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hey guys, just dusting off my old dark eldar after buying the new 'dex.
Knocking together 650pts for a league.
Dont want to overload on kit for my raiders but I would like to give them a stealthy theme.
So, not wanting to give them both NS and FF, which do think would be most beneficial?
I know that there will be BT: SM, BL: CSM, BA: SM and Nids in the league. One of the few restrictive rules is that the HQ and Troops cannot be changed throughout the league season so there's no going back should I get it wrong ;D
It depends on what you're doing with the vehicle. Almost every army has something that can easily crush a vehicle at close range so if you're using them only to deliver units into combat or deliver a WWP then flicker fields. If you're kiting around the fringes with the dark lance the NS can keep you out of range of a lot of things.
Flicker fields imo are just more versitile and flexible than the night shields. The night sheilds only work when you're at a distance, which can make it difficult to use them as gun boats which I do.
I like to put a 10 man warrior unit in them with a SC and get them up close and personal so as to get the full firing effect from the whole unit and their transport. The flicker field really does help alot more than it would seem, at least it does for me.
I hope this helps.
I'd say Flickerfields. If the enemy REALLY wants to shoot at your vehicles, he will have the range for it as lazor cannons, rocketeers and -worst of all- autocannons have 48" range, whilst dark lances, splinter cannons and disintegrators all get "only" 36" range. The Flickerfields at least give you some kind of a chance to survive getting shot at.
At such low points you don't need to bother with either - they won't give enough of a return investment when getting boots (and weapons) on is especially crucial.
At low levels you can really capitalise upon DE's extremely cheap weapon upgrades on the majority of platforms (dark lances are the only notable exception but even then scourges get around that) as opposed to an upgrade that has a limited field of use or another where it's effects can be replicated by other means.
Flickerfields are significantly better because 1/3 of all shots are ignored. As far as night shields the biggest use I have found for them is blocking distances for melta and rapid fire rules but I'm still within range. As indicated opponents tend to shoot raiders with 36 and 48 inch heavy weapons which means your ship is going down and 6 inches doesn't matter that much. Currently I play against guard who likes to kill my transports first so my warriors have to footslog across the board. So anything I do that makes him waste more shots seems like a great idea.
I agree with The_Outsider in this instance, face it, no matter how you look at it the Raider is still a 1 turn transport. For me, typically a raider is going to be going "flat-out" that confers a cover save, no need for flicker or shields really.
In higher point games I sometimes take both and if I had to choose one I would take nightshields over flicker fields readily - just my style of play that determines that.
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]
Well that's just cheating, you can't take both... Not on the same raider anyhow.
Yes you can. Off topic question, can, say, a venom move flat out and fire its SC cos its a "defensive weapon" or not? Cant be bothered to check the rule book.
Yeah, my bad, right rule wrong model, I had the rule for the Archon in mind and some of his wargear. Sorry.