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 New Kill Teams and Dark Eldar

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tegs
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 23:21

That's the thing, you can't kill two models. Both cannons have to shoot the same target.

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Æther
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 23:57

@tegs wrote:
That's the thing, you can't kill two models.  Both cannons have to shoot the same target.

I realize this, shots will be wasted on occasion. But no other model will be killing one guy as often every turn like the venom... Plus its just nice having a fast skimmer, let not forget all the other benefits, it does provide your units with some armored protection while you wait for the drugs to kick in, and it will make for a nice assault platform.

The Raider could of course work also, but if your opponent has a nice cover save I would much prefer a Venom.

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RedRegicide
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 14:55

I went with the DL sniper, just looks so awesome.

I think I'm gonna keep both cannons on the venom, because if they run scouts, they could have up to 2+ cover saves, it would be nice to eliminate a couple of those guys.

What do you guys think will be more effective? 2 beast masters or 2 khymera? Im thinking the khymera for the 5++ and the 3A.

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 14:58

@RedRegicide wrote:

What do you guys think will be more effective? 2 beast masters or 2 khymera? Im thinking the khymera for the 5++ and the 3A.

I would go with the better save. Keep those models on the table! And you are spending 20pts on that Dark Lance right?
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:00

Yup 20 pts on the dark lance. I'm thinking about giving it the +1 BS so that I only have a 1/12 chance of not killing an open field marine.

What specialist should i give my khymera and my blaster?

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:05

Infiltrate for the blaster should get you into position turn 1, and maybe shrouded/stealth (whichever it is) for the Khymera while it closes in?
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:07

Well the khymera already has a 5++, unless you think cover jumping is the way to go. Plus i think those are both guerrilla catagories

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:11

Good point. I'll have to grab my book. I know there is one that gives you +1 Wep skill, but I don't know if that's really worth it.
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:14

Nah, I honestly don't see them getting into close combat anyway. Or I could go
DL with stealth
Blaster with Eagle eye
Khymera with some kind of running option or some dirty trick option

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:17

You can give Khymera Crusader I believe.
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:19

That's not great, but honestly probably the best bang for my buck, I highly doubt they will do much more than draw fire

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:22

@RedRegicide wrote:
That's not great, but honestly probably the best bang for my buck, I highly doubt they will do much more than draw fire

If you have the models, I would try and swing for 3 Mandrakes. They get 2+ in cover, assault 2, and they infiltrate, all for 36pts. plus S5 after furious charge!
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:25

Haha I was just typing a mandrake idea! My issue is the waste of points. Unless I buy 5 I'll waste at least 4 points. But they could be a nice way to put pressure on marine snipers to keep DL safe.

10 kab = 80
--> 1 DL = 20
1 Venom = 55
3 drakes = 36
wasting 9 points :/

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:27

@RedRegicide wrote:
Haha I was just typing a mandrake idea! My issue is the waste of points. Unless I buy 5 I'll waste at least 4 points. But they could be a nice way to put pressure on marine snipers to keep DL safe.

10 kab = 80
--> 1 DL = 20
1 Venom = 55
3 drakes = 36
wasting 9 points :/
If you dropped the DL for a blaster, gave it Eagle eye (27") you would have 14pts to throw around.
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:28

Is there a squad size limit? Because I could just buy another kabalite and only waste 1 point?

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:30

@RedRegicide wrote:
Is there a squad size limit? Because I could just buy another kabalite and only waste 1 point?
Yeah, 11 warriors isn't a problem, and a higher model count!
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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:35

Thanks guys! I'm really happy with this list!

10 regular kabalites. for main body

1 venom for range support

3 mandrakes for hunting scouts

1 kabalite with DL: anti armour, bad ass sniper

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PostSubject: Re: New Kill Teams and Dark Eldar   Wed Sep 21 2016, 15:38

Let us know how it goes! That was my meager write up from my first tournament.

http://www.thedarkcity.net/t14381-kill-team-tournament
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 22 2016, 15:42

What about the Incubi in kill team, did someone tried?

Also, only one guy at a time can be in a Venom, and shooting 2 Splinter Cannon at one model seems overkill, does it really worth it or am I missing something?

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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 22 2016, 16:58

I haven't tried Incubi, but I worry... Slow, no ranged weapon, still no assault grenades, the ap2 weapon is overkill, armor of a space marine but not as tough. I still think out ranging your opponent and shooting him is your best bet.

The two splinter cannons on one Venom is a little over kill yes, have it go after your opponents infantry with the highest save. If your shooting at armor 3+, I can't say its a bad deal. Yeah you can only carry one model, but it is a great platform for the Melee Specialist, or even your Leader (bigger aura is nice). I plan on having my Dracon with a Power Sword onboard, seems effective for KT.

I was messing around with a Mech KT list also

195pts

2xVenoms only one Splinter Cannon each (DT and FA choice)
5xKabalites Warriors with a Blaster and Dark Lance.

I still woulda bought extra Cannons, but I simply didn't have the points. Dark Lance and Blaster each get a ride in a Venom. It is a low model count  but the enemy must take down a Venom if they want me to break, since killing the 3 infantry not being transported will only be 3/7th of the army.

It might be better to drop the Blaster all together, Leader and Lancer get a ride in dual Cannon Venoms then. I still like an Indomitable Specialist with Relentless for DL best though, being able to move and shoot is just too good.

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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 22 2016, 19:55

You can put more than one model in a transport in KT. There is a specific rule allowing it.

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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 22 2016, 23:39

Really? When I read the rule "Every Man For Himself" It says all models are treated as seperate units when deploying and throughout the course of the game.

The Transport Vehicles rule says it can carry its normal capacity, but so what all are models are now "Seperate Units". Its just telling us it can be at least boarded... That is it. It then goes an to say specifically, that all normal restrictions apply, since when can you have multiple Units on a transport? The rule only explains that Vehicles can be boarded normally, and that any model may do so. Unless its a DT, in which case only models from the unit choose with it may begin deployment in it.

That's all I'm reading from the Rules, pg12 on my tablet. Am I reading this wrong? Or missing a rule somewhere?

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PostSubject: Re: New Kill Teams and Dark Eldar   Fri Sep 23 2016, 01:07

@Æther wrote:
...all normal restrictions apply, since when can you have multiple Units on a transport?...Am I reading this wrong? Or missing a rule somewhere?

That is, I believe, not only the RAW but the RAI in this instance. One person per vehicle as they are considered separate units, unless the vehicle allows for multiple units to be embarked.

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PostSubject: Re: New Kill Teams and Dark Eldar   Fri Sep 23 2016, 08:13

It states that transports can carry multiple models. Since each model is a separate unit, that is only possible if transports can also carry multiple units.

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PostSubject: Re: New Kill Teams and Dark Eldar   Fri Sep 23 2016, 16:47

Yeah it says Vehicles may carry a number of models equal to its capacity. However, I don't see anything about this changing the fact that all models are now separate units.

Its really quite ambiguous. If your interpretation is correct, I really feel like the rule should have clearly stated "multiple units may board a transport, for this instance", but instead they say "ALL normal restrictions apply".

This is the sentence you're getting your ruling from.

"Transport Vehicles can carry a number of models equal to their Transport Capacity, regardless of which unit they were selected from during Kill Team selection."

I took out what was said in ()'s, cause I think it distracts from the point of the sentence. I don't see this as enough to supersede the Every Man For Himself rule. Especially since it made the point in say "all normal restrictions apply" inbetween this very sentence. This rule is only telling me which models may board which vehicles.

Overall, I think its poorly written. I guess I could play either way, if I play your way ... 10 guys on a raider with Splinter Racks is definitely the way to go, since they all essentially have Split Fire now.

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