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 Post subject: 1.5k DE/Eldar
PostPosted: Sat Aug 11, 2012 4:54 pm 
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Archon
-venom blade, shadow field

Farseer
-spirit stones, warding, spear, fortune, guide

Wraith guard x 10
Warlock w/conceal, spirit seer, spear

Rangers x 5

Wyches x 5
-haywire grenades
Venom
-2xSC

Warriors x 10
Raider
-DL, splinter racks

Scourges x 5
-2x haywire blaster

Ravager
- 3x dark lance, night shields

Ravager
-3x dark lance, night shields

War Walkers x 3
- 6x shurkien cannons

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Daemons: 1,500 points 100% painted
Tau: 1,000 points 100% painted
Eldar: 500 points 50% painted

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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Sun Aug 12, 2012 12:07 am 
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Yeah I can see your point but wraithguard are that expensive for a reason lol

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Tau: 1,000 points 100% painted
Eldar: 500 points 50% painted

6th Edition Dark Eldar: 7-6-0

Please Check this out:

40k Showcase: http://40kshowcase.blogspot.ca/


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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Sun Aug 12, 2012 5:17 pm 
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it might work because especially with fortune the wraithguard are a pain to take out. they will soak up tons of firepower. and realistically the only way to take them out quickly is with antitank weaponry, and for each one that fires at them, it isnt firing at the flying cardboard boxes with guns.

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armies i play: tyranids (9000 pts), marines (4000 pts) orks (1750 pts) eldar (2500 pts) ig (3000 pts) lizardmen (2500 pts) high elves (3000 pts) cryx (100 pts) blindwater congregation (50 pts) trollbloods (25 pts)
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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Mon Aug 13, 2012 5:20 am 
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The Wraithguard are also very slow moving, short ranged and quite poor in combat. I assume you're going to put the Archon at the front of the unit so even AT weaponry isn't going to instantly annihilate them, and as your group allows Fortune to be cast on Dark Eldar, they are pretty much invincible as far as shooting is concerned, but a unit of something like TH/SS Terminators is going to absolutely ruin your day and for much cheaper than you.

That aside, they could always focus down the rest of your army first, leaving the significantly slower Wraithguard and 2 characters alone for as long as possible.

They could also bring 2 Vindicators and take them around each side of your unit. Your Archon isn't going to be able to stand in front of both of them, so either way, your day is ruined.

It's just too many eggs in one basket to be honest.

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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Tue Aug 14, 2012 11:58 pm 
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Honestly though th/ss termies will ruin anyones day. There are very few squads that can take it on head to head. And because de and eldar are battle brothers they are considered friendly units so i cant see why it wouldnt work. Hknestly i have to agree with you zero on how its too much in one unit but i was trying to think of ways that it could work. I have faced that squad before many times and i know how much firepower it can soak up. The first time i saw it i was definately surprised. It is a unit that if played right can tank like nobody's business. But he has to be smart with it.

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armies i play: tyranids (9000 pts), marines (4000 pts) orks (1750 pts) eldar (2500 pts) ig (3000 pts) lizardmen (2500 pts) high elves (3000 pts) cryx (100 pts) blindwater congregation (50 pts) trollbloods (25 pts)
current model count= 1000+


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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Wed Aug 15, 2012 1:38 am 
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dragon1010 wrote:
Honestly though th/ss termies will ruin anyones day. There are very few squads that can take it on head to head.

That's why you don't take it on head to head. Unfortunately for the Wraithguard, unlike the rest of both armies, they're not so capable of just running away or running circle's around them. Everything else has both the speed and range to either take the Termies on at a distance or to simply avoid them. The Wraithguard on the other hand are slow and very short ranged. They don't have a chance.

dragon1010 wrote:
And because de and eldar are battle brothers they are considered friendly units so i cant see why it wouldnt work.

Because Fortune specifies that it targets an "Eldar" unit. Most argue that Dark Eldar are not Eldar for the purposes of this rule, as it does not specifically state "Dark Eldar". Essentially, read it as "Codex: Eldar", of which Dark Eldar are not a part of.

Some argue that Dark Eldar are still Eldar, and so can be affected, as with tristan's group.

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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Thu Aug 16, 2012 12:10 am 
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the way he said though is that an archon is joined to a wraithguard unit. so you are targeting a "codex eldar" unit but the archon has joined it. so he targets the eldar unit with the power, but because the archon is attached to the unit, the effects would spill over to him

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armies i play: tyranids (9000 pts), marines (4000 pts) orks (1750 pts) eldar (2500 pts) ig (3000 pts) lizardmen (2500 pts) high elves (3000 pts) cryx (100 pts) blindwater congregation (50 pts) trollbloods (25 pts)
current model count= 1000+


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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Thu Aug 16, 2012 6:29 am 
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Zero wrote:
Some argue that Dark Eldar are still Eldar, and so can be affected, as with tristan's group.


yes however if an archon is joined to the farseers squad, or the farseer is joined to an archons squad either scenario doesnt matter as you just cast it on the eldar model and all models in the unit are affected....way to give things to tau right :mrgreen:

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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Fri Aug 17, 2012 1:27 am 
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the thought of guided tau/de is amazing........

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armies i play: tyranids (9000 pts), marines (4000 pts) orks (1750 pts) eldar (2500 pts) ig (3000 pts) lizardmen (2500 pts) high elves (3000 pts) cryx (100 pts) blindwater congregation (50 pts) trollbloods (25 pts)
current model count= 1000+


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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Fri Aug 17, 2012 8:46 am 
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dragon1010 wrote:
the thought of guided tau/de is amazing........


theres a better guide though

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Eldar: >4500
Dark Eldar: 4229

Elves (lotrs): 2000
More lotrs: >10k

High Elves: 2000

Retribution: ~100

Attack of the Elves


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 Post subject: Re: 1.5k DE/Eldar
PostPosted: Fri Aug 17, 2012 11:55 pm 
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but also eldar have acess to other powers like doom and fortune. makes both better. and it really depends. i did it once where i ran eldrad and another farseer. eldrad kept his and the other took from divination. worked like a dream.

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armies i play: tyranids (9000 pts), marines (4000 pts) orks (1750 pts) eldar (2500 pts) ig (3000 pts) lizardmen (2500 pts) high elves (3000 pts) cryx (100 pts) blindwater congregation (50 pts) trollbloods (25 pts)
current model count= 1000+


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