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 8e - Drukhari

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Dalamar
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:03

Drahzar gives all Incubi units within 6" +1 to hit.
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TeenageAngst
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:12

I predicted sheep dogs, I see sheep dogs.
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BizarreShowbiz
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:25

8e - Drukhari - Page 2 6cec6710


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Ignatius J. Reilly
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:33

The Red King wrote:
only slightly worse because terminators will now still get an armour save against them

Terminators would get a 5+ save. They already have a 5++ in 7th, so it really stays the same
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CurstAlchemist
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:41

Ignatius J. Reilly wrote:
The Red King wrote:
only slightly worse because terminators will now still get an armour save against them

Terminators would get a 5+ save. They already have a 5++ in 7th, so it really stays the same

Terminators still have an invulnerability save this edition, so they now get 2 saves instead of 1.

Sorry brain failure when I responded to this, nothing to see here.


Last edited by CurstAlchemist on Wed May 17 2017, 22:54; edited 1 time in total
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Cherrycoke
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:42

Mmm liked the first 2/3rds, wyches still seem so-so going on that, the roll off thing, I mean.. ehhh, I would have liked it more if a shardnet meant units couldn't just run away.... at all. It would have given them a bigger niche.
I don't know I was really hoping Wyches would get a lot of love, we all really like their models from the sounds of what we just read they still don't sound spectacular.


Last edited by Cherrycoke on Wed May 17 2017, 17:43; edited 1 time in total
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Imateria
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:42

Hen Tai, the tentacle guy wrote:
I was a bit worried that they would be folded in to a standard dark eldar faction in an effort to simplify the game.
So no change. Covens aren't a separate faction and have always been Faction: Dark Eldar, Haemonculus Covens didn't make them a separate army it just let you run the Coven parts without taking Cult or Kabal models.
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Imateria
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:45

Izendazar wrote:
Am I reading it wrong or do venoms now get Dark lance and Disintegrator cannons?
Yes. That paragraph was talking in general about all our vehicles, with the Venom being the only one that can't take Dissie's and DL's and I don't see that changing since they're not in the box.
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Tounguekutter
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 17:59

I agree that it's frustrating how little this reveal gave us relative to how much we want to know (God I am dying to read our full rules and the full rules), however, we still don't know enough to know whether or not we will end up being competitive. We still don't know how balanced the game will really be. But I am optimistic that Drukhari will be more competitive and not less than Dark Eldar were in 7th. At least we know that our lord and savior Frankie is trying to balance the factions, we know he is biased to favor the Dark Eldar, and we know at least 6 things about our army:

1) Vehicles will be more survivable than they are now, and more maneuverable than their counterparts
2) Dark Lances are S8 AP -4 and D D6, Disintegrators are presumably S5 AP -3 D2 and 3 shots
3) Wyches will have a unique ability to have a 50% chance to tie up units in combat, odds of which can be improved through the use of the Re-roll command
4) Incubi will be more inclined for tackling characters or other multi-wound models
5) Models will be able to fire pistols out of a Raider that is in combat
6) Poison shooting will be able to affect vehicles

I know I am missing some stuff here and there, but I thought those were the highlights. Points and Datasheets could reveal that we are a major powerhouse or an unfortunate sideshow. But I highly doubt it will be the latter even if it is not the former. We'll be fine, we're used to playing a deck stacked against us, and I think this time the decks will be a little more even, and it will feel as though we can finally take our training weights off and crack our knuckles. Here's to an enjoyable 8th edition. cheers
4)
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Britishgrotesque
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:00

They get the 4+ invulnerable save in the Fight phase, just like before, and can now dish out some damage in combat. Their hydra gauntlets and razorflails are fantastic, giving their attacks -1 AP.

It sounds to me like he is saying wyches do more damage AND those weapons give -1ap

Maybe just wishful thinking?
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Eldur
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:04

Dissies wounding two times each, and dark lances being AP-4 and Dmg1D6 means we'll be taking down those vehicles and monsters quite fast.

I hope blast pistols and blasters to do 1D6 wounds also, or at least 1D3 in the case of the pistol.

Which tells me... Blast pistol: now our hidden power fist.

Wyches, wyches... I'll be using them for sure.
Remember:
a) assault from reserves and from vehicles even from the first turn (18" between deployment zones in matched play),
b) superior speed (vehicles will have their own Mov attribute, I expect a lot in ours)
c) +1 attack and strike first when charging,
d) being able to shoot pistols while engaged in your own shooting phase,
e) a special rule made just for them allowing to stop enemy units from falling back, rolled each time a unit wants to fall back.... hello multiple combats and 3 inch move to expand combat to other units (this is also f)).
g) more durable raiders
h) S3 now wounding T5 on 5+, being wounded by S5 (shots also) on 3+, always hitting on 3+ in combat (without modifiers), cover granting +armor, means more durability and CC damage potential.
i) Overwatch... It can't get worse than it is right now and things like Mandrakes and Wracks will be there to ease the pain (if I'm right 'drakes will get -1 or so to being hit also)
j) Frankie said "this might be one of the top 3 most improved units in all of the new edition!" Period.

Note: They didn't mention shardnets, nor combat drugs! Hmm..


Last edited by Eldur on Wed May 17 2017, 18:08; edited 1 time in total
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Azdrubael
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:05

I think its time to end the deck stacked against us and time to put a knife in a hand holding the deck.

All very true. Incubi still got buffed, because they will atack first even when charging into terrain. Thats at least one thing sorted.
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krayd
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:19

We still don't know what shardnets do.. for all we know, they might give a bonus to the 'no escape' roll.

I suspect/hope that the wyche dodge save applies whenever wyches are locked in combat, and not during the fight phase only, so that they don't get easily shot up by pistols wielded by models that they're fighting in cc with - I hope that Frankie just chose his words poorly in that case.

Apparently, vehicles can fight in cc - maybe all the bladed bits on raiders/venoms, and/or chainsnares, will contribute to that.
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Tounguekutter
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:21

I'm not sure if we will be as game breaking as T.A. is saying (though I would love for him to be right) but I am confident that we will be just fine this new edition. I hadn't even thought of all that Eldur posted about, and I think that once we get used to the significant changes 8th will bring we'll be able to hold our own just fine.
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Razorfate
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:22

3) Wyches will have a unique ability to have a 50% chance to tie up units in combat, odds of which can be improved through the use of the Re-roll command

It is more than %50 since the opponent has to beat our roll .
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The Strange Dark One
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:24

The picture of the new DE is still very vague and it is too early to say how much the situation for us will really improve.

But what's most important to me is that you can see that we are being taken seriously. That was stated quite clearly. My biggest fear that we were just treated as extras. Redone by an unenthusiastic guy who was assigned to the task against his will (at least that's how 7th edition Codex feels).

We should have known that those faction overviews provide only little information and we are far too diverse to address all aspects of the DE (and all of the issues) there. However, it seems like it is going into the right direction.

For now, I am glad that we are still the same, thematically. We kept our identity and have a nice translation into 8th edition with good buffs here and there. Especially our (transport) vehicles seem very powerful now, which is a big relief as well.
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Tounguekutter
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:25

krayd wrote:
We still don't know what shardnets do.. for all we know, they might give a bonus to the 'no escape' roll.

That would be awesome please let this be a thing.

krayd wrote:
Apparently, vehicles can fight in cc - maybe all the bladed bits on raiders/venoms, and/or chainsnares, will contribute to that.

I was wondering about that earlier in the leaks. I can see our Raiders doing stuff with their bladed bits but how does a Land Raider fight in melee? Drive forward and hope to run over things? Spin on its axis to run over things? Wildly smack around it's side sponsons in the hopes of hitting an enemy on the head? I will be curious to see if there is such a mechanic and if so how it works.
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Cavash
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:26

There are a lot of holes in our knowledge. I am pleased for the bits that are making gunboats sound like floating carnage as I was an avid gunboat player in 5th.

This doesnt seem as blantantly amazing as I was hoping for, but as someone who has been alienated since 6th and didnt buy the last codex I am actually looking forward to picking up our new book when it drops and hopefully getting back into the game.

I would like to know if Wyches will be keeping hold of combat drugs. This edition seems like it has a lot of streamlining; a lack of drugs would not be welcome to me.
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Tounguekutter
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:27

Razorfate wrote:
It is more than %50 since the opponent has to beat our roll .

My mistake although I am more than happy to be wrong in this case!
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Tounguekutter
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:30

Cavash wrote:
I would like to know if Wyches will be keeping hold of combat drugs. This edition seems like it has a lot of streamlining; a lack of drugs would not be welcome to me.

I too would like to see drugs represented on the table top, even if it was just a flat +1 Strength I'd be happy to at least see them represented.

In a perfect world I would want our drugs to be better than Corsair drugs since we are closer to the sources (presumably), but I'd also be happy for them to simply be the same as well. Anything but inferior to Corsair drugs as now is the case.
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Cavash
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:32

Tounguekutter wrote:
Cavash wrote:
I would like to know if Wyches will be keeping hold of combat drugs. This edition seems like it has a lot of streamlining; a lack of drugs would not be welcome to me.

I too would like to see drugs represented on the table top, even if it was just a flat +1 Strength I'd be happy to at least see them represented.

In a perfect world I would want our drugs to be better than Corsair drugs since we are closer to the sources (presumably), but I'd also be happy for them to simply be the same as well.  Anything but inferior to Corsair drugs as now is the case.

Corsairs have felt more depraved than we are for a while. It is time we reclaim out crown Twisted Evil
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Hen Tai, the tentacle guy
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:36

Putting a shock prow on raider might be a viable way to deliver wyches into combat. Charge the raider into blob, shoot with pistols, charge wyches out of raider, profit.
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The Strange Dark One
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:38

Cavash wrote:
There are a lot of holes in our knowledge. I am pleased for the bits that are making gunboats sound like floating carnage as I was an avid gunboat player in 5th.

I think the most interesting question is how they will handle Kabalites and our poison as a whole. As most shooting will hit on a 5+ at worst, a flat 4+ just isn't what it used to be.

If anything, that would feel only more akin to a Bolter that is handled on a T3 model with paper armour.
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Logan Frost
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:46

I keep reading poison affects vehicles, but I don't see it anywhere.
We can wound vehicles due to the new s/t table on a flat 6.
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mynamelegend
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PostSubject: Re: 8e - Drukhari   8e - Drukhari - Page 2 I_icon_minitimeWed May 17 2017, 18:58

Everyone who's happy about wyches, keep in mind that pistols can be fired in the Shooting phase when you're in close combat, and Dodge still only works in the Fight phase. Even if we somehow forget how horrifying flamer overwatch is, anything with Bolt Pistols will tear wyches apart. (Here's a prediction based on the available data: Bolt pistols will still hurt wyches way, way more than splinter pistols hurt Space Marines)
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