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 What's getting better, and how do we use things with 6th

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wilku
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeTue Jul 03 2012, 13:28

Allandrel wrote:
Reaver jetbikes will be ridiculously good. They're gaining speed and survivability. In addition, bladevanes taking effect in the Shooting phase is a boost against Necrons..

Reavers, people... Reavers are what got relly good.
base T4 makes a hell of a difference.
Hammer of wrath (I10 bonus attack, base strenght, AP-)
and... Uber-Jink (4+ cover for even a 1" move, 3+ for turbo-boost)
Bladevanes
2D6" move in the assault...

ok, Wyches also got some AT boost, so they are my second favourite.

Hellions - do they also get Jink? Or "just" Hammer of Wrath for being jump infantry?

Speaking of allies: check out the Eldar "happy harley gang" - The Council (I think it's called this way) on jetbikes - now it will make a hell of a difference.

BTW: Hammer of Wrath must be really annoying to those Eldar players who liked banshees...


Quote :

I am thinking blasterborn are even better now. Move the venom forward 6, move them six, shot the blasters at one target and assault another with haywire you could blow up two tanks a turn.
Can you explain that? Because I haven't seen a rule allowing trueborn to shoot one unit and charge another...



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Evil Space Elves
Haemonculus Ancient
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeTue Jul 03 2012, 13:53

I'm not sure that the Seer "Happy Harley Gang" gained much from the new rules as they already had a 4++ to begin with all the time (they're still awesome). Is there something that I'm missing?

I do agree: You will be seeing a ton of RJB's being played Twisted Evil
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wilku
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeTue Jul 03 2012, 13:55

Evil Space Elves wrote:
I'm not sure that the Seer "Happy Harley Gang" gained much from the new rules as they already had a 4++ to begin with all the time (they're still awesome). Is there something that I'm missing?

I do agree: You will be seeing a ton of RJB's being played Twisted Evil

Welll T4 makes a difference, and AFAIK they are also skilled riders, so they do get 3+ at turbo.
anyway - we can use them now.

And yes, I LOVE jetbikes. and bikes. shame I can't ally with Dark Angels... Wink
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Setomidor
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeTue Jul 03 2012, 13:59

I bought the Dark Eldar Spearhead released around christmas and I was a bit worried that GW took their opportunity to get rid of things that would sell badly, but in hindsight the contents of that box seems to do pretty well in 6:th edition! (9 Reavers, Scourges, a few transports or Ravager, Warriors/Wyches mix)
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Bibitybopitybacon
Wych
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeTue Jul 03 2012, 23:52

wilku wrote:
Allandrel wrote:
Reaver jetbikes will be ridiculously good. They're gaining speed and survivability. In addition, bladevanes taking effect in the Shooting phase is a boost against Necrons..

Reavers, people... Reavers are what got relly good.
base T4 makes a hell of a difference.
Hammer of wrath (I10 bonus attack, base strenght, AP-)
and... Uber-Jink (4+ cover for even a 1" move, 3+ for turbo-boost)
Bladevanes
2D6" move in the assault...

ok, Wyches also got some AT boost, so they are my second favourite.

Hellions - do they also get Jink? Or "just" Hammer of Wrath for being jump infantry?

Speaking of allies: check out the Eldar "happy harley gang" - The Council (I think it's called this way) on jetbikes - now it will make a hell of a difference.

BTW: Hammer of Wrath must be really annoying to those Eldar players who liked banshees...


Mybad... I miss read the new rule book.. Turns out you can't. Lol sorry

Quote :

I am thinking blasterborn are even better now. Move the venom forward 6, move them six, shot the blasters at one target and assault another with haywire you could blow up two tanks a turn.
Can you explain that? Because I haven't seen a rule allowing trueborn to shoot one unit and charge another...



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The_Burning_Eye
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeWed Jul 04 2012, 00:08

Glad I just finished painting my nine strong squad of reavers!
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Mindless_Murder
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeWed Jul 04 2012, 09:15

@ nomic
Mindless_Murder wrote:
So, after thinking over a bit of 6ed, I think I have an idea. I know mandrales are typically the laughing stock of our codex, but with the new rules, I can see using em. Now I need someone to back me up ( or possibly knock the stupid outa me), but is it not that bad of an option? Now, this is the one stipulation that I'm attempting to unravel, but aren't we able to deploy our units with I.c. units of another army? If so think about this, run baron and Hamilton in our force org HQ slot. Run eldrad under eldar HQ. Start eldrad with mãndrake company, then pull the old baron, wrack / hami hellions pt switch. Switcheroo, meet mandrake + eldrad, leave a pt, shazam! Lol, just a thought anyway. Input daka
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Enfernux
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeWed Jul 04 2012, 11:17

My biggest problem: theres no way i can make my RJB troops Sad
A big cut to me is the wwp nerf for allies, though i am on the verge of melding my eldar with my dark eldar...imagen 10 firedragons coming out of the wwp and melting the hell out of any vehicle. And wraithlords mmm...even wraithguards. But NOOO, GW had to take that amusement away. Dang shame tongue

As i see, our force organisation priority has changed from elite to fast, from wyches to warriors, and that is a major change.
Gunboats are more viable, ff will be replaced by nightshield, EAS will be a more seen accessory to block los...this completely remakes our armies as of late.
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Azdrubael
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeWed Jul 04 2012, 20:05

Quote :
My biggest problem: theres no way i can make my RJB troops
But in one the missions they are scoring!
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Enfernux
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeWed Jul 04 2012, 21:00

thats not the problem, rather they are not TROOPS but fast Razz
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NeoSamurai
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 05:22

Hello everyone!

First time poster, not so long time lurking. still fairly new Dark Eldar player (well want to be player %))

I need a soundboard for something that's been scratching at my brain. Going back to the Mandrake + Haemi issue & Infiltrator issue...I know for deployment the IC cannot join the infiltrators--what about in reserves for the Outflank segment of the ability? The timing triggers for the ability + the reserve rules seems as if it kind of works. Could someone see if it's possible? I know it does place approximately 250 pts in reserves that may never get on, but I kinda like the ace in the hole bit such a unit could be around mid-game.
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Moodles
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 09:54

Hey all, first time poster and newbie to 40K (played one game 5th and one 6th -both at 3000 points). Despite that, my 5th edition made army won against experienced Tau and Dark Angels players last night, even with the token "OH GOD THE ARMY ARE NERFED" *Throws Incubi and wyches out of window* rants at the weekend.

Things I've found useful are;
Spinter-racked Kabalite raiders - Through sheer number of re-rollable shots, termies will die. Very Happy

Wyches - Have small units haywire everything in sight, then send them to absorb the fire of overwatches in following turns so your big hitty units can't be overwatch fired at. Twisted Evil

Incubi and the Court of the Archon will still turn most things to soup - just don't forget their 3AP like I did!

Mandrakes are still vicious, even if you can't pain token them from the off - more so if you have remains of wyches take overwatch for them so they can unleash 30 attacks.

Raiders - Flickerfields are still useful (if you don't get first turn, you won't have jinx)

Lelith and Wyches still grand in unit assaults - until you get cocky and send them against 35+ Kroot!

Reavers are pretty useful, though thinking they are too small a unit size now...

Harlequins are amazing! Have them swarm objectives; yes, they aren't troops, so can't claim them, but their saves, cover and attacks mean that they can block it from enemies so they can't claim and you get the points by contesting the objectives.
Or have them rend the living daylights out of people! cheers

May scourges and razorwing decided not to turn up so no idea on how they play now Sad

Saying all this, there are things I would change....
-Exploit new 2 primary detachments idea; 2 Kabalite Raiders, 4 Wych Venoms and the rest of troops as raider wracks (with Haemi hqs); K's shoot, the girls haywire then act as decoys whilst the wracks hurtle at enemy and feel no pain their way into combat in turn 2. Also means lots of units to claim objectives.

-Wrack idea still lethal as elites too.

-Hellions; shooting attacks, hammer of wrath, +1 charge attacks, 2 attacks each and combat drugs?! unit of 20 could bring about 100 attacks if you're lucky! Twisted Evil Add the Baron and make them troops if you want!

-Beasts - obscene movement - yey.

WWP - heami on a wrack raider - drop one turn 2, talos enters 3-4 and can shoot the bejeezus out of things until its 2nd turn.

HQs - Haemis/Baron (do you want wrack or hellion troops), Lelith (works well with incubi bodyguard), Drazhar (useful if termie foe, if not bit pricey), Archon and court (will still be a good unit, even if huskblade not as easy to kill with as before....failing that, venom blade for many many wounds to save!)

Hope some of this mini-essay is useful to people and it saves a few incubi and wyches from gathering dust, because they are pretty models and deserve to be used!
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Enfernux
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 10:13

@Neo since IC wont get the infiltrator rule, they either dont infiltrate or they dont get the pain token.
You have to declare if haem is with the drakes, and if he is, you cant outflank from infiltrate, but they get pain token, or either he isnt, they can outflank, but lack pain token. Your call.
If you declare he's with them, then you cant detach him before they come on either.
@Moodles try playing 1k-2k games and we'll see your confidence still holding.
DE are better as the points increase, so in low points games, what you have written is shredded.
Details:
Gunboat: yes.
Wyches: 60 pts for sacrificial role...10 IG will kill them on sight.
Incu is good, archon over proced, court works for absorbing damage
Mandrakes will die fast enough, so i wouldnt use them.
Raiders: if you dont hide your transports good enough, then you just dont know how to start DE - no offense ment, its an opinion.
Lelith good in assault, wyches will die
Harleis not so good imho. IG will kill them fast.
Scourges: ranged glance to death
RWJF: Aircraft, can swap to disints, and i would use shatterfield. Killing infantry is good...or making them run, assault preparation if you intend to do it anyway and risk it.
I think talos aint a shooting option, rater a cc option.
Beasts yep, Hellions yep
HQ archon is to expensive for what he can do, the rest is pretty viable
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Ben_S
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 11:06

Moodles wrote:

Lelith and Wyches still grand in unit assaults - until you get cocky and send them against 35+ Kroot!

If you're basing that opinion on assaulting Tau then it's not surprising: almost anything butchers Tau in assault.
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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 11:20

Moodles wrote:
Mandrakes are still vicious, even if you can't pain token them from the off - more so if you have remains of wyches take overwatch for them so they can unleash 30 attacks.

Sorry, still busy chuckling at this. Since when were Mandrakes vicious? And the 6e changes certainly haven't improved them. Now, not only do you get to charge into units and swing last with no rending, power weapons, poison or...well, anything to make you useful, your opponent now gets to shoot you first. lol!
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tlronin
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 13:04

@Moodles:

What the rest said +

3) "Incubi and the Court of the Archon will still turn most things to soup - just don't forget their 3AP like I did!"

Yeah, now try to remember it's AP3 next time and watch a lot of models make 2+ saves against your so called elite assaulters.

<Sarcasm>But thanks for your mini-essay. I realize I've been playing DE wrong since 3rd edition, but now i'm sure I'll win some more games.</Sarcasm>

Seriously though, I've not seen any mindless ranters here. Only good DE players who are gathering thoughts about how to make DE's units most effective in 6th. But thank you for thinking with us I guess and welcome to the forum nontheless.


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exsquared
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 13:38

Haven't seen anyone mention this thus far, but the beastmasters now count as characters (see the Appendix). This further enhances the power of beast units, as nasty ICs can potentially have their damage limited to one model (the beastmaster sure won't be winning any challenges).
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Enfernux
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 13:44

well, mostly ics, all named models and squad leaders are characters.
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exsquared
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 13:49

True, but either way it should help to mitigate damage.
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Eldur
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 16:04

Just got an idea from Exergy at Dakkadakka...

Eldars as allies:

Get Scouts (or Pathfinders for better effect), and Farseer
Add Haemonculus -or heamonculi- with hexrifle/s to the squad

the Haemi/s gets stealth (or stealthx2 with paths), while the unit gains his night vision
Farseer can guide the whole squad, and Doom the enemy if within 24"
Super cover save + scoring unit + lots of AP1-2 shots, many of them can be assigned to models, and some cause RFP (remove from play) at wound tests. Nightfighting just makes this unit harder to be killed.

Add in some fortification (Aegis def line is good enough) for more safety.




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Ereshkigal
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 16:21

Beasts gained a lot in this edition... too bad their price is really unfavorable...
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Enfernux
Wych
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 16:22

get a farseer and GJB for support if you want psy powers. Eldar are good for denying primary and winning or drawing secondary.
Masters of Stealth is not a conferable special rule, so haemi and farseer wont get stealth. If you are babysitting then they are...ok i guess.
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Count Adhemar
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 16:24

Eldur wrote:
Just got an idea from Exergy at Dakkadakka...

Eldars as allies:

Get Scouts (or Pathfinders for better effect), and Farseer
Add Haemonculus -or heamonculi- with hexrifle/s to the squad

the Haemi/s gets stealth (or stealthx2 with paths), while the unit gains his night vision
Farseer can guide the whole squad, and Doom the enemy if within 24"
Super cover save + scoring unit + lots of AP1-2 shots, many of them can be assigned to models, and some cause RFP (remove from play) at wound tests. Nightfighting just makes this unit harder to be killed.

Add in some fortification (Aegis def line is good enough) for more safety.

I'd already posted about the Pathfinders + Farseer possibilities in the thread about allies but must confess I hadn't thought about adding the Haem to the unit. In order to do so though I do need someone to clarify whether the FOC slots used by allies are in addition to the normal FOC? If not, then I don't think I have enough HQ slots to make that work.
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Enfernux
Wych
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 16:35

0-1999pts 2 hq 6 troops 3 other, allies 1hq dunohowmeny troops, min 1, 1 of the rest
over 2k 2 armies, so 2*(2hq, 6troop, 3 else) and one ally detachment.
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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: What's getting better, and how do we use things with 6th   What's getting better, and how do we use things with 6th - Page 7 I_icon_minitimeThu Jul 05 2012, 16:40

Okay, so they are in addition to the normal FOC. I could, for example, take Baron, some Haems and a Farseer at <2k points?
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