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 Mandrakes Quins Transports?

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shadowseercB
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PostSubject: Mandrakes Quins Transports?   Thu Feb 28 2013, 19:25

Can mandrakes and Harlequin's use transports? In the section in the back for each unit it doesnt list as able to take a transport. Some people tell me they cant start in one but then can get in one after the game starts..
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Count Adhemar
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PostSubject: Re: Mandrakes Quins Transports?   Thu Feb 28 2013, 19:30

A unit cannot start the game deployed in another unit's dedicated transport. After the start there is nothing to stop them getting in though, nor is there anything to prevent them starting in a non-dedicated transport, although we do not have any of those in the DE Codex.

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Mngwa
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 12:31

This seriously keeps me wondering... if they are "dedicated transports", for a certain unit, they can still take other units in them, after their dedicated unit goes away.
Cheater transports Rolling Eyes
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Skyboard surfer
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 16:15

@Mngwa wrote:
This seriously keeps me wondering... if they are "dedicated transports", for a certain unit, they can still take other units in them, after their dedicated unit goes away.
Cheater transports Rolling Eyes

What makes me wonder is how the units without dedicated transport got there in the first place Question - Long walk to Commoragh, even with a webway.

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Mushkilla
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 17:53

The real question is why would you want to put mandrakes or harlequins in a transport? They won't get cover saves against the explosion, so you will be taking a really tough unit and making it vulnerable by putting it in a transport. Both those units have fleet, and harlequins ignore cover they are fast enough without transports to be honest.

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Lay_Ayanesha
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 17:55

Mandrakes and Harlequins can't start the the game in a raider or venom. They can enter an empty one at the first turn. But the Mandrakes and Harlequins can start the game on the Dais of Destruction together with Vect (the Dais is some special kind of a dedicated transport) or they ride on a Forgeworld Tantalus, which is a HS choice and no dedicated transport.
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shadowseercB
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 18:44

Just asking to consider my options when I make another build (I would never use Mandrakes btw). It would be interesting to deepstrike with Duke in the army so they could get out of a vehicle and in the HQ's face or use plasmas on a heavy.
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Mushkilla
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 19:00

@shadowseercB wrote:
It would be interesting to deepstrike with Duke in the army so they could get out of a vehicle and in the HQ's face or use plasmas on a heavy.

That would be an interesting idea, shame it's not possible (for reasons mentioned earlier in the thread). Sad

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Shadows Revenge
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 19:46

harlies arent a bad option to steal a transport, as they will get to the opponent T2 instead of later, but like mush said they arent slow to begin with, and it will down their transport, which means they will most likely take an explosion hit before they get into assault.

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shadowseercB
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 19:55

"(I would never use Mandrakes btw)" I retract this statement.

I just watched Skared Cast in the Realspace Raids section. Very interesting and the fact the haemonculus gave them pain token (cause apparently you need one to use the flamer). Though the game was 750 points I wonder if it would work in higher point games. Probably not and better off with Quin's if I were to march melee elites across the board.

haemonculus start with it atleast for me to test out any strengths they may have especially when all of them have flamers like daemons do with the pain token.

EDIT: They have stealth too so no need for baron.
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 01 2013, 20:37

Baleblast isn't a flamer, its Assault 2, Pinning.

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Niiai
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PostSubject: Re: Mandrakes Quins Transports?   Wed Mar 06 2013, 13:28

Wait wait wait: The tantaluse forge world transport can hold 15 models. It is a bit bad but I belive it has deepstrike.

http://www.forgeworld.co.uk/Warhammer-40000/Dark_Eldar/DARK-ELDAR-TANTALUS.html

I do not know how mutch it will be worth for you. It costs around 220 points, hold 15/16 models. AV12-open topped. 4 hullpoints and it has 12 S5 AP 2 shots(!) Some odd rules about bladevanes. It can also take the shock prow witch is fun since it is a tank. It's S would be at least 3+1d3 from the shock prow + whatever you drove (remember it has eather sails).

All in all, it costs to mutch points and money to be playing around with but it is a bit cool.
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Creeping Darkness
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 08 2013, 00:53

I laughed at the idea of Vect filling the Dais of Destruction with mandrakes...

"I am the Overlord, and I have a cunning plan. Forget the Trueborn, Kabalites or Incubi. Send for the Mandrakes!"
"Errr... ok?"

I suppose the book does imply that he is starting to lose his grip on sanity... Laughing
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Sulphunet
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 08 2013, 14:03

Hey, if he has a cunning plan, he has a cunning plan! Remember that he was a slave before becoming the Overlord. He is smart lol

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Mngwa
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PostSubject: Re: Mandrakes Quins Transports?   Fri Mar 08 2013, 14:47

I just wish there would be more info on how exactly did he become the Overlord from a mere slave.
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