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[Dark Eldar] Final Dark Eldar list

 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Thu Mar 20, 2008 9:18 pm 
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-Talos have possible upgrade slavebringer, but there is no such uprgrade. Only 'with transport' formations can have it.

-150pts is a bargain from syndicate. I think 200 was good price already. Now that hell raid list (hena wrote report) is possible with 20 syndicates at 3k pts...

-why there is reavers as an upg for scourges??

-lines are missing from last stat boxes (executor->end)

-It looks fantastic.  Brilliant work moscovian. I'll be happy to test play it. :) I'll read it more carefully at weekend.

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Thu Mar 20, 2008 10:21 pm 
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The Slavebringer reference still makes sense and is the only way I can think of to limit the transport abilities of the Talos to the Slavebringer given its upgrade status. ?People shouldn't be too confused and an FAQ can always be done.
-
The 200 points were supposed to be 175. ?UGH. ?good catch.

Reasoning for the decrease - to provide some internal balance between the formations. ?200 is OKAY for a syndicate but not fantastic. ?I suppose you could say the same thing for 175 (17 activations) but these are unarmored troops with a range of 15cm zooming around the board in flying wicker baskets. ?Personally I'd like to see that list played - I don't think it would hold up very well in a tournament setting. ?BP target rich, AP/AT hitting all the vehicles, no air cover, no TK, no MW, no armor. ?Sounds to me like a VERY short game for the DE.
--
Reavers are removed from Scourge upgrade.
--
I don't see any lines missing.  Can you clarify please?





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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Thu Mar 20, 2008 10:36 pm 
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I was scrolling too eagerly and my web is lacking speed today. So, no missing lines... :)

I know what you are after with slavebringer, but I'm not sure it is clear to everybody. You could just add one line to upg table for slavebringer.

175pts for syndicate is not too bad, maybe a bit on a cheap side, but not too much. I think few test plays will show it. I'll try to popcorn them to the max.

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 21, 2008 6:34 pm 
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Okay, same link at top of page has the 1.5 list with the above corrections (at least the things that needed correcting anyway).

Feel free to plug away and nitpick at the list.  
----
Regarding the price of 175 for a Syndicate.  I understand the concerns that you brought up, Hena.  With that said I'm going to leave it as is.  If I see the Dark Eldar winning 60%+ of their games and 17 formations of Syndicates floating around on a regular basis I'll be happy to admit my mistake and change it back to 200 points.  :)

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 10:23 am 
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Whoa! I just printed 1.5 list and noticed that razorwing is really outstanding interceptor. On intercept it has 2x 4+ and 1x2+ tk shots. Come on thawks.
I think this could be too out of the top...

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 10:26 am 
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Could be, but that TK shot still counts as slow firing.  In other words, you will realistically only get four shots in any 4-turn game from two fighter-bombers.  It makes sense though since they do the same thing in BFG but in space.

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 10:29 am 
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I know, but when they are on CAP at first turn, enemy has to think if he wants to make air attacks and if he doesn't slow firing is not a issue. Sure, it has to be test played, but I have a feeling that they are too good.

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 10:33 am 
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Give it a shot.  It may be too good in some games where circumstances conspire in your favor, but that is one heck of a way to tie up the Razorwings - leave 'em on CAP?!

Give it a shot (no pun intended).  :)

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 11:21 am 
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Yea, on last game one lousy hydra shoot both down.. I really love razorwings and you can be sure that I give 'em many shots. :)

And if CAPing razors prevent thawk with full of termies to come, it is worth it.

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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 12:00 pm 
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It's either this or:

Take off the slow firing and just make them MW shots... They need something though or they aren't worth it.

EDIT: this was a suggestion from Magarch I believe and in many respects I like it.

I suppose I cam leave them alone and have the DE players lose every game...

Hena, I merely missed it on the changelog.  I'm not sure if you are implying something in that comment but if you are I don't like it. :glare:





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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 12:53 pm 
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The only thing more annoying than Hena's incessant complaining is that he is often right. :p

Rather than explain the decision, I think it was a bad move to change it. ?I should take my own advice and -at this stage in the development- I shouldn't be making this radical of a change. ?I never stopped to consider the +1 intercept rule either, which makes it a doubly bad idea.

The AA change on the Razorwing won't be there in the final publication. ?The unit stats will stay as they were in 1.4.





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 Post subject: [Dark Eldar] Final Dark Eldar list
PostPosted: Fri Mar 28, 2008 7:47 pm 
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If you'll want it to be more attractive, give it a 4+ save as other de crafts have.

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