list. ?Just take everything from Farseers to Wave Serpents. ?There are only FIVE units without some sort of special rule on the unit or the weapon, with twelve unit types having some type of special rule (not inlcuding skimmer). ?The DE have four units without special rules and nine that do. ?Percentage wise the DE have less special rules than the Eldar do.

We spent a lot of time trying to match the DE unit types to the 40K counterparts. ?If there is a lack of armor on the Epic units it is because there is a lack of armor on the 40K units. ?I can see where that can get frustrating as everything dies much quicker with no AVs to hide in/next to. ? ?But you do have the ability to make some tremendous attacks if you can coordinate them properly (and of course close the enemy to actually use the pieces!). ?

I've played the Perditor a few times and this last time was the most successful. ?It was with 4 Talos and the formation performed well. ?The trick was marching it on a road the first turn; from there it was able to maneuver to grab/contest objectives smashingly. ?But if it is moving all the time you won't get a chance to use the indirect fire, so perhaps that is a bad way to go.

FYI you can bring a Perditor in an Executor.

The goal now is to tweak the list in such a manner that the DE can use those 'dirty tricks' aka special rules to its maximum advantage, then try to survive the next 2-3 turns. ?Most DE games seem to have the same theme. ?The first or second turn goes very well but the third and fourth turns watch them fall apart.

IMO that is exactly how it should play - pirates who use unconventional methods to disrupt army formations. ?Over time the pirates would lack the cohesiveness of a typical army and break down. ?So all hinges on turns 1 and 2; trying to get enough momentum in your initial attacks to keep the enemy on their heels.

I'm still stuck with a lack of any +45cm range unit (save for the Executor), however. ???





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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 7:03 pm 
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I have had that problem too. No need for perditor because it is too slow, and current rules with planetfalling transports are not too shabby either.

DE really don't have too many special rules. I think they don't need more range, only their weapons should have enough hitting power to compensate their fragility.

I have found them working pretty well with
Turn 1 , distract enemy a bit
Turn 2 strike as hard as possible
Turn 3 crab objectives while enemy regroups
Turn 4 hope it never comes :)

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Fri Oct 05, 2007 6:39 am 
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Thanks markconz. :)

Giving perditor useful gun or having some extra nastiness in CC could make it useful. That indirect idea is not too dark eldarish, but it could allow some fun. :)

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Fri Oct 05, 2007 11:52 am 
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Well for now lets try the armor change on the VoP to 4+ and get another round of games in.  Thanks again for the playtesting and I hope to see some again soon.

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