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135 pts in fact.

 

The D-cannon is a great stuff if you are facing lots of vehicles or titanics. Yet even there it remains a contextual use. 

 

Other ones ( vibro...) suffered great downgrade vs. Previous editions and their use and enlisting might now be hard to justify. Not to say that the plastic model is not really among the best designs-I frankly prefer the previous metal one. But tastes are personnal stuff so it may not be so relevant. 

 

Alternative is the nightspinner but it is above 200 pts and I am not sure that its present real improvments. Otherwise a squad of wraithguards msy do a job similar to the d cannon with better yield. The only readon I have not to field guards and go d cannon is that I do not have models for tje formers... yet.

 

Edited by Bouargh
38 minutes ago, Bouargh said:

The only readon I have not to field guards and go d cannon is that I do not have models for tje formers... yet.

 

Issue 39 of the Combat Patrol magazine may be of interest to you. Rumoured to contain a complete squad of Wraithguard for just £10 (or local currency equivalent).

It does feel like a better use of points taking 5 wraith guard with d-cannons and investing in a spiritseer to lead them. It's quite a few more points but on a much sturdier platform, with fairly consistent damage output. Units don't exist in a vacuum of course but I honestly can't see a use for support weapons in their current iteration. 

 

It's a shame because I like the model and the idea of them; I'm a fan of eldar civilian units in general. 

The advantage of D-Cannon platforms is their indirect fire. You can bury them deep out of LOS while still potentially threatening 1 or even 2 Objectives. As an offensive tool, I agree that Wraithguard are probably the superior choice but as an area denial weapon, D-Cannons definitely have a lot of potential. This is especially true on the dense terrain that GW recommend for Pariah Nexus missions.

Sure it is a constraint for its good deployment. It limits the effectivness of the "I set my artillery in a corner". It may lead to a bigger exposure in mid game, but in WTC settings I did not find it too problematic.

but, in less symetrical tables, the ones that may look like a more realistic setting, it is more limiting. But in the latter case the table top is a participing factor to the game, a 3rd player in its own, more than in WTC features were symetry tend to make it less key And more bland.

To summarize, yes it affects but it remains manageable.

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