Whats the best weapon in the DE Codex - Page 3 - Warhammer 40K Fantasy
 

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View Poll Results: What's the best weapon in the DE codex

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  • Liquifier Gun

    3 6.67%
  • Blaster

    7 15.56%
  • Dark Lance

    11 24.44%
  • Heat Lance

    4 8.89%
  • Splinter Cannon

    12 26.67%
  • Haywire Blaster

    2 4.44%
  • Dissintegrator

    3 6.67%
  • Any of the Missiles on Razorwing/Void Raven

    3 6.67%
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  1. #21
    Member Gardeth's Avatar
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    78 (x2)

    Okay, glad things have calmed down.

    Now to the point of newer people offering opinions, I have on many occasions (a couple of times on this board) been suprised by new and fresh insight from newer players with much less experience. They often lack the baggage of having dealt with pervious editions/metas/codexes. This is why I often post my lists prior to tournaments here, even if I've already won events with them. You never know from where inspiration will strike. For instance, the idea of keeping a tally sheet taped insde the carrying case, thats the kind of simplistic brilliance that I might take advantage of but would probably have never thought of on my own.

    As for playing tough lists... The big downside to winning alot of events is that it paints a big target on your back. Some of the lists people have built in this area with me in mind (they've happily informed me of this....): IG with x3 2 Hydras, x3 2 vendettas, and everything else in chimeras; GK x3 Psyflemen dreads, x2 venerable Psyflemen dreads, 2 solodins, Draigo, x3 storm ravens; or Space Wolves with 7 lasplas razorbacks, 3 lightening priests, and 3 units of longfangs... But you did mention my favorite opponent, Tyranids I have yet to not table a nid player since I switched to mass venoms..not fair really.

    But enough thread jacking!!!!

    DE are awesome, and its because of the mighty blaster!! All who say otherwise are to be given over to the Haemonculi!!!!

    Which at current count is 30 people...gonna be a long night at the flesh factory!


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  3. #22
    Senior Member nigelboyette's Avatar
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    ok Sway apology accepted.

  4. #23
    Senior Member dizzie's Avatar
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    54 (x2)

    i don't think anyone was questioning your experience sway, i simply stated what i assumed you meant, i didn't know this rule until 1-2months ago, so a year playing it incorrectly, not that i use missiles often, but still admit i was playing it wrong. infact i've been Playing this game since way back in 2nd edition, various armies since then.
    Infact i would say experienced players are more likely to take things for granted, between mix-up's from 4th to 5th or just simply been playing a rule wrong, or number of rules wrong for years, Because we think we know it, then everyone else around you plays it your way or you their way. For example we had been playing wrecked vehicles incorrectly for years(i could point out other rules too)they count as dangerous terrain, everyone just automatically assumed difficult terrain. It is smalls things like this that experience players don't bother to check because they already know the rule, so to speak or think they know the rules so they just play on rather than checking. It does take new players as gardeth said to point out to us that we don't know it all and question experience players. Infact i think it was yourself that pointed out the value of hexrifles recently, something i overlooked completely, though i still can't part with my liquifiers, just the way i play. =) Maybe in a Darkfootdar list if i can bring myself to get one to work.
    If you're always worried about crushing the ants beneath you...you won't be able to walk.

  5. #24
    Interrogator-Chaplain pilot00's Avatar
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    399 (x8)

    Cool off,and bring the thread back to its tracks.This is not for who is the best player or the most knowledgeable sage,but about wargear options.Stick to it and be polite.
    Praise be to the Emperor!!
    [DA WIP]http://www.librarium-online.com/foru...-recently.html

  6. #25
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    @Nigel: thanks man

    @ Dizzie: I was looking at it not in a sense of who's been playing longer (although I can see how that last post could be seen that way), I was talking more from a point of view of how the army plays. As much as people may think it too me the army hasn't really changed much in the way of tactics, thats where I was coming from with that....

    Anyways back to the thread as I was saying the Dark lances to me seem abit too "Static" as in if you put them in a warrior squad then the squad basically has to stay still to use it, given the new codex also makes it not as tactical in a way because where you used to be able to have 2 DL's in a squad of 10 warriors and use them as a manouverable sniper squad you now have to take 20 men squads for the same effect (And people think incubi are a points sink).

    The blasters range still annoys me but DE are an assault army so thats not too bad of a disadvantage, Liquifier guns, Haywire Blasters and heat lances are restrictive in the units that can take them and their range again comes into play

    Disintegrators good against basically 2 things, Hordes and Terminators not alot there

    Which is why I went with the missiles they just seem alot more flexile, although they are restricted to the razorwing and voidraven and you can only have 3 of them in an entire army they make up for it in the destruction they can cause

  7. #26
    Senior Member nigelboyette's Avatar
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    i think taking trueborn with dark lances in a raider might be worth a shot, ya they have to stay still to fire but your basically getting another ravager worth of dark lances. as for raider warrior squads with a dark lance and a blaster they can fire 2 dark lances and a blaster(if its in range) while standing still or one dark lance and a blaster on the move. it just gives you more options but ill agree that blasters probably will be more effective after a few turns into the game strinking a good balance is always a good thing.

  8. #27
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    Just re reading the dark eldar codex not disregarding what your sating there fairly valid points, but correct me if I'm wrong, just say you hit a squad of IG and the blast scatters onto a vehicle but is still touching say 3-4 guardsmen, doesnt this then mean that a void mine would be able to take out the vehicle and the guardsmen? Also the void mine is a lancce weapon so hit an infantry squad and a leman russ not only could you have the potential to make the guardsmen run away but also the russ now counts as armour 12so theres another possibility you can kill the guard blow up the tank then with good enough rolls take out the rest (or most) of the guard unit

  9. #28
    Senior Member dizzie's Avatar
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    yeah sway it would, however with a small blast it would be rare for a scatter shot to happen like this, maybe if it was a large blast.
    if the middle circle isn't completely over the hull of the russ it counts at half strenght, so you have roughly a half circle radius inch to clip a few guards men, Really can't see this scenario ever happening, but in theory yes it would do exactly as you described.
    If you're always worried about crushing the ants beneath you...you won't be able to walk.

  10. #29
    Senior Member nigelboyette's Avatar
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    Quote Originally Posted by dizzie View Post
    yeah sway it would, however with a small blast it would be rare for a scatter shot to happen like this, maybe if it was a large blast.
    if the middle circle isn't completely over the hull of the russ it counts at half strenght, so you have roughly a half circle radius inch to clip a few guards men, Really can't see this scenario ever happening, but in theory yes it would do exactly as you described.
    i used to do this all the time with my eldar night spinners against disembarked troops and it was a blast i suppose this could work with other missile types rather effectively as well.

  11. #30
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    well even without this theory working you could drop a unit a turn using just the missiles lol

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