Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 22 posts ]  Go to page Previous  1, 2

Thoughts on the Dark Eldar

 Post subject: Thoughts on the Dark Eldar
PostPosted: Thu Jun 12, 2008 1:27 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Ah, I missed the slow fire bit completely! Still they should maul a tank company turn 1 or its equivalent so I reckon they would make their points back. Could always go intercept crazy turn two :)

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Thoughts on the Dark Eldar
PostPosted: Thu Jun 12, 2008 1:49 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Heh, without slow fire they'd be awesome, yes, but thankfully that's not the case.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Thoughts on the Dark Eldar
PostPosted: Thu Jun 19, 2008 5:22 pm 
Brood Brother
Brood Brother

Joined: Mon Mar 13, 2006 8:16 pm
Posts: 422
Location: Boston, MA
Where to start.

I've never seen a scourge do anything but die a grisly death, not once have I not gotten a BM while teleporting.   I think they hate me :(

The reason that warriors get a 1+ Initiative is because they are essentially Aspect Warriors, they live to kill and do so is a frighteneingly coordinated fashion compared to the molasses-slow Tau, clumsy Mon-Keigh and effete poets of the Craftworlds.

Also, try playing them with 2+ and you'll lose so bad so often you'll cry.  :D

The Tormentor also generally dies in my experience and I believe my arm was twisted to lower its cost and upgun it from the original because it was just so bad in practice. The TK guns are really just because they are MWs and Lances, which is just a long way to say TK(1). As just MW the Tormentor loses its real teeth.

I just saw that Warp beast typo. Ouch.
As to why you would take Wyches over Beasts?
You shouldn't, ever.
Not even as a joke. Beasts are flat-out better. 6+FF makes orks laugh at you.

Hellions over Reavers?
Scouts? Sure its almost always more harm than good in the current rules, but hey, its an ability.
The differences between Jump Packs and Mounted Skimmers are all in the Terrain Effects section (1.8.4), pop-up is irrelevant since Reavers don't have shooting attacks.

Mainly:
Hellions can get cover saves from terrain and Overwatch in the open, and since they count as infantry they can freely land in Jungles and Buildings while Reavers can't even enter them since they're impassable to vehicles they have to fly over them.

Other terrain types often prove Dangerous to Mounted troops but not Hellions.

Of course the Reavers 4+ armor means they don't need cover saves anyway.

In short you'll never catch me putting Hellions in an army unless forced to.  :;):

_________________
Fear is for the enemy, fear and bullets.
-James O'Barr, the Crow


Top
 Profile Send private message  
 
 Post subject: Thoughts on the Dark Eldar
PostPosted: Thu Jun 19, 2008 8:34 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Hellions are good for forcing an assault.  Attach them to a Syndicate, move up and pin a formation such as an artillery battery with their ZoC and 'shoot' with the Warriors.  In the right circumstances they'll be forced to assault.  

All in all though I'd agree that scouts in general can suffer if not played right.  Without the Hellions though the list wouldn't have any scouts which seems even crazier.  There are no other units with which the scout function would even remotely fit.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Thoughts on the Dark Eldar
PostPosted: Wed Jul 02, 2008 11:36 pm 
Brood Brother
Brood Brother

Joined: Mon Mar 13, 2006 8:16 pm
Posts: 422
Location: Boston, MA
Forcing an assault is a fair point, but normally I find people just Advance (away) and then shoot me to ribbons when I get too close. ^^

_________________
Fear is for the enemy, fear and bullets.
-James O'Barr, the Crow


Top
 Profile Send private message  
 
 Post subject: Thoughts on the Dark Eldar
PostPosted: Wed Jul 02, 2008 11:49 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
Scouts? Sure its almost always more harm than good in the current rules, but hey, its an ability.


For the record, the 10cm scout intermingling is a thing of the past, per the 2008 FAQ...

if that's actually what you're referring to here.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Thoughts on the Dark Eldar
PostPosted: Sun Jul 06, 2008 11:58 pm 
Brood Brother
Brood Brother

Joined: Mon Mar 13, 2006 8:16 pm
Posts: 422
Location: Boston, MA
I think I was referring to the 10cm Intermingling.

_________________
Fear is for the enemy, fear and bullets.
-James O'Barr, the Crow


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 11 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net