|
|||||||||||||||||||||||||||||||||
| By Dan Moore, February 12, 2003 email | |||||||||||||||||||||||||||||||||
| Introduction: The Dark Eldar Scourge unit is an anachronism of sorts as a heavy support choice. The unit has jump packs and deep-strike capability for rapid movement and deployment, but one of its "heavy weapons" choices, the dark lance, cannot be fired if the unit moves. This sort of negates the benefits of having wings or jump packs. Worse still, the scourge's wings/jump packs make it unsuited for deploying in cover to protect it from enemy fire. If you move the squad into cover, 1 in 6 members will die when they "crash". Most dark eldar players that I know get around the shortcomings of the scourge squad by taking other units that can fill the same role. The obvious choice to replace scourges is two warrior squads with dark lances. For slightly higher cost than a 5-man Scourge squad the DE player will get 2 sets of dark lances that can be independently targeted as well 20 or more warriors with the same BS, T, and armor save as Scourges to soak up casualties from enemy fire. The warrior squads also have the advantage that they can be deployed in two different locations to their maximize fire lanes AND they can be deployed in cover with no ill effects. It seems pretty clear that Scourges need to be re-worked if they are ever to be used regularly in Dark Eldar armies in lieu of warrior squads with lances. Aside from fluff reasons, there is little point in equipping scourges with Dark lances. My proposed solution to re-work Scourges is to split them into two separate units. The first of these units would continue to be called Scourges. They would be re-classified as a Fast Attack choice and be allowed to take assault weapons like splinter cannons, blasters, and shredders. The second unit that would evolve from the current Scourges would be called a Tempest squad and it would be classified as a Heavy Support choice. A Tempest squad would number between 5 and 10 models at a base cost of 12 points per model. The squad would normally be armed with splinter rifles, and it would have the option for a sybarite upgrade. The Tempest squad members are heavy weapons specialists so up to three of their weapons can be upgraded to either dark lances for 25 points each or disintegrators at 30 points each. These weapons are improved versions of the standard issue items and feature improved targeting and stabilization so that any misses to hit may be re-rolled. Unfortunately the added weight and bulk of these weapons slows down the squad so they cannot fleet of foot. Each heavy weapons upgrade also requires two squad members to carry and maintain it. If a squad has 3 weapons upgrades, then it would need a minimum of six members to carry and fire the weapons. The Tempest squad can also take a raider transport for 55 points so that they can rapidly deploy on the battlefield. Unfortunately, the squad's heavy weapons are too bulky to be effectively fired from the transport. The squad must disembark from the transport if they wish to set up and fire their heavy weapons. |
|||||||||||||||||||||||||||||||||
| Unit Description: Tempest Squad size: 5-10 models 12points per model Weapons: Splinter rifle Weapons/Wargear upgrades: Up to 3 weapons upgrades allowed: Dark Lances at 25 points each, Disintegrators at 30 points each. Two squad members must be assigned for each heavy weapon upgrade Squad upgrades: One squad member can be upgraded to a Sybarite for 8 points. Sybarites can be equipped normally from the Dark Eldar Armory The squad can be given a Raider transport at a cost of 55 points.
|
|||||||||||||||||||||||||||||||||
Special rules:
|