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Iyanden 4.2 vs DKOK revision 1.0

 Post subject: Re: Iyanden 4.2 vs DKOK revision 1.0
PostPosted: Mon May 11, 2015 6:53 am 
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A little late to the show but here are my comments as the Eldar player :)

First one clarification.
We did not play the Deathstrikes wrong ( I hope :) ) . I manage to miss both my saves on 3+ and then he rolled 3 or more damage on both his rolls. So it went the way Matt described with me ending up at the wrong side of the 3.4%

Anyway it was a fun but hard battle after that.

The Silo is in my mind a little bit boring to play against (even when they do not take out 650 points in their first activation... :) ).
With 3 DC it is really hard to take out and once it has fired its missiles it just sits there and guards the blitz. Compared to the ordinary Deathstrikes this one is much much better. Compared to if the guards was being able to take a "HQ" or similar that had 3 DC RA and was placed at the blitz. How much would it cost? Then add the deathstrikes and some more because of greater durability. That both Revenats went down is probably just (bad) luck but put it the other way, they take out one of them (and breaks the other) every third game or so...

The problem with transports never transporting anyone is universal. When we play it is very rare that a unit remains on board at the end of a movement. Especially with a waregine as there it to much to gain/loose if it it taken out.
I still think the Gorgons are perhaps a little bit to cheap. Their main role is to keep the infantry alive and 6 DC for less then 200 is a bargain.

Other then this it was a fun game and I agree with most of Nicks conclusions.


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 Post subject: Re: Iyanden 4.2 vs DKOK revision 1.0
PostPosted: Mon May 11, 2015 8:39 am 
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With regards to the silo being boring to play against, it does seem to being fulfilling the role of something more like an Epic Tyranid Hive Nest in this list. Basically, yes, it is intended to be a durable Blitz/Objective guard in a horde-like army - not massively interesting, but that is it's "thing". Just for reference, the Hive nest is priced at 175 points and comes with four Termagant stands, at 15 points each - so that would cost the Deathstrikes themselves at around 135 points with a 4+ FF and 6+ CC as opposed to the 6+ FF and 5+ CC of the Hive Nest.

I do think it's important not to allow the silo to be able to launch two missiles in a turn in this configuration though. That would at least remove the possibility of losing both Revenants in a turn, regardless of how unlucky you were in this particiular game.

Just my 2 cents...


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 Post subject: Re: Iyanden 4.2 vs DKOK revision 1.0
PostPosted: Mon May 11, 2015 1:36 pm 
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uvenlord wrote:

First one clarification.
We did not play the Deathstrikes wrong ( I hope :) ) . I manage to miss both my saves on 3+ and then he rolled 3 or more damage on both his rolls. So it went the way Matt described with me ending up at the wrong side of the 3.4%

Compared to if the guards was being able to take a "HQ" or similar that had 3 DC RA and was placed at the blitz. How much would it cost?


If you were using Revision 1.0, then the Deathstrike didn't have the Reinforced Armour rule. If you were using it with the old DC3 4+ RA statline and the ability to fire both missiles at once the it was unintentionally the most powerful DS launcher outside of AMTL :D

Even so, wow, you must have been really unlucky to have lost two revenants.

BTW thanks very for posting the battle report with 1.0, there's a new Revision 1.1 going up soon.


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 Post subject: Re: Iyanden 4.2 vs DKOK revision 1.0
PostPosted: Tue May 12, 2015 7:20 pm 
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Matt-Shadowlord wrote:
If you were using Revision 1.0, then the Deathstrike didn't have the Reinforced Armour rule. If you were using it with the old DC3 4+ RA statline and the ability to fire both missiles at once the it was unintentionally the most powerful DS launcher outside of AMTL :D
My bad, I was a little to grumpy. It didn't have RA when we played :)
Looking forward to face the 1.1 version soon :)


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