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 DE codex Faq

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TeenageAngst
Incubi
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 02:15

@TheBaconPope wrote:
Quote :
So I guess I am quite literate after all, and I got another drooling idiot to add to my list. I feel sorry for your parents.

Jesus, this ego dwarfs even BetrayTheWorld's before he got banned.

Seconding the request for mod intervention. There's a difference between heated discussion and just being a twit.

I liked Betray, he was never this bad. If he bonked you over the head with his own ego it was usually wrapped in foam rubber condescension not this kind of keyboard warrior nonsense.

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merse24
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 04:09

I can see this FAQ helping us out honestly.  Don't get me wrong, I'm just as frustrated, but I've moved to the next step of seeing how our army will work within the new framework of the rules. A few things stand out to me:

1) No spamming units.... I personally like this, since my playstyle for DE was pretty diverse anyway.  I can understand others frustration though, but you have to admit, more than 3 flyrants or more than 3 units of cheap Dark Reapers is much more threatening than anything we could want to spam.

2) Now that T1 charges are going to be MUCH more difficult to get off, we are actually in a GREAT position.  T2 charges are VERY easy for us and the new rules will actually make PfP pretty damn useful come T2 now since we'll have more units charging on T2.  Plus as it's already been mentioned, we are now one of the few armies that can easily pull off a T1 charge (Reavers)

3) Board control....  with our speed, we now can push out further in T1 since we do not have to worry about the T1 chargers coming in.  I can already see a solid strategy forming to where T1, we spread out our units as much as possible taking up as much space as possible.  Limiting those T2 deepstriking units able to only kill a single unit and then being stranded out in the open to be shot up.  The only real screening that we will want to do is on the Ravagers/Archon bubble that I'm sure most DE armies will have.
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Lord Asvaldir
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 05:01

Turn one charges are still very easy for us, deep striking charges were never that reliable anyway while reavers charging up the board is still a super reliable first turn charge.

I also don't have a big issue with the spam rule (which is still a beta rule), as I usually only spam our transports/troops which aren't affected by that rule.


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mynamelegend
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 06:11

Dark Eldar without Rule of Three: Maybe bringing 5 ravagers instead of 3 ravagers and a pair of Razorwings.

Tyranids without Rule of Three: Six Trygons, nine Hive Tyrants, a dozen Mycetic Spores, "what do you mean our codex has other units?".

I'm more than happy to accept the Ro3 because it hurts us less than most other armies out there.
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Mppqlmd
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 07:00

I guess the thing that really saddens me the most is my 9 Lhamaean unit getting aborted.
This will probably having a soothing effect on the meta, though. Maybe we'll even get games that aren't decided by turn 1 alphastrike?

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yellabelly
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 07:04

Single unit spam is one of the biggest turn offs about competitive play for me. I like competitive play but not the lists that come from it, and rule of three helps create games with and against more varied and fun armies. Surely that's a good thing?

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Count Adhemar
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 07:20

LOCKING THE THREAD UNTIL I CAN REVIEW AND TAKE APPROPRIATE ACTION - COUNT ADHEMAR

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Count Adhemar
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PostSubject: Re: DE codex Faq   Tue Apr 17 2018, 12:28

This thread is staying locked. There's another thread to discuss the FAQ changes that seems to have managed to remain civil. Warnings to offending posters have been issued - Count Adhemar

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