View Full Version : Dark Eldar Wargear Review
edmundblack
1st June 2011, 12:38
You can view the page at http://www.40kforums.com/vb/content.php/264-Dark-Eldar-Wargear-Review
yWizePapaSmurfy
1st June 2011, 13:28
Quick -
Edit the Hellglaive to read +1 Strength AND Attack
Kinda notable.
edmundblack
1st June 2011, 13:34
And you didn't spot it earlier because ... ? :P Changed it, thanks for the spot.
thegreatergood
2nd June 2011, 17:08
i really like the wargear review, only 1 problem: hydra gauntlets. if razorflails affected the whole unit and shardnets werent avoidable, (and not THAT effective to boot) i would choose them, but gauntlets mean a unit whittled down to three (2 gauntlets, agonizer) is still effective. (i love the look on my friend's face when he says "those two guys get HOW many attacks?)
Son of Sanguinius
2nd June 2011, 19:36
Question: How much of your life did you pour into this!
Great job as always and I salute you for attention to detail.
edmundblack
2nd June 2011, 20:15
i really like the wargear review, only 1 problem: hydra gauntlets. if razorflails affected the whole unit and shardnets werent avoidable, (and not THAT effective to boot) i would choose them, but gauntlets mean a unit whittled down to three (2 gauntlets, agonizer) is still effective. (i love the look on my friend's face when he says "those two guys get HOW many attacks?)
Looking from a whole squad perspective however, then the other option are better I think. But hey, it's your army and if it works for you, do it. :D
Question: How much of your life did you pour into this!
Great job as always and I salute you for attention to detail.
Thanks, good to know it's read and appreciated. :D As for time taken, it's a bit here, a bit there. It all adds up. ;)
cthorm
3rd June 2011, 16:57
Great post, but I have a correction and one point of contention to share.
First, for Agonizers you forgot to include the Haemonoculus as one of the potential carriers. It's kind of hard to choose between an agonizer and scissorhands for him.
Now for my point of contention: why no love for hexrifles? I wouldn't use them with an HQ unit, but I think they can be great on Wracks squad leaders. In an army with a Haemonoculus, I like to take Wrack squads of 3, with hexrifle, and mounted in a dual splinter cannon venom. For 120 points, you get a scoring unit that can toss out 12 splinter shots and an AP4 instant-death sniper shot, all from 36" range. It's a cheap unit that can threaten the hell out of any form of infantry, and has a good shot at pinning if you focus fire with 2 of them.
edmundblack
3rd June 2011, 18:10
Nothing to say that you can't, and if that's the way you want to run it, go with it. However, I think Wracks are more use beating things up and having the Warriors on camping duty. After all, there's not much else that Warriors are that good at. And anyway, the Hex Rifle has to get through a lot in order to actually kill anything you'd want to kill and it can't pick out models in units so relies on them being on their own. Then there's the pervasive 4+ cover save to get through. The odds don't favour it.
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