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 Dark Eldar Changes, 8th

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amishprn86
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PostSubject: Re: Dark Eldar Changes, 8th   Mon Jun 05 2017, 12:07

I think its more so for Imperial and armies like Admech/GSC where they are kinda between.

GSC can use IG and nids so that would be 3 different keyword detachments.

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Demantiae
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PostSubject: Re: Dark Eldar Changes, 8th   Mon Jun 05 2017, 14:01

You can play any Aedari units in the same army now. It's just that HQ's only buff certain specific factions. Autarchs only buff specific Craftworlds, Archons only buff specific Kabals, Haemonculus only buff specific Covens. But you can mix and match them. I'm sure once the codex's comes out then we'll see faction-wide special rules that apply to all Drukhari or all Saim-Han etc.

The way AoS works is the more specialised and limited your faction choice is the more advantages you get in terms of rules. Or you can play broad and mix and match units, gaining flexibility and a different specialisation that way. Whether you get a murder-ball of Wyches by going all "Cult of Strike" or by mixing wyches/howling banshees/harlequins you're still getting a murder-ball, they just work differently and use different models. You play how you want and will be rewarded for it. Just not yet, we have to wit for those rules first.

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Cerve
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PostSubject: Re: Dark Eldar Changes, 8th   Mon Jun 05 2017, 15:32

@Demantiae wrote:
You can play any Aedari units in the same army now. It's just that HQ's only buff certain specific factions. Autarchs only buff specific Craftworlds, Archons only buff specific Kabals, Haemonculus only buff specific Covens. But you can mix and match them. I'm sure once the codex's comes out then we'll see faction-wide special rules that apply to all Drukhari or all Saim-Han etc.

The way AoS works is the more specialised and limited your faction choice is the more advantages you get in terms of rules. Or you can play broad and mix and match units, gaining flexibility and a different specialisation that way. Whether you get a murder-ball of Wyches by going all "Cult of Strike" or by mixing wyches/howling banshees/harlequins you're still getting a murder-ball, they just work differently and use different models. You play how you want and will be rewarded for it. Just not yet, we have to wit for those rules first.

This ^^
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tegs
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PostSubject: Re: Dark Eldar Changes, 8th   Mon Jun 05 2017, 23:11

I don't think anything stops you from mixing and matching.  That's why the AOE effects of our HQs are very specifically for <wych cult> or <kabal> or <coven> units, and the transports list exactly what subfaction can embark on them.

I really expected the charge rules to require LOS, but they don't.  So you can't overwatch from out of LOS.  That's bizarre, and I expect it to be changed, but that's RAW right now.  Definitely an upgrade for assault units.

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Last edited by tegs on Thu Jun 08 2017, 18:04; edited 1 time in total
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Crisis_Vyper
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PostSubject: Re: Dark Eldar Changes, 8th   Tue Jun 06 2017, 05:51

Been ages since I came to the forum but the dark screams called me.

As for what I can see from this edition, the core Dark Eldar units are still reliable enough to fight the long war, but the fun stuff mostly get shafted in a way that makes them awkward to use with the rest of the army.

Tyranids would hate the crap out of a DE army, as anything and everything will be killing something in a faster rate than before thanks to how Lances damages an unit. However, due to the lack of templates, horde armies would require a little more work than before to kill off.

I see that the defensive buffs and offensive buffs are given in return for our speed. Dark Eldar pride aside, the speed that we have now is sufficient enough for what we want to do, but the advance rule for our skimmers are reduced.

Splinter cannons being rapid 3 makes their role in combination with units a little different than usual now as the infantry-held version synergizes more with kabalite elements more. However the venom is now less of a suppressive unit and in essence became a midranger combatant, which combined with trueborn units would have a interesting element to the equation of how Dark Eldar fights.

Sadly enough, the close combat elements in the army is a little subpar for my own liking barring Incubi units. But as stated before, the Dark Eldar core of opportunistic shooting is more important than the CC element.

Ravagers returned back to their kickass mode, so no complains there. Voidraven got its boost, and Razorwings also feel nice to use. Nonetheless flyers being more vulnerable to returning fire (-1 BS instead of forcing people to always hit on 6s is going to be tough on these things).

Lack of any defense against smite could be a problem, but it is a race of whose things kill the other faster.






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Archon_91
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PostSubject: Re: Dark Eldar Changes, 8th   Tue Jun 06 2017, 06:56

A couple more pros

Talos: doubled + 1 it's wounds has twice the shooting and for those that invested in the CTC you can still run it just not as a single unit gained 2" of movement

Cronos: also double +1 it's wounds, gives wounds back when it does damage in cc thus making itself and the talos it runs with more survivable along with our characters ... All around buff unit ... gained 2" of movement

There are probably more but these are just the ones I've seen that haven't been mentioned yet
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amishprn86
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PostSubject: Re: Dark Eldar Changes, 8th   Tue Jun 06 2017, 09:41

@tegs wrote:
I don't think anything stops you from mixing and matching.  That's why the AOE effects of our HQs are very specifically for <wych cult> or <kabal> or <coven> units, and the transports list exactly what subfaction can embark on them.

I really expected the charge rules to require LOS, but they don't.  So you can overwatch from out of LOS.  That's bizarre, and I expect it to be changed, but that's RAW right now.  Definitely an upgrade for assault units.

Overwatch is clear "Overwatch is fire like a normal shooting attack....) ok so what is a normal shooting attack?

1. Choose a unit to shoot with
2. Choose Targets (the important part)
In order to target an enemy unit, a model from that unit must be within the Range of the weapons being use and be Visible to the shooting model.

Why would we ignore this?

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Count Adhemar
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PostSubject: Re: Dark Eldar Changes, 8th   Tue Jun 06 2017, 10:16

@Archon_91 wrote:
A couple more pros

Talos: doubled + 1 it's wounds has twice the shooting and for those that invested in the CTC you can still run it just not as a single unit gained 2" of movement

It lost out a bit in damage output. Went from 5 attacks on the charge, generally hitting on 3+, wounding on 2+ with rerolls and AP2 to 6 attacks on the charge, hitting on 3+, wounding on 3+ and AP -1, although they do 2 wounds per failed save.

On the plus side, both Talos and Cronos do now benefit from PfP and have an invulnerable save.

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amishprn86
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PostSubject: Re: Dark Eldar Changes, 8th   Tue Jun 06 2017, 11:50

They are Coven, with a Haemonculus they are back to T7, with a 3+/5++/6+++ and 6 wounds they should stay alive longer, with 8" movement it might be a killer combo.

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Archon_91
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PostSubject: Re: Dark Eldar Changes, 8th   Wed Jun 07 2017, 06:59

I plan on running 2 Talos with 1 Cronos (cause that's all I have model wise) and a haemunculous trotting along behind them
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