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i find that hellions are often underrated choices but they are not only a great deal but perform very well on the battlefield their combination of rapid fire weapons and jump packs is just great i love how you have the option of either shooting or charging i mean if you could do both they would be too good i also like how they only have strength 4 during the first round of combat if they had it permanently they would just be too good i am very sad that you can use only one squad but then again i guess if that limit was not there dark eldar would be just too good please leave comments
The purpose of hellions as I see it is to be fast charging units that don't do as well in long fights. The problem is that when the rules changed how rapid fire behaves, they lost the ability to shoot while charging, which is a small but significant change.
I'm not alone in thinking the only thing necessary to repair hellions is to make their weapons assault 1. That extra bit of splinter fire is significant when backed up by CC, without giving them longevity for long term fights and violating their original intent.
Hellions can be fun but lets face it, they are ignored within their own codex, for anyone that has looked within the codex in full detail would more or less notice that Hellions have a minor mention and if that, sure may be it mentions their rules but if you would look on page 21 of the codex (Second Edition), on this page it goes onto mention Dark Eldar Tactics, naturally some are better than others and some really do not work at all, but within all the tactics can you see a single Hellion Squad? Nope.
Also only a page backwards on pages 18+ 19, it states certain advantages and dis-advantages within certain troops, see any mention on Hellions? Nope. With these facts it is quite simple to say that Hellions are ignored but they are not without their purpose or somewhat advantage. I find that Hellions are a good support choice to have despite their rather incredible limited restraints within their rules. I'm currently forming a minor 500 army list which will work around a friends army list (Witch Hunter) to help within combat, currently his army consists upon the ideal of fanatical priests and generally charging at enemies like a loony along with priests (Re-rolls on charge is evil), with Hellions they can be quite annoying, what I plan to do with the Hellions is use the one key element that makes them individual from all other choices, Hit and run rule.
Lets say my friends crazy storm troopers along with a fanatical priest charges an enemy squad, I send in my Hellions as a support, stab them up upon the charge, do the damage, after the enemies assault turn, if the combat is still going then use the hit and run rule, run out of combat and leave, then in next turn charge them back in and then back out and continue to pest the enemy with this. The reason why the limit was included was because of simply, they would become too power having an entire mass of Hellions doing this. (Of course with this army list I would also include Raiders with Slave Snares so I can fly over the combat also and pick off the enemy which is generally just fun to do.)
I have nothing but pity for the Hellions because they are a nice looking choice to have upon the board, they also do have some unique features, The hit and run rule is excellent and is quite over-looked by some people, the combat drugs, the Skyboard gives them an assured 12" movement unlike standard warriors, they also have hell-glaives which gives +1 to the strength of the wielder and also with this weapon you can move 12" and fire your weapon still unlike standard warriors, Also deep strike although I have little idea why someone would use this rule exactly, in my opinion it doesn't really appeal at all.
Although I must confess none of this things really make much of a difference as far as they go, in my opinion Hellions lack something, I'm not sure what that is exactly but there is something about Hellions that really needs some work and if Games Workshop can really do more to get more lime-light upon the Hellions I would much appreciate it, especially due to how excellent they look upon the board.
I shall end this post with a quote "The troops that make up a Dark Eldar army are quite fragile, and it takes a cunning and guile to use them well." If you can use Dark Eldar Hellions in this way, then more captives to your Archon.
you stole my identity! and i disagree i find hellions are a bad choice and i would much prefer reaver jetbikes as they CAN rapid shoot and charge unlike the hellions.
I'm trying hard to find a use for hellions as I have a 2500pt tourney coming up in Sept, and have to field Hellions in order to have enough points (ug). So far I've found them usefull for picking off small isolated units, and aiding in larger combats. But dam are they ever fragile and honestly not that impressive in CC. If they had more or attacks, or the Wyche dodge, they might be more effective.
Well they are part of the wych cult, so you could try and say they had the dodge. they'd be really awesome if they had wych rules actually.
Wyches at str4! with hit and run! and the ability to FLY...
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No you really can't because it states that they don't get the save.Well they are part of the wych cult, so you could try and say they had the dodge. they'd be really awesome if they had wych rules actually.
Prey they don't take you alive
Not to mention they clearly aren't armed with wych weapons.
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heres how i would change hellions.
give them strength 5 in the first turn of combat.
make their guns assault 2 or assault 1.
this is how i would change hellions to be stronger then reavers
but they are also more fragile then reavers.