
|
| | Making mandrakes match the fluff | |
| |
Author | Message |
---|
Hen Tai, the tentacle guy Sybarite

Posts : 388 Join date : 2016-12-13 Location : Norway
 | Subject: Re: Making mandrakes match the fluff Fri Feb 17 2017, 08:38 | |
| My problem is that my mandrakes usually die first turn before they get to be a nuisance to my opponent. They never seem to make a difference for the outcome of the game. They also don't synergize well to my army or my playstyle. If their rules gave them better movement, and ungentlemanly template weapons were used less in my group, I would field them more, because I really like the models. |
|  | | Jimsolo Dracon

Posts : 3115 Join date : 2013-10-31 Location : Illinois
 | Subject: Re: Making mandrakes match the fluff Fri Feb 17 2017, 14:15 | |
| - @Massaen wrote:
- The problem is that mandrakes fulfil nothing that another choice in the codex doesn't do better. I almost never end up using my elite slots purely because troops, heavy and fast are far more useful and effective.
You had me on the first bit. You lost me on the second. |
|  | | Massaen Klaivex

Posts : 2268 Join date : 2011-07-05 Location : Western Australia
 | Subject: Re: Making mandrakes match the fluff Fri Feb 17 2017, 15:55 | |
| I just find the DE elites to be lack lustre for the most part - not just mandrakes, all of them! _________________ Objective Secured - Western Australia's Premier 40k Event Organisers and Website OBJECTIVE SECURED |
|  | | The Strange Dark One Wych

Posts : 624 Join date : 2014-08-22 Location : Private subrealm of the Eldritch Skies Kabal.
 | Subject: Re: Making mandrakes match the fluff Thu Feb 23 2017, 22:57 | |
| I wonder, wouldn't it be best if Mandrakes were split into two separate entities? Looking at the profile it is a shooty unit with two CCW attacks. However, the use of the weapon only forces the unit into an unfavourable position. Judging by the profile, it serves two roles but does neither very well. I was thinking of an "Assassin Pack" that got a decent melee weapon (maybe rending or power weapon) as well as Precision Strikes. However, they lose the Baleblast. And then there is the "Hunter Pack" that got a Baleblast with improved range as well as precision shots. On top of that, both packs receive Hit and Run, lose Stealth but gain a 5++ instead. I'd also be in favour of giving them the Jumpjet rule for further mobility (I would argue that teleporting counts as "jumping" as well). Both packs would be excellent at zooming around, grabbing objectives and they can't be pinned down easily with charges. Furhermore, you can pick shooty targets and kill them with the Assassin pack, or shoot enemy units that want to be in close combat with Hunters. That idea could further be expanded by adding a third option, maybe resolving around using psychic/anti-psychic powers. - @Massaen wrote:
- I just find the DE elites to be lack lustre for the most part - not just mandrakes, all of them!
*cough* Grotesques. Of couse, it would be weird if you were to field them outside of a Grotesquerie. Edit: I actually thought further about Mandrakes and it actually boils down to simply the weapons being different. Giving the weapon AP3, Precision Strikes and the Baleblast 24" and Precision Shots would be enough. No need to make separate unit entries. It could even be made possible for a unit to purchase both. |
|  | | amishprn86 Dracon

Posts : 3328 Join date : 2014-10-04 Location : Ohio
 | Subject: Re: Making mandrakes match the fluff Sun Feb 26 2017, 01:35 | |
| - @The Strange Dark One wrote:
- I wonder, wouldn't it be best if Mandrakes were split into two separate entities? Looking at the profile it is a shooty unit with two CCW attacks. However, the use of the weapon only forces the unit into an unfavourable position. Judging by the profile, it serves two roles but does neither very well.
I was thinking of an "Assassin Pack" that got a decent melee weapon (maybe rending or power weapon) as well as Precision Strikes. However, they lose the Baleblast. And then there is the "Hunter Pack" that got a Baleblast with improved range as well as precision shots.
On top of that, both packs receive Hit and Run, lose Stealth but gain a 5++ instead. I'd also be in favour of giving them the Jumpjet rule for further mobility (I would argue that teleporting counts as "jumping" as well).
Both packs would be excellent at zooming around, grabbing objectives and they can't be pinned down easily with charges. Furhermore, you can pick shooty targets and kill them with the Assassin pack, or shoot enemy units that want to be in close combat with Hunters.
That idea could further be expanded by adding a third option, maybe resolving around using psychic/anti-psychic powers.
- @Massaen wrote:
- I just find the DE elites to be lack lustre for the most part - not just mandrakes, all of them!
*cough* Grotesques. Of couse, it would be weird if you were to field them outside of a Grotesquerie.
Edit: I actually thought further about Mandrakes and it actually boils down to simply the weapons being different. Giving the weapon AP3, Precision Strikes and the Baleblast 24" and Precision Shots would be enough. No need to make separate unit entries. It could even be made possible for a unit to purchase both.
Dont need 2 units, they just need a Melee option and a Shooting option, there weapon is fine as is if they are able to teleport once per turn, cult ambush etc... I'd like to see a Melee option that replaces there gun (1-2pts or free) for a better Melee weapon, something fluffy like "Cant be overwatched when charging" or "Dont need to roll charge distance" They need a better special rule tho :/ |
|  | | Sponsored content
 | Subject: Re: Making mandrakes match the fluff  | |
| |
|  | | | Making mandrakes match the fluff | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |
|