tag:blogger.com,1999:blog-2320541665600624608.post5354225700279639406..comments2023-04-15T10:40:46.482+01:00Comments on From The Fang: 7th Edition 40K - New Dark Eldar Codex Review - Fast AttackFrom The Fanghttp://www.blogger.com/profile/01043549318855295914noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-2320541665600624608.post-13393418092379184942014-11-30T21:37:54.782+00:002014-11-30T21:37:54.782+00:00The best use I could find for Hellions is as deep-...The best use I could find for Hellions is as deep-striking assassins. They may not be the greatest assault unit in the codex, but can still help you getting rid of artillery squads and weaker HQ units (IG Platoon Command squads or Tau Ethereals) that are hiding in the back of the opponent's deployment zone. A Helliarch with a Stunclaw can be a nasty surprise for the latter.RokuroCarisuhttps://www.blogger.com/profile/08280201440533732323noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-71463925840182441242014-10-14T12:35:51.968+01:002014-10-14T12:35:51.968+01:00Very good review.
In defence of beastpacks, altho...Very good review.<br /><br />In defence of beastpacks, although they won't be seen in Eldar armies, I think they can fill a role as a fast assault threat. They throw out a lot of str4 attacks for their cost. My razorwing flocks (6) will stay in my case, but that leaves a nice unit of 2 beastmasters (needed for the leadership) and 10 krymera. A turn 2 charge threatens 40 str 4 attacks, only 7 krymera are required (on average) to make combat to wreak a wave serpent :)<br /><br />It's a shame about Hellions, but I have to agree with your assessment. Why they had to lose an attack (the Hellglaive dosn't grant an extra attack anymore), while their shooting is out performed by warriors, venoms and even basic scourges :(<br /><br />Like you I'll be digging out my scourge bits, just have to find haywire blaster bits that don't cost a fortune.<br /><br />RathstarRathstarhttps://www.blogger.com/profile/08799690336241322474noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-47242641086389877412014-10-13T22:24:53.128+01:002014-10-13T22:24:53.128+01:00I always liked the reavers too, and I do think the...I always liked the reavers too, and I do think they got more interesting. I wont argue that they got better, rather, they are different and now fill a different role, and that role is a lot more rounded with light armour busting, as well as infantry killing, though the infantry killing seems more of their forte. Lets also not forget that they still come with a close combat weapon and splinter pistol, which gives them two base attacks, with 3 on the charge, or possibly even 4 with combat drugs and even 5 attacks if they make it to PfP turn 6, as well as their hammer of wrath attacks. By that stage, they are also fearless, and have FnP and furious charge. With this in mind, they might well be a unit to keep in reserve with the hope of them joining the fray turn 3 or 4, with setting up for an assault on turn 4 or 5, something they could easily do with their 48 inch move upon arrival.<br /><br />Scourges are indeed solid, and I would toy with the idea of deep striking them in close to a vehicle of building they want taken out. yes it leaves them extremely vulnerable to template or blast marker weapon, but if you are taking out something valuable, it could be worth the gamble. <br /><br />i also think a unit of 10 scourges with just shardcarbines would make for a headache for some units, especially monstrous creatures. Against marines thats an average of 3.3 unsaved wounds, and half of a combat squad. But for tau its 5 fire warriors, and for guard, orcs, or tyranid small bugs, its 10. So while the special weapons pack more punch and are arguably more favourable, it might be worth thinking about volume of fire against certain enemies.<br /><br />I think the Realspace raiders detachment is indeed worth it in my opinion. When night fighting (which lets face it will be the first turn anyway), all troops have a 4+ cover save in the open, and all other units have a 5+ (due to the stealth bonus from night fighting itself). Mandrakes are sitting pretty first turn with a 3+ cover save out in the open. And lets face it, in most games we would be taking at least two troops choices anyway, and at least one fast attack, and we now get to take more than 3 fast attack. Ok, if you only have one detachment and your warlord is in it, you have to roll on the Dark Eldar warlord traits, which lets face it are not great compared to some of the BRB traits. I dothink its a fair trade off though in exchange for that extra survivability in the first turn, which allows you to close the distance and/or soften up the target, before PfP kicks in, and reserves arrive, and that you are in close combat range for your heavy hitters. Of course, those enemies with ignores cover (im looking at you Tau), will make a mockery of this.<br /><br />I think one thing to bear in mind with regarding Dark Eldar fast attack, is that they are all fast. Remember if you are in close combat with an enemy unit, that is one less unit that can shoot back at the rest of your army. So thats how I sometimes view my fast attack choices (rightly or wrongly), as a threat potential that your opponent needs to address and quickly, removing the heat from the rest of your army.Jonnyhttps://www.blogger.com/profile/13730167833522301352noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-90734613783210606372014-10-13T20:54:42.173+01:002014-10-13T20:54:42.173+01:00Good point about night fight. I've always love...Good point about night fight. I've always loved reavers but I still think scourges are a solid choice too. Perhaps that faction detachment IS worth it. <br /><br />Another thing to note is a 12-man traversing unit could happily surround a vehicle to cause the occupants to die when/if you wreck it. Unlikely to happen but worth a thought.From The Fanghttps://www.blogger.com/profile/01043549318855295914noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-71250134831244841322014-10-13T19:34:06.696+01:002014-10-13T19:34:06.696+01:00Man you do a really good job on these unit reviews...Man you do a really good job on these unit reviews. Nice werk!SinSynnhttps://www.blogger.com/profile/12352693991857976930noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-87333564565950893752014-10-13T18:44:07.770+01:002014-10-13T18:44:07.770+01:00You still have the issue of manoeuvring them to hi...You still have the issue of manoeuvring them to hit the rear armour, since HoW now is against the armour facing that you are attacking from in assault. This isnt too much trouble with their 48 inch move using turboboosts, but still requires some thought. <br /><br />Also, the vehicle will not be exploding unless its open topped, since damage from therending rule in close combat against vehicles are no longer resolved at AP2. Even if you do make a vehicle explode, then their Jink will not save them, as Jink can only be used against shooting attacks, and the exploding vehicle is not a shooting attack. In many ways, it is similar to the issue where your opponent targets another of your units with a blast weapon, and that weapon scatters on top of the reavers. You have to declare a jink when your unit is declared the target before rolling to hit, but by the time the shot has scatter no declaration has been made, and the roll to hit has been taken!. I admit there is some ambiguity to it all, and it is an interesting discussion.<br /><br />Still, D6 S6 rending hits against light armour is not bad, and even against light to medium armoured infantry. While I liked zipping about the battlefield using blade vanes on the turbocharged, I much prefer this new dynamic since it actually gives the unit a purpose for its ranged weapons.<br /><br />What has been ignored also is that if you get night fighting, then reavers have a jink save of 2+, and lets face it, you will be using that first turn to get close to the enemy to use blasters and heat lances, and caltrops.Jonnyhttps://www.blogger.com/profile/13730167833522301352noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-17110982633347288552014-10-13T17:22:33.288+01:002014-10-13T17:22:33.288+01:00Reavers are a hidden gem. Everyone cried and crie...Reavers are a hidden gem. Everyone cried and cried and cried over them. They are absolutely ridiculous now. They got a massive point drop, and you can still take caltrops for every three bikes...(so Four in a group of 12).<br /><br />They absolutely murder face vehicles. MURDER FACE. You are looking at 4D6 str 6, rending + 8 Str 4 Rending hits vs the vehicles rear armor, that can't be jinked. And if the vehicle explodes? Their T4, and 3+ jinks save them. (Sometimes even T5 due to combat drugs like shantz got this weekend!!!).<br /><br />One of the stars of the codex in my eyes. By moving caltrops to CC, it effectiveness gave them ignore cover, and they have a chance of ignoring armor as well. That plus their insane mobility...just wow. <br /><br />Plus you can take 72 in an army.greggleshttps://www.blogger.com/profile/15528518337222880432noreply@blogger.com