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 11 Tenants of the Dark Void Kabal

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><enocide
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><enocide

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Join date : 2012-01-17

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PostSubject: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitimeTue Jan 17 2012, 08:48

Tenants:

1) Be manoeuvrable- the best defence is to not be where the enemy is shooting. Being static as DE is suicide

2) Transports and WWP are your friends, never footslog, get in close and hit hard fast,
also our feeble troops are much better protected in a vehicle/ or CC

3) Keep it unfair- overwhelm an enemy, create a bloodbath. Obviously prioritise targets but focusing your army in one place will
reduce your casualties and annihilate others. Flanking 1000 points all down one side into 500 points will easily reduce that to 0 points

4) Objectives are for lazy players- in objective games just kill everything then turbo boost/ use the great movement range from transports
to take objectives last turn

5) Versatility- don't put all your eggs in 1 basket, keep a fluid force that compliment one another/ e.g blaster on warriors, haywire grenades
on Wyches, blaster on Reavers, shard carbines on Scouges

6: Be cunning - Always have a cunning plan up your sleeve, the more the better.

7: Be evil - Make sure your maniacal laughter when you slaughter your enemies is full and well-rehearsed.

8: No frontal assaults - Leave the pinnacle of Space Marine tactical genius to the lesser races.
Hit them in the flanks where it hurts instead of rushing headlong into their firebase.

9: Remember your target priority - anything that takes down your transports, then enemy transports, then enemy Troops units, then everything else.
Don't allow yourself to be distracted by the shiny Land Raider; take out those Rhinos and Razorbacks first!

10:Play on your terms - If that enemy unit is good at shooting, kill it in close combat. If it's a monster in close combat,
gun it down with overwhelming firepower. If it's a static unit, play hide-and-seek with it. If it's mobile, make it un-mobile.
If it has only short-ranged or rapid-firing weapons, kite it by staying just out of reach.

11: Roll for combat drugs.




Thought I'd post this for my fellow Kabals, enjoy...with cunning.

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Hekatrix
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Join date : 2011-06-27
Location : Sydney

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PostSubject: Re: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitimeTue Jan 17 2012, 10:52

Great list!

@><enocide wrote:
blaster on Reavers,
May I suggest Heat Lances on Reavers instead
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><enocide
Slave
><enocide

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Join date : 2012-01-17

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PostSubject: Re: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitimeTue Jan 17 2012, 11:01

I did some research on the differences...the reason for blasters, altho 3 pts more expensive than HL, is an 18" range, St. 8, AP 2, Assault 1 Lance weapon, meaning it has an 18" range with those specified effects whereas the Heat Lance, being a melta, you have to get dangerously close at 9" for the full effect of the weapon to work. However since Reavers have the Eldar Jetbike rule which allows them to move an additional 6" during the assault phase even if they are not assaulting... so it's just based on your faith in your reavers and the nearby terrain they can perhaps hide in after using the HL.

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Shinobi_8745
Kabalite Warrior
Shinobi_8745

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Join date : 2011-10-15

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PostSubject: Re: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitimeTue Jan 17 2012, 13:49

# 11 is the one I forget in most of my games...
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Shadows Revenge
Hierarch of Tactica
Shadows Revenge

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PostSubject: Re: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitimeTue Jan 17 2012, 16:42

@><enocide wrote:
However since Reavers have the Eldar Jetbike rule which allows them to move an additional 6" during the assault phase even if they are not assaulting... so it's just based on your faith in your reavers and the nearby terrain they can perhaps hide in after using the HL.

Both.

Reavers are their as A: A distraction unit, and B: A source of melta. The opponent cant let these things live, but in cover the 4+ as well as T4 makes them more surivivable than you would imagine. As long as there is area terrain and vehicles around it, then your reavers should be there doing work.
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Loubaddon
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Loubaddon

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PostSubject: Re: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitimeWed Jan 18 2012, 03:53

Number 11 is my favorite

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PostSubject: Re: 11 Tenants of the Dark Void Kabal   11 Tenants of the Dark Void Kabal I_icon_minitime

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