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 Revised 6th edition FAQ's - version 1.1 plus Rulebook now available

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tlronin
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 19:44

Don't understand why the Reaver alloc is so bad. My opponents now learned not to put their special weapons in the back. So next game I say: Suprise! It's purely random. And have the possibility to pick out his special guys again. Twisted Evil

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Setomidor
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 19:58

Agreed Smile thing with before is that a Nob unit could do LoS on all hits, which made it a real mess (in theory at least ). Now I'll just bring a d10 and a d20 along
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Roc
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 20:01

The reaver allocation is not bad, per se. It's just rather annoying and can slow a game down.

For more details on the issue, check out Mushkilla's Reaver Randomization Rollecoaster thread here: http://www.thedarkcity.net/t3651-the-reaver-randomization-rollercoaster
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Siticus the Ancient
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 20:16

Quote :
No more Allied Autarch to add to reserve rolls

I must be blind, because I can't find this in either Eldar or Dark Eldar FAQ. Where is this?

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Roc
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 20:18

The FAQ for the BRB. Allied detachments can no longer effect reserve rolls.
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tlronin
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 20:26

@Roc
Yeah I know Mushkilla's opinion about it. But I use a 'faster' approach to randomizing. It has to do with the Bubble Sort method:

So in his example where you inflict 9 Bladevane wounds on a IG squad of 10. First you decide which group is #1 and which #2 (try to divide equally). Then on a D2 (so 4+) decide which group goes first. Those 5 Guards get 5 Wounds first. Make your saves and LoS!'s accordingly. Divide what's left in 2 groups again. Roll a D2 (4+) again. So imagine 8 Guards total survived, a group of 4 Guards get the last 4 Wounds. Make saves and LoS!s accordingly.

It's not exactly according to the rulebook, so your opponent has to agree. But it has a random element in it, with which your opponent could stll lose or save his special guys.

But it ís slower, i'll admit that. But I rather have a chance on getting that special guy, then not at all.

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Roc
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 20:31

There's no doubt there are creative solutions to speed everything up a bit. But either you you slice it, randomizing 21 hits-ish for several turns does get annoying. Not bad really, just annoying-- though it is nice to pick off the specialists when you can.
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Siticus the Ancient
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 21:18

@Roc wrote:
The FAQ for the BRB. Allied detachments can no longer effect reserve rolls.

Aha! Thanks a lot. Sucks, makes my plans of a warp jump Autarch in a squad of Warp Spiders a little more suboptimal.

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Venkh
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 21:40

I agreed with my opponent that we would roll the number of its then draw a line. The models closest to the line got hit.

Resolve any LOS, take the saves, remove the dead uns.

Is that really so difficult to implement?

Never mind, im very happy with the FAQ's and im going to see if i can get a CC list going again.
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Painbiro
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 00:55

Bah, Vect still isn't AP2. For 240 points, you'd think that such a thing would be worthwhile.

Meh, I'm still using him.

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 02:45

@Count Adhemar wrote:
@1++ wrote:
Quote :

Change the second sentence of the second bullet point to: “Determine which model in the unit is closest to the character, and resolve the Wound against that model instead.”


This kind of sucks for my Baron/Clawed Fiend shenangians....I much prefered the 6" rule LOLZ. Back to the drawing board.....

You just need to move the models around a bit as you move, so a different Grot is closest to the character for LOS.

Yes, maybe 3 bases in a semi-circle behind the Baron - therefore all 3 will be even distance away

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Azdrubael
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 07:46

Draigo also is AP3. Which kinda offsets Vect AP3.
At least hearten a bit.

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Starstrider
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 10:48

@Azdrubael wrote:
Draigo also is AP3. Which kinda offsets Vect AP3.
At least hearten a bit.

True, I just feel a bit miffed when the Supreme Overlord of the Dark City, with all the millennia of battle tactics and superior technology he has at his disposal, is unable to reliably kill even just a single Marine in Tactical Dreadnought armour. Ah well, at least his Orbs can help and his Incubi bodyguards are now able to slice through just about anything.
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tlronin
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 11:11

Speaking of which, that's an awesome drawing of an incubi you got there. Where did you get it from if I may ask.

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Enfernux
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 11:14


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Aroshamash
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 12:05

@Starstrider wrote:
@Azdrubael wrote:
Draigo also is AP3. Which kinda offsets Vect AP3.
At least hearten a bit.

True, I just feel a bit miffed when the Supreme Overlord of the Dark City, with all the millennia of battle tactics and superior technology he has at his disposal, is unable to reliably kill even just a single Marine in Tactical Dreadnought armour. Ah well, at least his Orbs can help and his Incubi bodyguards are now able to slice through just about anything.

It's because you're letting the usual "epicness" of 40k influence your thinking. Vect is Overlord of Commorragh because of his political skills and afinity for intrigue, not because he casually slaughters whatever is in his way. So what if he can't kill Terminators, that's not his role in the list. He sends the Incubi to slaughter them, or simply Disintegrates them to death.

He already has his millennia of battle tactics and superior technology represented, that's why he gets Preferred Enemy:Everyone, can steal the initiative on a 4+, has a super-Raider, the Obsidian Orbs, and a super-maul that's AP3 and wounds on a 3+. That represents those two facets just fine in my opinion. He's also got better stats than Drazhar, to represent just how kick-ass he is in combat.

I just don't understand the notion that for something to be good in combat it has to be able to slaughter every single other unit in the game without a sweat. Can he pass through Terminator armour? No. However, his weapon is either an Agonizer+1, or a Dark Eldar-ified power maul trading off increased strength for better AP and always wounding on a 3+. Either way you look at it, his weapon is better than whatever it would otherwise be, and you're complaining that it isn't even better.

We constantly say that playing Dark Eldar requires finesse, that you can't simply hurl your models at the opposing army, that you need to think and plan your attacks carefully to maximise your strengths and negate the enemies weaknesses, but then everybody complains when they have to do exactly what we say the Dark Eldar require. Want an army that you can point-and-click with? Go play Grey Knights. As it stands, you're playing Dark Eldar. We aren't amazing at every single thing. That's our whole point. However, what we are good at, we do god-damn well. That is also our whole point. Vect does not attack Terminators in close combat. That's not his role. That is the role of Incubi and Drazhar. His role is to win you the initiative, bring a super-Raider to the field, and slaughter things in a 3+ or worse save. He does that damn well.

Vect is a Dark Eldar. Not a Grey Knight. Not a Blood Angel. Not a Necron. We don't point and click, we select then dissect. Play to your strengths, and you can't stop us. Throw him into combats he's unsuited for, and you'll lose horribly. Stop throwing him into fights he's unsuited for, and learn to play to your strengths. We're the glass cannon, not the sledgehammer. Don't come crying because you used the wrong glass cannon, and got broken by the sledgehammer.

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Enfernux
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 13:38

anyone catch that doomscythe cant hit flyers?

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 18:44

Actually... how the heck does that FAQ bit about reserve modifiers not applying to allied detachment even work, if I have a Dark Eldar main detachment and an Eldar allied attachment lead by an Autarch? Going by the RAW of the new FAQ, the Dark Eldar side gets the benefit from Autarch's ability... while Autarch himself and his Eldar do not, because they are the allied detachment, and thus do not benefit from the reserve modifier.

Gosh GW, this makes no sense.

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Orthien
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 22:16

I believe its the Allies that can't effect reserves ie GK Allies with Cotez won't let you re-roll your 4+ Vect seize.
The reserve rolls still apply to them like the rest of your army they just have no influence on it.

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Dvine1989
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sun Sep 09 2012, 23:25

It is indeed very good news *_* incubis and huskblade two things I use onto my CC group mwahahaha ^^

BTW about our Eldar allies, do the spirit stones mean that you can just slap those on and you automatically get a lv2 mastery? Or you still need to pick 1 power and add them to make two? cheers

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Mon Sep 10 2012, 05:52

@Dvine1989 wrote:
BTW about our Eldar allies, do the spirit stones mean that you can just slap those on and you automatically get a lv2 mastery? Or you still need to pick 1 power and add them to make two? cheers

Yes, it was FAQ'd - Spirit Stones = Mastery Lvl 2. I'm still torn between using Doom or BRB powers tho

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Mon Sep 10 2012, 07:08

I plan on using doom and fortune to fortune my jetseer unit so the farseer is relatively surviveable and able to keep dooming everything of my enemy's all day long unless my opponent devotes obscene amounts of firepower at them which means more Dark Eldar units getting up close for the kill

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Mon Sep 10 2012, 07:51

How are you getting a jetseer council in an allies force?

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Mon Sep 10 2012, 08:09

I think he means a unit of Guardian jetbikes with an attached Farseer, not Warlock Jetbikes.

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Mon Sep 10 2012, 08:17

As far as I know, there's nothing stopping you from taking a seer council (ie. Farseer and Warlocks), on bikes or on foot, in an allied list. The Warlocks don't use up an HQ slot.

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