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 DE Codex Wishlisting

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RoadRageRob666
Hellion
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PostSubject: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeSun Aug 20 2017, 23:29

Hey everyone,

Apparently you guys have been discussing the dex (I dont see it coming out for a while, tbh), and since Ive been working on some wishlisting, I though Id share and see what you guys think/want.

Here are some of the changes that Id like to see:

General Weapons

- Heatlance: Assault 1, 18", St8, AP-5, 1D6 dmg (with 0.5 range "melta" rule) for 20-23 pts. Essentially a half way point between a meltagun and multi-melta.

- Haywire Blaster: Always wounds vehicles on a 4+, on a to-wound roll of a 1 no extra wounds, on a 2-3 -> +1MW, on a 4-5 -> +1D3 MWs, and on a 6+ -> +1D6 MWs for 15 pts each. Make Haywire Great Again.

- Liquifier: Either St4 (no points change) or keep St3 but get 2D6 autohits for 15 pts each.

Units and Unit Specific Weapons

Reavers

- 20 pts per model (on par with windriders), if this means losing a wound per model, Im good with that (though Id bump them down to 17/model if that was the case).

- Each model can take either a grav-talon or caltrops

    - Grav-talon: functions the same as it does now, but on a D6 roll of a 1 -> nothing, 2-4 -> 1MW, 5-6 -> D3 MWs for 7pts each.

   - Caltrops: same as Grav Talons, but obviously when enemies fall back, also 7pts each.

  - Up to 3 models/unit may take either a blaster, HL, or shardcarbine  (I dont think that they should be carrying heavy weapons around)

Grots

- same price but get +1W and access to a "mutation/drugs/genetic engineered" table which has either +1 S, +1 T or +1A (chosen at beginning of the game). Also, when they take agonizers or electrocorrosive whips, they can choose to use their strength value, while retaining the rest of the stats (AP and Dmg) of the weapon.

Talos

- +2 Attacks

- Inchor injector: 10 pts, on a 4+ to wound -> +1 MW, on a 6+ -> D3 MWs. Make it a more reliable, considering that its a once per turn weapon

Wyches/Bloodbrides

- Dodge applies to pistol weapons during shooting phase IF the wyches are locked in combat.

- No Escape: Roll off occurs for EACH unit with the rule locked in combat, OR every additional unit with the rule who is locked in the same combat decreases your opponents roll by 1 (-1 modifier).

- Bloodbrides can have up to 4 wych cult weapons per unit

- Shardnet and Impaler: for each unit that has a S&I, -1 to opponents No Escape roll (so you CANT throw 4 into a unit of bloodbrides and giving you opponent a -4 No Escape roll.... this would be a bit much, imo).

- Razerflails: +2 Attacks, keep re-roll to hit.

Trueborn

- Can take Ghostplate Armour at +2pts/model (4+/6++

- Have access to sharbcarbines (up to 4 per unit)

Succubus

- Can take either a Reaver Jetbike (+20 pts: 16" move, +1 W, +1 T, +2 Save [so 4+ armour save], same options as reavers for load out), or a Hellion Skyboard (10pts: 14" move, +1 save [so 5+]).

- same changes to dodge and no escape as wyches/bloodbrides

Heamy - can take Scourge wings (+7pts, 14" move)

Archon/Court

- Huskblade: +2 Strength, +1 additional strength for every character slain by the archon in CC, keep it at 10pts (maybe 12 or 13).

- Medusae: 23 pts
- Ssylth: 37pts

STRATEGEMS

- WWP (3 CPs): Declare if you are using this strategem before the game begins, if so, choose up to 3 DE units from your army and place them in Commorrragh (special reserves), even if they arent normally able to be kept in reserves. At the end of any of your movement phases, choose a point on the table (represented by a dice sized marker), the up to 3 chosen units in Commorragh must be placed within 9" of the marker, however they must be greater than 9" away from any enemy unit. The units deployed this way are free to act normally within the shooting and fight phase. (maybe let them advance and charge out of the wwp at the expense of shooting? but that may be a little OP, thought?)

- Veterans of a Thousand Raids: (1CP): select a Raider or Venom: all units embarked upon that vehicle may disembark after the vehicle at the end of the movement phase, even if the vehicle has moved. The disembarked units may not then move, but are free to shoot, advance, and charge as normal.

- Fiends of Violence (1CP): select a single unit with Combat Drugs: they make take a second Combat Drug, however the existing rules on duplicate drugs still apply. Note: duplicates are allowed as long as they are able to be taken

- Horrors Perfection (1CP): select a single unit of Grots: they may take a second choice from the (whatever the grots table would be called). Note, duplicates can be taken.

- Splinter Racks (1CP or a 20pt upgrade): Select a Raider, for the rest of the game, all embarked units may fire the following weapons two times per shooting phase: Splinter Rifle, SC and Shardcarbine. Note: If an embarked unit chooses to fire its splinter weapons a second time, it must be done immediately after the first shooting, but the embarked unit may choose different targets.


So, what do you guys think and more importantly, what are some changes that YOU want to see?!
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TheBaconPope
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeSun Aug 20 2017, 23:44

Quote :
- Heatlance: Assault 1, 18", St8, AP-5, 1D6 dmg (with 0.5 range "melta" rule) for 20-23 pts. Essentially a half way point between a meltagun and multi-melta.

20 Points sounds good for that. Sort of a riskier, yet more deadly Dark Lance.

Quote :
- Liquifier: Either St4 (no points change) or keep St3 but get 2D6 autohits for 15 pts each.

The insistence for S4 on the Liquifier Gun from GW is admittedly maddening sometimes.

On the topic of Flamers..Shredders need to be changed to S3/4 D6 Autohits with Shred. That'd make them better.

The Hexrifle needs to drop to 7-8 Points and be changed to assault.

Quote :
maybe let them advance and charge out of the wwp at the expense of shooting? but that may be a little OP, thought?)
I'd make it 2CP, and just have it act as normal.

Transports:
I'd like it if the following line were added to the capacity statement.
"This model may transport a single Drukkari CHARACTER as well."
That'll at least put us in line with other Eldar Transports.

Those are all of the ideas I haven't mentioned elsewhere (mostly)
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TeenageAngst
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 00:38

Lelith Hesparex, preferably sans drugs.
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Jimsolo
Dracon
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 06:01

TeenageAngst wrote:
Lelith Hesparex, preferably sans drugs.

Quoted for truth.
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Massaen
Klaivex
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 06:12

The transport thing about characters is not relevant.

The heat lance was always a lower S than the dark light weapons - upping the S makes no sense. I would be giving it rerolls to wound vs VEHICLE key words.

Asking for scourge wings on the haemy is not fluffy nor is there a model - its not gonna happen.

Lilith has used drugs in prior editions... having her have them again is a retcon of a retcon!
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TeenageAngst
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 06:27

Just having her in the codex would be enough. I don't care if she's 300 points and worse than a basic Wych.
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FuelDrop
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 10:36

I want... Oh boy.

The main thing I want is focus. I want each unit to have some clear role in the army that it can perform effectively for its points.

For example: Reavers need to decide whether they are shock cavalry, mobile heavy weapons, or a general harassment unit, then be good at it. At the moment they are so poorly geared for offense at both melee and at range that their best use is as a sacrificial overwatch magnet.

The second thing I want is Mobility. The True Kin embrace "Speed is defense" like no other race, and we should be the fastest army on the battlefield, bar none (maybe Harliquins could be competition). We sacrifice a lot for speed, we should be good at it.

For example: Large amounts of access to deep strike. The fastest vehicles in the game. Wych cult units being able to advance and charge in the same turn. Our army relies heavily on melee and picking and choosing our battles, but at the moment we are heavily outclassed in this area by several other armies.

The third thing I want is Glass Cannons. I have for several editions disliked our reliance on feel no pain type rules. I want the best defense to be that the enemy is reeling from my overwhelming offensive power, not that my troopers can take a lascannon to the face and keep coming. Unless I am playing Covens of course, but that is kinda different. This is the Dark Eldar, and rapid, overwhelming offense should be the name of the game.

Examples: Remove all defensive PFP buffs and reverse the table. Make it frontloaded with offensively geared goodies that slowly go away as the game draws out. Hell, have it quickly go away but you can slow it down by causing casualties! Power from Patience is antithetical to how the Dark Eldar work, both on the tabletop (we're too fragile to wait for our buffs to kick in) and in the lore (we get weaker the longer we spend in realspace).

Maybe have one thing go away per turn, but destroying a unit completely means the turn counter on it doesn't progress and killing three or more units in the same turn results in the clock going backwards, thus forcing an aggressive playstyle rather than encouraging the waiting game.


Fourth, I want melee offense. I mean, for an army with 2/3rds of the units dedicated to melee you would think that this would be a given, but the fact is that outside of a couple of very expensive specialists (Incubi and Grotesques come to mind, possibly some beasts) our melee killing power is laughably weak when you factor in cost and fragility. Note that of the "effective" list of melee units, the only Wych Cult one was the critters they bring along with them rather than True Kin themselves.

Examples: 2+ poison melee weapons on Coven units. +1 Attack on Wych cult units with -1 AP or better for elite versions.

Fifth, I want choice in my special/heavy weapons. I want all guns to be viable within their niche, and I want more variety (because having our special weapons troops have 2 options for special weapons is down right embarrassing, only to be made worse since one is so bad at its job that it's almost universally ignored.)

Oh, and I want grenades. Because seriously, why is GW so stingy with grenades for Eldar? We have invented these things! If the Imperium can afford to outfit every Guardsman with two types of throwing bomb we should at least have the option of giving them to our elite troops.
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FuelDrop
Hekatrix
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 10:38

Double post merged - Count Adhemar
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Darkin
Kabalite Warrior
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 19:55

yeah basically what you guys said

maybe give incubi strength 5 back what would make them true elite killer

making the transports cost less, to emphasise our speed and making it accessible to all the units you take (in my 1500 army list I pay 400p just for transports, speed, our main strength, what isn't right for me)

wyches should be more like harlequins, making them advance and charge would be great and giving them all access to good melee weapons would make them grat again

giving Cronos and Talos some AP, that's their main weakness. with their low attack count, these attack should have some strength behind them but having no AP just makes them not too great.

giving Beasts a place in the Meta. I feel like they don't fit into anything, without their Beastmaster they aren't too Great and paying for both doesn't make them a good filler unit like Mandrakes

the Archon... oh our great Leader who is just garbo, you know it I know it. and all you guys know what should be changed on him

oh and one more thing on transports, Venom should have 6 and raider 11 spaces like Starweavers.
if you play 2 Archons in a Battalion Detachment you have to play 80P and waste 3 Spaces or buy some court of archon models which buff doesn't work in vehicles

The court of Archon should be working in Vehicles this minor detail makes them nearly unplayable because they are too slow for the rest of your army

these are my wishes, as you see im still new to DE but I think these would be healthy changes to them
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TheBaconPope
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 20:24

Quote :
maybe give incubi strength 5 back what would make them true elite killer

I think Incubi are sitting pretty well right now. You're reliably killing 3 Marines per round of combat stock, which makes it easy for them to make their points back.

Quote :
wyches should be more like harlequins, making them advance and charge would be great and giving them all access to good melee weapons would make them grat again

Nothing but agreement here, I don't care if they have to pay the price for it in points too.

Quote :
giving Cronos and Talos some AP, that's their main weakness. with their low attack count, these attack should have some strength behind them but having no AP just makes them not too great

For sure, the Cronos needs a boost in his Aura too right now a Farseer with doom will fill their niche, but far better.

Quote :
giving Beasts a place in the Meta. I feel like they don't fit into anything, without their Beastmaster they aren't too Great and paying for both doesn't make them a good filler unit like Mandrakes

I disagree on this point, even without a Beastmaster, they'll put out some of the best melee we have. The Beastmaster might need a bit of a points cut, same with Flocks, but aside from that I think they're sitting pretty good as they are.

Quote :
the Archon... oh our great Leader who is just garbo, you know it I know it. and all you guys know what should be changed on him

Agreed. There's plenty of discussion on this, and I have nothing new to add.
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lcfr
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 22:13

I also want to see unit roles more clearly defined and have more of a glass cannon feel, I love the idea of kind of reversing the PfP chart so that we START the game hitting like bricks and wind down in offensive power that's replaced with FNP or Fearless effects.

I'd love to be able to look at a list of specialist weaponry and not just make a utilitarian choice based on cost effectiveness. Like if the Shredder is going to be the anti-GEQ tool I'd like it to be a really good anti-GEQ tool that we're happy to pay for, even tough we know it loses effectiveness against MEQ and tougher, for example.

Having more specialist wargear and jump, bike and board options for our characters is huge.

I'd like some units to really inspire fear in other players and not just a nonchalant head scratch and a "hm. yeah they might sting. I guess I'll take a minute to kill them." Bring back the grossness of Grotesques and make Incubi outshine Aspect Warriors with their toys.

I'm excited to see Warlord traits and Strategems that will provide more depth to the army. Like I think there's something cool about having an army composed of poison and darklight that's fast as hell (make us faster, GW, seriously), but we just don't have any interesting tricks or gimmicks.
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Archon_91
Wych
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeMon Aug 21 2017, 22:52

Mmm well my wish list would consist of some more "fluffy" models ... Which would be an unnamed HQ for the Incubi
Shrine Lord (PL-6, points-100): stats (Incubi standard) Aura "Shrine Discipline": Add 1 to the hit and wound rolls of all friendly <Incubi> models within 6" of the Shrine Lord (this would become Drazhar aura too) Ability: "Bloodstones"(klaivex and Drazhar too): once per game a model with this ability may activate it at the beginning of the combat phase, any enemy models within 1" of a unit of <Incubi> that has an active bloodstone is gripped by it's paralyzing effects. The effected models may only make 1 close combat attack this turn regardless of bonuses and can only attack at the end the combat phase. <Incubi> attacking a unit suffering from the effects of Bloodstones add 1 do their weapons AP and Damage profile for the combat (cannot effect <vehicles>).

A heavy support for the wych cults ... Something like

Beast Master Veteran pack: 14" M, Str 3, T4, WS 3+, BS 3+, Ld 9, Save - (based on models)
The beast master veteran pack must include one Beast master veteran (PL-4, points 50) and 1-3 veteran beasts.
Veteran Beast Master: 14" M, Str 3, T4, A3, WS 3+, BS 3+, Ld 9, W2, Save 4+. Model is equiped with a beast master skyboard and an Agonizer.
Elder Clawed Fiend PL-5 Points-60:14" M, Str6, T6, A5 , WS 2+, BS 4+, LD 9, W6, Save 4+, 5++. This model gains +1 attack for each wound it is missing. Claws:Str user AP -2 D:2
Sythean breader beast (PL-6 points-100,Tyranid type creature that is in the fluff): 14"M, Str8, T8, A4, WS 3+, BS 6+, Ld 9, W8 Save 3+ 6++
Caustic breath: rng 12" assault 2D6, Ap-2, D:1 Automatically hits it's target, wounds models on a 2+, <vehicles> on a 5+ on a wound of a 6 does D3 damage. Sythe: Str: user, AP-3, D:2.
Acid blood: Whenever the Sythean breading beast takes a wound roll a D6 for all models within 3", on a 2+ the model suffers a wound.

General changes to the options archon and succubus are given ... Would be nice to see the weapons get better, as well as, options for wings, jetbike, and sky board ... Better archon aura. And more capacity for our transport to carry the hq in it with troops. A better PFP table where you choose the ability the army gets for the turn and add,
Thirst for Pain: models effected by thirst for pain may charge out of a vehicle even after it has moved (the unit can be Targeted by overwatch) if the charge fails the unit is place on the table wholly withing 3" of the vehicle and cannot be within 1" of enemy models.(the unit cannot charge if the vehicle charges first).
Glorious Suffering: Models effected by Glorious Suffering reroll all failed hit and wound rolls for both shooting and close combat for the turn.
Gluttony of Pain: double the number of shooting and cc attacks for all units effected by Gluttony of pain.
Pilfer the slaves: Reduce the leadership of enemy units within 1" of one or more Druhkari units effected by Pilfer the Slaves by
2 (this effect is cumulative with other leadership reducing effects)

My wish list is extensive but this pretty much covers the basic.
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lcfr
Sybarite
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 04:47

I'd love to see less complicated Wargear than there has been in previous editions, and instead just have a choice between a selection of specialist tools that will let our HQs be really, really dangerous in general but extra painful against specific enemies.

All the tricks and gimmicks can be better represented with Strategems and Warlord Traits and help the army from looking and feeling too similar across different players. If we can use the Webway portal as a Strategem rather than as a stock item that will dictate an entire list's composition that would be very cool and keep things mixed up. Likewise even turning something atypical like the Crucible into a far more reliable and hard hitting Strategem would be awesome.

I want to see Command Points as a really useful but flexible currency that's different than spending points and affords more options.
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TeenageAngst
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 04:56

Command points are the exact opposite, though. Because you're forced to stack specific detachments to gain them and because of best-in-slot syndrome which was cranked to 11 this edition, you're looking at the same lists, over and over again, going after the same stratagems to use on the same units every turn.

Besides, I hate the idea of an entire army's flavor being reduced to a 1 turn proc.
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lcfr
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 05:21

Strategems

Crucible of Malediction Stratagem 2CP

Use this Strategem at the start of a friendly or enemy Psychic phase.f your Warlord is a Haemonculus reduce the CP cost of this Strategem by 1 to a minimum of 1.

Use this Strategem at the start of a psychic phase. Roll a D6 for each model on the battlefield with the Psyker keyword. On a 4+ the model being rolled for suffers D3 Mortal Wounds. On a 6, the model being rolled for suffers an additional Mortal Wound.

Slow Death Strategem 2CP

Use this Strategem before making a No Escape roll off. If your Warlord is a Succubus reduce the CP cost of this Strategem by 1 to a minimum of 1.

You automatically win the No Escape roll off.


Webway Portal Strategem: 3CP {Kabal}

Use this Strategem when it is your turn to deploy a unit. If your Warlord is a {Kabal} Archon reduce the CP cost of this Strategem by 1 to a minimum of 1

During deployment, you can set up up to two units or up to three {Kabal} units in the Webway instead of placing them on the battlefield (Dedicated Transports do not count towards this limit so long as a unit  deploying in this way is Embarked). At the end of any of your Movement phases one or both of these units can launch into realspace - set them up anywhere on the battlefield that is more than 9" away from any enemy models. These units ignore Reinforcement Points restrictions.

Void Mine Restocking Stratagem 1CP

Use this Stratagem after a Voidraven has moved. Pick one enemy unit that it flew over. (basic void mine reuse or double use)

Stim Package Strategem 1CP

Pick a {Wych Cult} unit.  Until the start of your next turn that unit this unit gains two bonuses of your choice from the Combat Drugs table. Roll 3 dice. If any doubles are rolled the unit takes 1 Mortal Wound. If triples are rolled the unit takes D3 Mortal Wounds.

Lords of Suffering Strategem 2CP

Treat the Battle Round as one higher for the purpose of determining Power From Pain bonuses.

Night Orb Strategem 2CP

For the remainder of the battle round your opponent's units suffer -1 to all Shooting (cumulative with Hard to Hit and Flickerfield), and cannot charge units that are 6" or more away. All friendly units reroll failed hit rolls in close combat.

Necrotoxin Slugs 2CP

Use at the start of your shooting phase. Until the end of your shooting phase all Shooting attacks that don't have a strength value wound on a 2+, unless they are targeting a Vehicle, in which case they wound on a 6+.

Darklight Training 1CP

Use before rolling damage for a Dark Lance, Void Lance, Heat Lance, Blaster, Blast Pistol or Dark Scythe.

Roll an additional D6 for damage and add the result.

Fleet of Foot Strategem 1CP

Use at the start of the charge phase. Pick a unit that Advanced during the Movement phase. That unit may now declare a charge as though it did not Advance.

Vehicle Wargear

I want Vectored Engines, Star Engines, Splinter Racks, Flickerfields and more. But I also want

Assault Transom  35pts

Any unit that begins its Movement phase embarked within a transport with an Assault Transom can disembark before or after the transport moves.

Horrorfex  7pts
Differently named Phantasm Grenade Launcher equivalent  (that therefore basically stacks with PGL)

Skyleap Engines    10pts
At the beginning of your Movement phase if this unit is not within 1" of an enemy models they can go airborne. The unit gains the Airborne and Hard to Hit rule and models embarked cannot disembark. If this unit is destroyed embarked models are removed as casualties on the roll of a 1, 2 or 3. (and vice versa to return to hovering)
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Darkin
Kabalite Warrior
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 09:19

these idwas are awsome, and fit into the dark eldar lore too. one stratedum i would like is for the court of archon specifically. maybe it buffs the court of archin special rule or something
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amishprn86
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 10:14

Remember NO CHANGES will be made to weapons a unit can take if kits are not changed.

With that in mind.
Wyches: 2 weapons per 5
Bloodbrides: 1 per model
Reavers: 10pts cheaper with 0 other changes OR Bladevanes back
Grots 5pts Cheaper
Talos and Cronos 15pts Cheaper
Hellions 3pts cheaper
Splinter Cannons back to Rapid 6 no other changes for them, this is honestly a must for me to even play them.
Archon Ability/Aura re-roll all hits of 1 for all Non-vehicle units within 6"
Drazhar cheaper by 50pts and reroll wounds of 1 for him and incubi

New Kits
Succubus - Archon - Haemonculus:  upgrade back for Bike, Wings, Skyboard
Vect and Dias Models
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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 10:34

I don't think price cuts alone are going to cut it for Grots, Talos and Cronos. Grots need more wounds and the Talos needs to work out what it is supposed to be and concentrate on that. At the moment it lacks the attacks to deal with hordes, the Strength to deal with vehicles/monsters and the AP to deal with elites. Cronos needs to be better at healing nearby models, basically transferring damage inflicted to wounds healed.

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Squidmaster
Klaivex
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 13:05

Wel. Lets get into it.

This will mostly be about rules, as I'd probably suck at trying to balance the points values.
Based on making changes to current Index lists.

____________________________________

SPECIAL RULES
Combat Drugs: Change to +1 to any one stat for the game, but no duplicates in Detachment.
Take Prisoners: At the end of the game, every ten enemy models who died in the Morale Phase grant you +1 Victory Point.
Power From Pain: Radically alter it. Instead, kill a unit, get a Command Point. I think that would fit the fluff and the theme of the army better. Adapt previous chart into......

____________________________________

STRATEGEMS
Inured To Pain (1cp) : Target unit ingores wounds on a 6+. Can be used multiple times per Phase.
Webway Portal (2cp) : Use on a unit during Deployment. Allows them to Deep Strike. May be used on a Transport, which would also effect anyone onboard it.
They've Come For You! (2cp) : For one turn, reduce enemy unit's Leadership for each Drukhari unit within 12".
Shardstorm (Kabal only) (1cp) : Rerolls all misses from one unit in the Shooting Phase.
Flensing Fury (Cult only) (1cp) : Unit can not be Overwatched in the Charge Phase.
Mantle Of Agony (Coven only) (1cp) : Ignore one Mortal Wound on a 4+.

____________________________________

HQ
Asdrubael Vect: Basic Archon with +1 S, T and Ld, and more Wounds. Black Orbs which are basically a Blast Pistol, but heals his Wounds as they used to. Fear aura which both improves nearby Drukhari Leadership (or auto-passes Morale) AND reduces enemy Leadership.
Baron Sathonyx: Archon on a Skyboard. Gives nearby Hellion units a Movement boost plus cover.
Duke Sliscus, Lady Malys and Kruellagh The Vile: Enhanced Archons with thematic weapons. Give one of them a Dark gate, a one use uber-bomb of tentacles like it used to be.

Archon: Option for Skyboard or Reaver Jetbike.
Medusae: AP-3, OR D2.

____________________________________

ELITES
Trueborn: +1 Wound.
Bloodbrides: +1 Wound. Perhaps an option to use an additional Combat Drug for a single turn only, rolling for each model and removing them on a 1 (overdose).
Incubi: Hat. Guns. Also can Overwatch with one attack each from their Klaives/Demiklaives.
Grotesques: Ability to turn them into weapons platforms, sort of like how Mutilators are just combat Obliterators. Give some punch to pure COven armies.

Decapitator: Like a Mandrake, but T4, W5, A6, Ld8, 4++. Weapon S+1, AP-1, becomes -3 vs Characters. Has From Out Of The Shadows, but range limit reduced to 6". Can pick out Characters despite other nearby enemy units.

____________________________________

TROOPS
Wyches: Dodge gives a 6++, improving to 4++ in the Fight phase.

____________________________________

FAST ATTACK
Khymerae: Can dive in to take hits for Beastmasters within 6".
Reavers: Turbo-Boost, giving cover whenever they advance.
Razorwing Jetfighter: Agile, allowing an extra pivot during a move.

____________________________________

HEAVY SUPPORT
Talos: Macro-Scalpel becomes AP-2.
Chronos: Change Spirit Probe rule to "Drukhari models within 6" can use the Inured To Pain Strategem for free (without spending CP)".
Ravager: Bladevanes becomes Strength of vehicle. Add more weapon options such as Missiles, Triple Splinter Cannons, Haywire Cannon, that sort of thing.

____________________________________

TRANSPORTS
Venom: Transport capacity becomes 6.
All: Option for Trophy Racks, allowing any character onboard to use aura effects (Broadcasts their power). Also, Bladevanes becomes Strength of vehicle.

____________________________________

LORD OF WAR
Dais Of Destruction: In my ideal world, basically like a Tantalus. A barge for a HQ unit to ride on. At the very least a decent weapons platform and transport. Maybe, MAYBE, generating a field similar to a Void Shield? That would be cool.

____________________________________

WEAPONS
Shredder: Change type to Rapid Fire D3. Still basically the same, but the double shots at half range I think would improve it dramatically and be rather thematic.
Liquifier Gun: Make it worse, set at S3, Ap-1, D1, BUT allow ONE of those stats per turn to be altered to a random D6 roll!
Return of the Destructor: One shot Pistol, wounds on a 4+, AP-1. If a wound is taken, roll again to wound. Keep going until it fails to wound or is saved.
While we're at it, lets bring back the Torment Grenade Launcher: Assault 1, Range 18". Fired in the MORALE Phase. Reduces units Leadership by 1. Or 2 maybe. Can stack with multiple hits.

____________________________________

Aaaaaaaaaaand thats my wishlist. Most of it is highly unlikely to come to pass because a lot of what I'd like would involve major army changes, but I like the Leadership shenanigans. I think thats what we really, really need.
I don't think we'll change quite that dramatically though. I can dream though.
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The Shredder
Trueborn
The Shredder


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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 13:52

Just had a through, guys - what if the PfP table was removed entirely?

Instead, PfP could be something along the lines of 'whenever an enemy unit is completely destroyed, you gain 1 Command Point'.

And then our Strategies could be worked around the general PfP themes.

Possibly Haemonculi could give us Command Points as well.

Any thoughts?
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FuelDrop
Hekatrix
FuelDrop


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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 13:56

The Shredder wrote:
Just had a through, guys - what if the PfP table was removed entirely?

Instead, PfP could be something along the lines of 'whenever an enemy unit is completely destroyed, you gain 1 Command Point'.

And then our Strategies could be worked around the general PfP themes.

Possibly Haemonculi could give us Command Points as well.

Any thoughts?

I saw that suggested before... and I think it's a good idea. It's a simple mechanic that would be easy to implement and potentially very elegant as a solution.

I think that with a good selection of stratagems it will work.
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Darkin
Kabalite Warrior
Darkin


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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 14:12

but then units that rely on the chart have to get buffed like wyches incubi and mandrakes
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FuelDrop
Hekatrix
FuelDrop


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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 14:17

Darkin wrote:
but then units that rely on the chart have to get buffed like wyches incubi and mandrakes

Frankly... I pretty much ignore the chart at the moment. Without it Wyches are crap and Incubi and Mandrakes are good.

Let's be honest: a 6+++ means little to troops as frail as ours, there are plenty of spare wounds to go around. The reroll on charges are nice. The +1 to hit is nice. the immune to morale comes in at a time where we're already winning or routing, and the -1 to leadership means virtually nothing at that stage of the game.

Of the 5 abilities, one is decent (+1 to hit) and one is nice but situational (reroll charges). 6+++ rarely makes a serious difference, particularly because our army spends most of its time in vehicles anyway, and the other two kick in so late in the game as to be all but worthless.
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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 14:29

Squidmaster wrote:
Power From Pain: Radically alter it. Instead, kill a unit, get a Command Point. I think that would fit the fluff and the theme of the army better.

Excellent idea, probably the best idea I've heard for dealing with PfP. I'd probably take another swing at the stratagems but the core idea is excellent.

This, on the other hand...

Quote :
Liquifier Gun: Make it worse, set at S3, Ap-1, D1, BUT allow ONE of those stats per turn to be altered to a random D6 roll!

I've never seen anyone suggest making a terrible weapon worse in a wishlist before!
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Squidmaster
Klaivex
Squidmaster


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PostSubject: Re: DE Codex Wishlisting   DE Codex Wishlisting I_icon_minitimeTue Aug 22 2017, 14:37

[quote="Count Adhemar"]
Squidmaster wrote:


This, on the other hand...

Quote :
Liquifier Gun: Make it worse, set at S3, Ap-1, D1, BUT allow ONE of those stats per turn to be altered to a random D6 roll!

I've never seen anyone suggest making a terrible weapon worse in a wishlist before!


I sir, am a long term Dark Eldar veteran. I am CLEARLY a glutton for punishment.
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