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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: Starting Dark Eldar   Fri Aug 28 2015, 11:57

@thenick18 wrote:
I'll revisit the salvo, but my understanding is that its still a heavy weapon, salvo is the fire mode. Being that it is a heavy weapon, and the infantry passengers count as moving when embarked, it will be fired with snap shots.

Salvo is the weapon type, not Heavy. It fires 4 shots at 18" range if it has moved or 6 shots at 36" range if stationary. It is not required to snap shoot unless something else forces it, such as being in a vehicle that has moved >6"

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amorrowlyday
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PostSubject: Re: Starting Dark Eldar   Sat Aug 29 2015, 04:49

Your confusion comes from the fact that gw uses "heavy #" to denote the number of shots a unit gets, and the requirement that such a unit can't move without having to only be able to fire snapshots, as well as calling half of our basic ranged upgrade list "heavy weapons".

Heavy # is a special ability like lance, melta, and poison, and it confers snapshots if bearer moves. The splinter cannon does not have heavy and therefore never has to fire snapshots barring gtg. I recommend you reread the bsb chart on moving and shooting.
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thenick18
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PostSubject: Re: Starting Dark Eldar   Sat Aug 29 2015, 14:46

Thanks for spending so much time and why I thought a weapon I don't regularly use had a slightly different profile, I'm sure the OP appreciates and intended for the discussion to go that way.
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Jimsolo
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PostSubject: Re: Starting Dark Eldar   Sat Aug 29 2015, 16:12

@thenick18 wrote:
Thanks for spending so much time and why I thought a weapon I don't regularly use had a slightly different profile, I'm sure the OP appreciates and intended for the discussion to go that way.

People were just trying to help you amigo. No need for sarcasm.
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CptMetal
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PostSubject: Re: Starting Dark Eldar   Sat Aug 29 2015, 16:16

That was sarcasm? O.o

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thenick18
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PostSubject: Re: Starting Dark Eldar   Sat Aug 29 2015, 17:36

Considering I pre-qualified my statement as I do not recall the rule, and need to refresh, I don't need to be told to review the rule, when I already know I need to do that, it was a completely unnecessary and unconstructive comment to make. The overall "matter of fact" way people respond on these forums really irks me, there is no need for it, its not a way to be constructive. Hence why I hardly post anything outside of painting and modeling. We all play Dark Elder and are in the same boat and should be helpful, and our attitudes should reflect that.

To the OP I apologize your initial question has been lost, I provided my opinion as something to consider, DE work best when synergize, the cannon and splinter rifles don't exactly do that well together, neither does a blaster, however the blaster shot v. the cannon shot is much more useful in an army that lacks the anti armor punch. The majority of our infantry and ground units are geared toward anti infantry, so when you can add the extra darklight/haywire/etc. It really helps.
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RCZ
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 09:07

Indeed, i found mine "standard MSU" unit as:

"5-men troop (4 rifle + blaster) embarked on a Venom with the 2 splinter cannon options" = 120 pts

In multiple deployment it give you a very flexible AT firing (no overkill) and a strong Anti infantry.
Usually i go for 4x in 1000 pts or 6x in 1500 pts.

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CptMetal
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 14:27

6 in 1500 point games? That is half of the army. Does it work?

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The Dark Eldar Codex sucks. You probably won just because your enemy loaded his dice to loose. Never forget this mantra and spread the word. Mention it in every discussion possible, people can´t get enough of that valuable information and need to be reminded regularely.
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RCZ
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 14:46

Usually i dont use no blasterborn in venom, and it works pretty well... enemy often turn 1-2 venom dead, maybe with passengers, but i rely on that 6x blaster will make mess of his veichle(s) and splinter cannon of his footsloggers.

I rarely use raiders, i've noticed that they draw too much fire from enemy, often use ravagers for good ol' MEQ hunting
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amorrowlyday
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 15:20

If you're going that way why not take a min-d kabalite raiding party then?
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RCZ
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 21:27

In facts, i usually go for it
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The Shredder
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 22:20

@Jimsolo wrote:

Sub-par choices (If I have to take these, I'm handicapping myself.)
HQ- None
Troops- None

Wait, what? You don't consider Wyches or Drazhar sub-par? Shocked

What standard are you using? Razz
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amorrowlyday
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 22:22

No. Wyches are BELOW subpar according to that list.

There may be a time to take drazher. Not sure when. But maybe.
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Jimsolo
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PostSubject: Re: Starting Dark Eldar   Mon Aug 31 2015, 22:53

Can't believe I left wyches off that list, lol.

No, I think you could make Drazhar work. He's not top tier by any stretch, but I don't think he's in the same dung heap that wyches are.
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RCZ
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PostSubject: Re: Starting Dark Eldar   Tue Sep 01 2015, 07:32

Once a while, just to surprise my opponent i manage a dhrazzy bomb with 3 incubi +klaivex and land them just behind his lines. If you manage to "jump" from CC to another CC without have them killed, they perform well.

4-5 month ago they washed out like 400 pti of tac squads in a 2vs2 2000 pts game.
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