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Dark Eldar Special Rule

 Post subject: Dark Eldar Special Rule
PostPosted: Fri Nov 16, 2007 8:16 pm 
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Yep, I think that too mosc. I need more raiders. :)

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 Post subject: Dark Eldar Special Rule
PostPosted: Fri Nov 16, 2007 11:47 pm 
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Had a thought that I wondered might be an interesting alternative:

Fleet of Foot:
All Dark Eldar units gain First strike for the first round of any assault


This would make them very dangerous against small formations, and more capable of dealing with large armoured ones when push comes to shove, but if they don't hit them hard on the first hit, they are likely to start suffering.

It saves worrying about activations if nothing else :)

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 Post subject: Dark Eldar Special Rule
PostPosted: Sat Nov 17, 2007 1:21 am 
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I'd make it: When initiating an Assault, Dark Eldar units gain First Strike for the first round of said assault.

That way you don't get first strike when assaulted only when assaulting.


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 Post subject: Dark Eldar Special Rule
PostPosted: Sat Nov 17, 2007 4:44 am 
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First strike is a brutal power and I'm not willing to give it to every formation.  It's a creative idea but ultimately one I think would be overpowered.  It would also dilute the first strike abilities of wyches making them worthless.  I'd then have to discount them or give them something else, cascading into an even bigger mess.

Not that the fleet of foot needs to be the option but its appeal to me is that it bumps the army in a very subtle direction.  As for the third move I don't know how it is any more complicated than the Eldar's special rule Farsight. Maybe it isn't that obvious but an approximation to the farsight rule is what I was trying to achieve without being farsight.  Does that make sense or am I just confusing people.

Any other thoughts on this or fresh ideas?

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 Post subject: Dark Eldar Special Rule
PostPosted: Sat Nov 17, 2007 4:49 am 
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What about...

Fleet of Foot: When making Assault moves Dark Eldar formations may move twice as far as normal.

Basically the double charge range effect of Infiltrate without the ignore ZoC effect... Dunno if it'd work or not, but might be kinda neat.


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 Post subject: Dark Eldar Special Rule
PostPosted: Sat Nov 17, 2007 10:35 am 
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I'm still happy to try out the 'once per turn free march move activation with ability to support assaults' idea. Just need to get a game or two in which to playtest it.

I quite like the idea of doubling movement for assaults - If it would count as a double move it would actually be quite helpful alongside the advice Moscovian gave me the other day about leaving troops outside of their raiders where possible at the end of each move (On one occasion some troops were somewhat stranded because they started an assault out of their raiders).

Having said that, the speed at which you could mount assaults would be horrifying. A 70cm charge from a Tormentor is just disgusting, let alone the idea of Incubi leading Warrior syndicates that fast or an 80cm charge from Reavers. Combined with the mobility and speed of the Dark eldar it would be quicker into the assault than Tyranids - which is just wrong, let along the problems with game balance.

Possibly have a set 'bonus' move that is added to an engage move - maybe 10cm? Counting it as a 'second move'

It gives them extended charge range without being ridiculous, and allows dismounted warriors a chance to load up and move the initial 35cm raider move and then dismount and go the extra 10.

Sorry just throwing ideas into the mix now  :)

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 Post subject: Dark Eldar Special Rule
PostPosted: Sun Nov 18, 2007 9:28 pm 
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Rock! Just managed to organise a game for this wednesday to playtest the rules (and the perditor suggestion).

Ill get some feedback to you guys as soon as possible.

If I have time to squeeze in another game, are there any other playtest suggestions on this subject I should try? (Im currently going with Moscovians first suggestion).

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 Post subject: Dark Eldar Special Rule
PostPosted: Mon Nov 19, 2007 5:34 pm 
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If your list wants it try the doubled Perditor formation.  I personally don't see it coming up all that often enough to be unbalancing.  Other than that I appreciate the effort.  Looking forward to the batrep!

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 Post subject: Dark Eldar Special Rule
PostPosted: Mon Nov 19, 2007 9:00 pm 
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The list Im planning on is up in the blog (the game is now 4000pts)

Definitely going to try the double Perditors, they might prove very handy as rock solid mobile gun platforms.

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 Post subject: Dark Eldar Special Rule
PostPosted: Mon Nov 19, 2007 9:34 pm 
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Webway Portal + Kashnarak (100/100)
2 Razorwing (250/350)
2 Raven (200/550)
Torture class (300/850)
Syndicate + warriors + Slavebringer (500/1350)
Talos + 2 Perditor (500/1850)
Mandrakes (200/2050)
Coterie + Archon + Barge (425/2475)
Wyches + Wyches (300/2775)
Syndicate + Sybarite (225/3000)


An interesting list and an even more interesting foe.  9 Fighta-Bommers is scary for any list to look at.  Here are some of my thoughts:

You would be lucky to have him going after your Razorwings for a turn.  The alternative is that he will completely ignore your aircraft and try to carve up your ground forces.  The likelihood is that your aircraft will do little to deter a force like for turns 1-3.  By turn 4 it will be over.

So bring an Executor Landing Module.  At 750 points it would fit into your list well.  Trade out 300 (Cruiser)+ 200 (Slavebringer) + 250 (Razorwings).  It can self planetfall so you can still bring the Kashnarak and the Ravens at 3000 points.  It has its own portal.  It has TK weapons and 4BP and carries everything you want it to plus more.  At 4000 points you can bring the other Webway portal (recommended) and the Razorwings still.  

My guess is it will have its shadowfields stripped by the Orks on the first pass by.  The good thing is that with 2xAA4+ you'll probably kill 1 FB placing two BMs.  Bring in the Ravens for an intercept and kill another one.  With three BMs that formation probably isn't coming back for turn 2 giving you a big assist.  Kill two with your Ravens and it certainly isn't coming back for turn 2.  

You can also drop the Perditors and Talos on the front line and let them do what they do best: Close Combat.  Bring your Syndicate in the Slavebringer for support or put them in Raiders and have them come through one of your portals (or the backfield).  Have the Wyches come through your other portal (with Raiders) on your last activation but have them linger near the gate if the position is right.  Pre-turn 2 they can direct the Kashnarak to whatever Ork formation they wish (or in the Ork direction if nobody is nearby).  Even if it doesn't get to attack it will certainly keep his attention.  Nobody ignores a creepy looking DC4 WE that infiltrates up to 40cm. :cool:
Remember your Coterie is better in close combat.  While it is always risky to lose your supreme commander in assaults, it is better than having that expensive formation doing nothing.  If you don't think you'll CC with your SC, swap out the Coterie with a Warrior formation and be done with it.
Remember Wyches get armor saves in assaults but not out in the open.  If you have the chance to assault with them you might as well.  Their only other real function is to direct the Kashnarak and sometimes that isn't necessary (at least not after you set him in motion initially).

I'm curious what you are going to bring for your 4000 point list now... :D

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 Post subject: Dark Eldar Special Rule
PostPosted: Mon Nov 19, 2007 10:47 pm 
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Much the same actually :)

-well at first thought anyway-

I've added 2 VoPs, Ravagers and Scourges along with a Dracon

I really do want to add an executor, but dont have one, nor do i really have any means to make something that large with whats left in the bitz box before wednesday...

So this is going to be interesting, if somewhat bloody.

I know he's planning on taking quite a bit of artillery - im hoping the mandrakes, scourges and slavebringer will take care of those and potentially surround his force.

The perditors will be barraging away, probably attracting at least one of the fighta flights who will probably bounce off (fingers crossed). Im hoping they'll waste two or three turns shooting at them rather than trying to hit shadowfielded vehicles or seemingly small and spread out infantry squads. He certainly cant ignore 2 templates of disrupting barrage on ork formations for long.

The spaceship i really want to keep in- largely because Ive never seen one being used in Epic.... ever. And I'm deeply curious :D

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 Post subject: Dark Eldar Special Rule
PostPosted: Mon Nov 19, 2007 11:03 pm 
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Well in light of no Executor (see other thread for options) try bringing two formations of Ravens (2 of 2 or even a formation of 2 and a formation of 3).  One on CAP, one for intercepting and/or Ground attacks.  Remember your Slavebringers don't come out of your 1/3 allowance so you can have a heavy airforce list too.

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 Post subject: Dark Eldar Special Rule
PostPosted: Mon Nov 19, 2007 11:23 pm 
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I liked the 'may support fire even if they marched' suggestion.

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 Post subject: Dark Eldar Special Rule
PostPosted: Thu Nov 22, 2007 6:47 pm 
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I'm sorry to say I didnt get a chance to actually try out the fleet of foot rule in game (though not without trying to set it up!) so I can't say how it went in game.

Sorry about that guys.  :(

On the other hand I did get to playtest a few other things -

2 Perditors in a formation seems completely fine - they added to the units survivability and long range firepower quite nicely and were never overpowering. They probably could get rid of indirect though as it encourages bad habits (not moving towards the enemy).

I also tried out 'blasters' within the warriors - 10cm AT5+ lances. This worked ok, but my opponent suggested a straight weapon swap splinter cannons for Lances as a bought upgrade (25pts?) for the syndicates would be simpler and easier.

He also suggested that Splinter cannons be increased to 30cm but not sure how feasible that is.

In theory we also tried out Talos with a bonus attack but we never actually got them into combat...

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 Post subject: Dark Eldar Special Rule
PostPosted: Fri Nov 23, 2007 2:23 am 
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What type of impact specifically did the 10cm AT lance attack have on the game?  Do you think the Perditor's indirect fire is imbalanced or simply that it seems out of place?  Would the lack of indirect fire take away its usefulness during this game?
Splinter cannon range can't move unless we feel like changing the 40k universe. :)

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