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Joined: Mon Feb 11, 2008 5:16 pm Posts: 81 Location: Belgium
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(Moscovian @ May 12 2008,13:30)
QUOTE The Dark Eldar are going to be doing either one of two things the majority of the time and they are doubling or assaulting. If doubling, your troops can offload, fire, get back on, and move under the Eldar hit-n-run rules, so staying in the Raider doesn't add anything. It doesn't protect you from overwatch, or dangerous terrain, these things would apply as normal whether the Warriors are inside or outside of the Raider. Oh that, I know very well. Dangerous terrain, to be honest, is quite easy to avoid with the Antigrav rule. And if the opponent is heavily fortified, it's not really wise to send the transported syndicate against them. Overwatch is a huge trouble, though - but then, it's the best answer against all eldars, that is. Still, an ennemy on Overwatch is stuck with it and that means it can't advance on your own objectives. You can play on this as well and makes it turn against your opponent.
Well, of course, that doesn't work very well with very long range weapons...Good thing they're not seen everywhere in all the armies.
When assaulting, the vast majority of time you will want to be outside of your Raider because a single hit to a Raider has a 50% chance of taking out three units (the Raider itself and the two occupants).
Depends. After all, transported warriors can use a cover save of 6+ to survive to the crash. In some situations, it can be much more interesting to use the 4+ Armor rather than disembarking "nude" warriors that'll get killed anyway by the first hit.
Yes, it's all about luck, but then it can work. Then there is the most important thing about "basic" syndicate formations...
1. When engaging troops that only have close combat ability. Bear in mind that if there is supporting fire you can still be shot at unless you can wipe out the enemy entirely.
That's where their number can play for them. Transported Syndicate means you can just play with the 3 raiders and still use your full firefight power. That's an important thing to keep in mind ; it means it's easier to avoid having too much firefight in answer, since you have much less units to place (to put ? not sure about the word, sorry). That's the same with small eldar formations ; they can move more easily and the opponent has to stick close together if they want a real support. Not really a trouble with numerous armies like Ork or Imperial Guard, but that's not the same with Space Marines, Chaos or even Eldars.
You can even allow yourself to attack big slow formations with a decent Firefight to just a part of it, so that even with countercharge move it won't be able to use its massive firefight potential against you. Then the 4+ Armor of your Raiders can be enough to avoid serious losses. Yes, it's all about luck as well...But then, luck smiles to the Dark Eldars erm I mean audacious.
2. When you are already loaded and within range of firing upon the enemy. You could at this point with your HnR shoot then move or double.
You can, yes. But then, as you said, warrior's firepower isn't really what you could call impressive. It's much more interesting to use that nice FF 4+, and then use the Hit and Run part for Assault to use the 35 speed of the Raiders to hide back behind a cover. If you had to disembark to use their full firefight power, then you wouldn't be able to use that so nice 35 cm speed. Another big advantage of the Raider special rule.
4. When you are offloaded and want to make a single move-shoot.
Sorry, I didn't understand that one.
All of this is of course mitigated by the short range of the Dark Eldar Warrior weapons (15cm max). Perhaps you are confusing your own rules of adding an extra weapon to the Warrior stands? If this were the case I could see it 'maybe' getting out of hand. Maybe.
That's why in my own list, the Transport rule of Raiders is the same as in the rulebook. No special case for them.
So why have the rule at all? Because Raiders stink, for one. They're only real advantage is the ability to fire from 'within' the vehicle. Honestly this is an ability that should be given to any light vehicle transport (how many LV transports are there anyway?). But for another it matches the fluff and feel of the Dark Eldar.
In fact, that's not a special rule for Dark Eldar in the W40k system game and that's why it's so strange. The Tranport rule in Epic is different for a good reason, after all. Making an exception for Dark Eldars can be quite tricky, especially when combined with the other special rules. It's not just a rule on its own, but the whole combined set that makes the Raider, to my eyes, one of the best units of the Dark Eldars. It doesn't "stink" at all, to me ; it's even one of their greatest strengths.
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