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 Summary of Dark Eldar in 6th edition

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Briefspite
Tanhausen
Azdrubael
Marquis Vaulkhere
Shadows Revenge
Crazy_Irish
joe twocrows
Massaen
Evil Space Elves
Archeonlotet
fenrisnorth
Thor665
Lord Strigoi
Archon Zarkalus
Jehoel
stinger989
Nomic
Sedarofe
Regnirok
Rabid Bunny
Raneth
Xelkireth
depayen
Baron Tordeck
Venkh
Gobsmakked
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rider
Sky Serpent
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Evil Space Elves
Haemonculus Ancient
Evil Space Elves


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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 10 2011, 04:39

Thor665 wrote:
"Xenos Edition"?

Meh, I'll believe that when I see it. Since it goes against the last 20 years of GW marketing I'm banking on 'rumor'. Wink
Absolutely. I truly hope that they don't reduce the game back to the dark ages of Herohammer of 2nd edition. I guess it would entice more 10 year-olds back into gaming stores Mad
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Massaen
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 10 2011, 11:14

Given the relative newness of the DE book, i would doubt the removal of defensive weapons on vehicles since plsinter weapons claify they are ALWAYS defensive...
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joe twocrows
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeWed Nov 16 2011, 01:41

Enh, wandering around...so late post

Pure speculation, (but not wishlisting!!) would say PfP changes to FNP(1) 5+/FC/FNP(2)4+ or maybe FNP(3) 3+ instead of fearless. Fearless has it's place, but it's not Commoragh's style.

The wishlist part of this is more like start with FNP(2), get FC, then get (3), or possibly a beef to ++. Whyches with a 3++ in combat and a 6++ in the open? I can play with that. I also keep wondering why the Talos has no ++ save. The DreadKnight is close to the (base) points, but has the 5++.
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Crazy_Irish
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 17 2011, 10:47

Well I've been reading through some stuff/rumors about 6th Edition, and it just seems to be to good to be true. What i read, i really liked. made the game more interesting. We'll really have to see what the rules will really are.

Example, lances are all lance(2) if nothing else is said. ok so nothing changed here.
But lances also always ignore any modifiers on the damage table, so lets see what modifiers there are suppose to be?
-2 for glancing (nice! no more g-lances)
-1 for any normal hit(wt? so a lascanon gets a -1 on the damage table? yeha!)
-0 for DS1(so lances will effectively be DS1, NICE)
-3 for blastmarkers where the hole is not under the vehicle(EPIC Bomber Bomb?)

So Lances will be a Rock. Combine that with models in transporters count as relentless?! Oh look, there is a raider with 3 trueborn and 2 DL inside.... what, another ravager?

So you see, it just sounds too good to be true. so lets hope and see.
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Nomic
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 17 2011, 16:56

I've also heard that units in transports have their range significantly reduced, and you still can't fire if you move more than 6'', whihc would make you easier to hit by shooting too, so Trueborn might not be that hot. However, better lances means you need to take less for the same effect, so we don't necessarily have to spam Trueborn. I also hope thye give Voidraven Lance (3). Would actually make it superior to the Ravager in terms of firepower. The mine is still mostly useless tho.

My biggets worry is really the rumour that units inside vehicles won't count as scoring. We don't exactly have any troops that can sit on objectives and get shot at (exept Wracks, and even they aren't that tough, especially with cover being rduce to 5+). Also basic fnp sropping to 5+ would massively reduce the surviveability of Haemonculi stuff, as all of it exept the Pain Engines rely on fnp as their "primary" save.
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Crazy_Irish
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeFri Nov 18 2011, 00:03

Well the stuff that i read also stated that Units in open Toped vehicles can score(if the unit can score) so that helps. But we'll really have to see.
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Shadows Revenge
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeFri Nov 18 2011, 15:52

Im actually kinda interested in seeing if losing the cover save for going flat out and making it harder to hit actually increases the surivivability of our tanks at all??? From the top of my head they seem to be about equal (as the formula will now be # of shots*.166*% to glance instead of # of shots*% of hit*% to glance*.5)

actually... lets do the mathhammer now Razz

so lets actually shoot a Ravager at a flat out Raider.

5th Ed
3*.667*833*.5=.833; So an 83% chance of getting a damage effect

6th Ed Rumors
3*.166*.833=.414; So a 41% chance of a damage result

hmm... thats quite interesting... So it seems our tanks might be somewhat surivable with that change, until SM all get a 5pt upgrade that lets them always hit with their balistic skill Razz
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Marquis Vaulkhere
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeFri Nov 18 2011, 16:04

Quote :
|Shadows Revenge|5th Ed
3*.667*833*.5=.833; So an 83% chance of getting a damage effect

6th Ed Rumors
3*.166*.833=.414; So a 41% chance of a damage result

hmm... thats quite interesting... So it seems our tanks might be somewhat surivable with that change, until SM all get a 5pt upgrade that lets them always hit with their balistic skill

Isn't the way of 40k. A new book comes out giving us Xenos an edge and then they come out with a MEC rule to ignore it. Cant wait to see what crazy things they come up with.
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Azdrubael
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 24 2011, 13:16

In the new Imperial Armor Apocalypse Second Edition in *new* eldar formation the bonus for it that formation can reroll Target Priority check. That pretty much indicate it will be in 6th.

What is Target Priority check? What was it in 4th ? How will it affect DE ?
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Thor665
Archon
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 24 2011, 14:52

Target Priority checks were a rule to allow you to ignore target priority on a passed leadership role.

Target Priority used to obligate you to shoot at the closest enemy unit.

I foresee that being a pain versus Long Fangs and Lootas, but otherwise being fairly null for us.
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Tanhausen
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 24 2011, 15:32

Thor, why a pain for LF but null for DE?
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Thor665
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 24 2011, 15:37

A pain *versus* them. They'll both be behind a wall of other gak and yet will be A+ priority targets for us.
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Azdrubael
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 24 2011, 16:08

Does it affect vehicles ? If no nothing really change for us.
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Marquis Vaulkhere
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeThu Nov 24 2011, 17:45

Lol never used it in 4th... hope I wont have to in 6th. if they try to bring back stupid rules like that I will probably use 5th until they fix there "next great idea" GW has a propensity from being A little slow Rolling Eyes
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Nomic
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeFri Nov 25 2011, 18:20

The formation in question si copypasted directly from the old IA:A, so it migth eb that they just forgot to edit out the part about target priority.
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Azdrubael
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeFri Nov 25 2011, 20:42

Whats the point of second edition book if they wont even change on formation available for eldar race?
Surely there is something after it.
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Sky Serpent
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeSun Nov 27 2011, 14:27

I'll give the rumours a sift through later but does anyone remember something being said about defensive weapons being nerfed? That will screw with a lot of our armies.
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Thor665
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeSun Nov 27 2011, 16:44

How so? With the new Aerial Assault rules the only vehicle I see in trouble would be the Venom - and they'd still be good, just a bit slower when max shooting.
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Briefspite
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeSun Nov 27 2011, 20:53

Apparently, according to rumor, all the current codices will get a FAQ when 6th is released. So if something breaks badly with the new rules it will hopefully get FAQ'ed.

B.
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Crisis_Vyper
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeTue Nov 29 2011, 05:28

Thor665 wrote:


I foresee that being a pain versus Long Fangs and Lootas, but otherwise being fairly null for us.

Yeah, I remember the days of target priority. A boon for those who use it, and a pain for those who wants to get that particular unit behind the veil of men/vehicle/whatever.

But otherwise, with every edition there will be some good things for everyone, and some bad things for everyone. Hopefully we get less of the bad things.
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Crazy_Irish
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeTue Nov 29 2011, 09:26

Sky Serpent wrote:
I'll give the rumours a sift through later but does anyone remember something being said about defensive weapons being nerfed? That will screw with a lot of our armies.

as i recall it, defensive weapons are gone. whatever that means...
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Nomic
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeTue Nov 29 2011, 10:04

Might mean that you can only fire one weapon while moving, even if they have strength of 4 or less. If they do that, they'll probably change the Splinter weapons rules about always counting as defensive weapons to not counting towards the limit of weapons you can fire. Would be strange for the Venom to be the only DE vehicles that can't fire all of its weapons on the move (aside from the Dais but that was a last-minute addition to the codex anyway and I bet they just forgot Raiders don't have Aerial Assault).
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Tanhausen
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeWed Nov 30 2011, 08:50

A thing I really liked from 4th edition was that you had to remove casualties from the models only within range of the weapon.

If used properly, you could actually snipe models...did that quite a few times Smile

Same goes for target priority... you threw a couple units next to the enemy and the rest of your army simply pounded on them Smile

Ok... 6 months more? Smile

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Eldur
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeSat Dec 10 2011, 19:29

Armour save and invulnerable save at the same time, unspend stratagem points can be used once per game for rerolls... THEN my Archon will make his appearing, knowing he won't EVER DIE. Same for Sliscus and Baron.

Bidding contest for firts turn: save points and then steal initiative with Vect. Mmmhahahah!!

Movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld--> Necro missiles!

More reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn -BUT THEY COULD DO TURBOBOOST N BLADE?? then 3+ and more difficult to be hit on a 6+ yay!), jump troops can fly high -HELLIONS, SCOURGES-, units with Stealth can attempt to vanish -MANDRAKES, BARON HELLIONS!-, …

So we will see more Archons, Vect, Hellions and Bikes...
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Azdrubael
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PostSubject: Re: Summary of Dark Eldar in 6th edition   Summary of Dark Eldar in 6th edition - Page 2 I_icon_minitimeSun Dec 11 2011, 10:43

There is restriction in movement to perform reactions ability in this pdf.

It seems a little scarier with skimmers losing their flat out cover save and only have modified BS.
What if some smartass like matt ward imagine some 4pts upgrade that deny that ?

Or there is some extremely cheap stratagem for that?

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