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Dark Eldar changes - playtesting phase

 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Wed May 20, 2009 5:41 pm 
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It has been one year since Raiders went into print and the time has come for a review.  

For those who didn't know, the Dark Eldar list was given the blessing of the NetERC as 'balanced' which is always a good thing.  They had concerns over the costs of the upgrades, but since those costs didn't overpower the list, it was deemed acceptable.  

Other players have echoed the concerns of the NetERC and I am in agreement.  

Changes for upgrades:
Wyches, Hellions, Reavers, Warp Beasts: change from +125 pts to +100 pts
Note: remember the speed of the Warp Beast is 15cm, not 30cm as is printed in some of the books (this will be on the errata).

Kabal Flotilla upgrade: Two additional Ravagers for +100 points
Note: This may seem like a deep discount but it is obvious the formation needs some help and I am concerned 25 points won't be enough of a change.  I am not inclined to change the point cost of the actual formation - this might overpower the formation drastically and I think it will be easier to control through the upgrade.

Raven fighter upgrade:  Change the additional Raven from +125 points to +100 points
Note: The Ravens are really the only affordable AA for most 3000 point games.  Given the cost of Eldar fighters I cannot justify a change to the base price, but the upgrade change I am suggesting makes them identical to Eldar fighters in formations of three.  The Dark Eldar need more flexibility to compete and they have it... by being able to field two fighters.

There have been a couple comments about the Scourges being overpowered but I really haven't seen this in my own games or in the posted batreps.  With a 6+ save and an initiative of 2+ I really don't think they are unbalanced.  You might hate it if the Dark Eldar win their SR roll, but if they lose it the Scourges will undoubtedly suffer.

If you disagree with me, by all means break the list with the point of contention.  

Please, playtest the list, try to break it, and then post batreps (with pictures!!).  We'll look at it at the end of 4 weeks and go from there.  THANKS!

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Wed May 20, 2009 11:28 pm 
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Thumbs up to all those changes from me.

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Fri May 29, 2009 3:54 pm 
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I found it -eh- okay.  The self-planetfalling thing is great on a bigger game because you can get up in people's grills fast and do some damage by transporting a lot of ordinance, but unless you high-tail it out of there as soon as you fire, you are usually facing extermination by turn two.

Smaller games I found it better just to deploy the thing normally.

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Fri May 29, 2009 4:22 pm 
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I definately agree with all those changes, but there are a few other units I feel deserve at least a looking at.

Incubi These seem expensive for what they can do. CC specialists are often at a bit of a disadvantage in Epic, and these are a classic case. With such a small expensive formation that will almost certainly contain the supreme commander they become an obvious target.

Scourges I've backed off a little from my initial concerns about this unit, but they do still seem a very good support unit for very few points. Do they need and deserve 2xFF4+?

Barge of pleasure I've used this a lot and I just can't make it work. Given that it costs 125 points PLUS the costs of the lost raiders (so maybe an equivilent of 150 points in total?), it seems pretty weak. With a 30cm move and a rubbish save, and being unable to come out of the webway, it seems a poor choice compared to the free raiders in most cases.

Vessels of pain These are pretty much the standout awesome unit in the list, especially when used in pairs for the bonus of BP4. I'm not saying they're overpowered/underpriced, as they're basically warhound titan equivilents for the same price, but they certainly compare very favourably when compared to...

Tormentor Titan This is a classic case of an all-rounder not being as good as a specialist. It's a bit shooty and a bit assaulty, but not brilliant at either. For the same 500 points I could get 2 vessels, which would give me more than twice the firepower, the same number of shields and 2DC extra.

Razorwing Bombers Though TK bombers look great on paper, in reality they get probably one round of shooting off per game. They also have to fire at a mixed formation to use their secondary weapons, but then the TK shots are often wasted since they want to be firing at russ and super-heavies etc.

I'm not saying I think any or all of these need changes, just bringing them up for discussion.

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Wed Nov 18, 2009 5:50 pm 
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They will probably be.  I need to get something "offical" out though in PDF form and if you hound me endlessly it might be enough to motivate me to get it done this week.  Feel free to be annoying until I get it done. :D

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Wed Nov 18, 2009 9:19 pm 
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Don't forget the Necron playtest changes as well.

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Thu Nov 19, 2009 1:40 am 
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I'm waiting on the "official" changes to write my Winter War list...

...though I still haven't decided between Necrons and Dark Eldar for it yet...




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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Thu Nov 19, 2009 5:24 pm 
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Quote: (Rug @ Nov. 19 2009, 15:41 )

Where can I find a PDF of the current DE list (not the whole Raiders book!)?

Right here:

NetEA DRAFT Dark Eldar Army List

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 Post subject: Dark Eldar changes - playtesting phase
PostPosted: Thu Nov 19, 2009 7:59 pm 
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Be very careful when using that draft document.  There may still be errors.

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