D weapons

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D weapons

Post  judchic on Sun Jun 07, 2015 7:03 pm

So I'm lacking a bit in experience against them due to being out of town a fair bit this last year but whats the take of them in regular games?
Looking at the daemonkin bloodthirster with the axe it doesn't seem too crazy with it being melee only and has to hit at init 1.
But I look at everything in the eldar book and just scratch my head how to deal with it...

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Re: D weapons

Post  System Commander on Mon Jun 08, 2015 10:22 am

Yeah.. exactly.

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Re: D weapons

Post  Paz on Mon Jun 08, 2015 11:13 am

I dunno, the d-weapon spam in eldar seems a bit overplayed, for a few reasons:

1. wraithguard units get it, but not the instant death option (-1 on the chart or something) so pretty much similar to how they used to operate.

2. Yes, wraithknights are silly, but the entire internet agrees that only a douchebag would ever play with more than one. So if you do play someone who does, make that abundantly clear.

3. There is the support platform d-cannon, but i have yet to see someone buy that super expensive model. And its still stationary gun platform in an army that relies on speed.

I would be a lot more worries about biker/scatterlaser spam. That, to me, is the most BS part of the eldar codex.

I've only played against the new eldar once, but they def. did not seem overpowered.


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Re: D weapons

Post  Roland on Mon Jun 08, 2015 4:04 pm

I think ppl are still seeing D as "just remove all those models, bub."

The tweak have them operating like Std 10, AP2 basically. Slightly better, yes, but not game breaking.

As Paz put it, the issue is really the Wraithknight and it alone. I'm working on the setup for a couple of tournaments, and I really don't see any option but to single him out. Not sure exactly how tho.

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Re: D weapons

Post  Spamus Eatus on Mon Jun 08, 2015 4:11 pm

"Lords of War may be used, but no superheavies"

This allows the uber characters, but disallows Wraithknights, Imperial Knights, and other huge stompy things

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Re: D weapons

Post  Roland on Mon Jun 08, 2015 8:14 pm

The issue come if want to allow huge stumpy fings. Baneblades, and knights aren't THAT difficult to deal with. Especially if you know they will be allowed.

The WK is simply nuts. Easily worth double or triple it's points.

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Re: D weapons

Post  dusktiger on Mon Jun 08, 2015 9:32 pm

Roland wrote:Easily worth double or triple it's points if it takes something besides the suncannon option.
the suncannon variant is costed about right for where it is right now. its the sword and dual cannon variants that appear undercosted. just add in that the model pays a 200pt tax for the sword, 300pt tax for the dual cannons. and limit to 1 per army.  i think that would make people feel the list balances out more for tournament play.  its also a simple alteration that isnt complicated and hard to get across.

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Re: D weapons

Post  da bear on Tue Jun 09, 2015 8:29 am

After facing a wk several times now, using 2 of the 3 weapon load outs, there is no real problem with it I find compared to the way it use to be, yes the fnp makes it hard to kill and the stomp option now is really nothing to mention for most armies, just make it concrete that only one may be taken per detachment and I believe it will be no problem the same units used for taking out superheavies will have the same chance against it or in most cases better chance.

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