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 8ed Combat Drugs for 11 units

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yukondal
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PostSubject: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 06:08

How do you think this rule works?

It says you can pick the drugs for each unit, but if you do, you can't choose a drug that has already been taken until all six drugs have been taken once each.

Does that mean that if I have 11 units that can take drugs, and 6 units have different drugs, the remaining 5 units can all have the same drug?

That is how I am reading it right now.

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4thDimensionWizard
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 06:30

That's what it says. Who knows if that was the intention or not, but that's how it seems to be written.

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Ikol
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 07:05

so...

1 Succubus and 4 units of upgrade-less Wyches that act as screening for anything else...

As many units of Hellions and Reavers as we want?

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4thDimensionWizard
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 07:15

@4thDimensionWizard wrote:
That's what it says. Who knows if that was the intention or not, but that's how it seems to be written.

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Ikol
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 07:17

Fair.

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|Meavar
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 11:42

I understand what you mean, I am think that would be RAW, they stimulate taking themed armies, so for a wych army it would be quite a nice boost that you only need to take the ws and ld buff once. Still good one for a Q&A/errata, since normally I would have said it made less sense.
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Count Adhemar
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 11:54

I'm fairly sure it's not meant to be that way but RAW it sure looks like it is! Very Happy

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Hen Tai, the tentacle guy
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PostSubject: Re: 8ed Combat Drugs for 11 units   Wed Jun 07 2017, 22:19

I gave reavers the movement drug. That was fun. 18" movement. Didn't even have to advance them to charge the ynnari reapers.

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Logan Frost
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 13:21

I think it is, as always, poorly worded.
How I read it:
You can pick a different drug for every six unit without repetition.
For the 7th to 12th unit you repeat the process selecting drugs without repetitions.
Granted the last part is not specified, but I think it is how it's intended based on logic and common sense, so it can easily be argued against.
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SERAFF
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 14:02

Guys, don't tell gamedisigners about it! Never! Let it be our tini little feature that makes our life easier. Noone here wants it be fixed, i'm sure.
I'm also sure if we will show our maths showing which weapon is more effective, they will just nerf good stuff without improoving badly written choises. They shown us through the decades, how the desing the rules.

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Hen Tai, the tentacle guy
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 14:34

Running twelve units of wyches will be a nightmare of book keeping.

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tegs
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 18:44

That's awful. What were they thinking?

I think I would ask an opponent if I can roll on the table once and apply it to everything so I don't have to track which unit has which drug.

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Logan Frost
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 18:49

Would you rather have +2ld on every squad?
Or +1WS on every squad that already hits on 2+?
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tegs
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 18:53

@Logan Frost wrote:
Would you rather have +2ld on every squad?
Or +1WS on every squad that already hits on 2+?

Frankly, yes. I'd rather take that risk than keep track of that nonsense. That's exactly the kind of stuff that 8E is supposed to be getting rid of.

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Logan Frost
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PostSubject: Re: 8ed Combat Drugs for 11 units   Thu Jun 08 2017, 18:56

Oh well, to each his own.
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Jimsolo
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 01:41

Yeah, this system is vastly superior. More book keeping, but I don't care.

Here's a question, though: which drugs do we consider most optimal for each unit that can take them? (Succubus, Lelith, Wyches, Bloodbrides, Hellions, Reavers.)
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Barrywise
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 06:29

Are we allowed to determine which unit gets what after we make the list but before the game starts?

Because it would come down to what I'm playing against and how I expect to use my army to match up.

T5 Reavers are hilarious but suseptible to D2 and mortal wounds.

I feel like +1 attack might be a waste on characters, but +2 movement might be useful if you keep them in the back so they can get mid group or to the front when you finally do get into charge distance.

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SERAFF
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 08:19

Don't forget about the beastmaster. He's a junky too. I think this guy defenitely deserves to take the Leadership buff.

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Azdrubael
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 08:23

Quote :
Here's a question, though: which drugs do we consider most optimal for each unit that can take them? (Succubus, Lelith, Wyches, Bloodbrides, Hellions, Reavers.)

Wyches/Bloodbrides - +1 Strenght.
Hellions - +1 Toughness i think. I really think they are squishiest. +1S if enemy has more vehicles.
Reavers - +1 Move. Help do what they do.
Succubus - +1 atack or +1 Ld. More quality atacks or better buff.

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|Meavar
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 08:50

Succubus and lelith need the +1 ws they need to hit on 0+ (well, mainly the rest needs the buffs more then they do, if I do not have all the drugs then the +1 s is nice)

For the rest it depends what I want my army to do.
+1 attack or s usually are usually picked first, afterwards +2 move if I skipped on transports or +1 t if I need them to hang in there longer
ws and ld I give to units I care less about.

things I won't give
Succubus/lelith +1 A (is nearly always better spend on a unit with more bodies)
succubus sorry these babes often end up with the leftovers
brides (often s sometimes a) never +2 ld +1t +2move +1ws (usually only have 5 either they kick ass or they die and they always get a transport and they are to good to waste ws on, they are the pride and joy of the cult so they get the best buffs)
wyches sorry these babes often end up with the leftovers
hellions (often str and a) never +1 ws
reavers (often t) never +1 ws +2 ld +1 s (never big units and they have a set str anyway)

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Count Adhemar
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 09:39

Beastmasters I'd definitely give +2 LD as his Ld is only 7 but can be used by all Beast units within 6" so boosting to 9 is decent.

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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 10:00

But you cant hit on 0+. Roll of 1 is always fail not depending on modifiers.

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|Meavar
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 11:43

@ seraff I know but you need to waste the +1 to hit on something anyway. And it is mostly wasted on whomever you give it to, might as well give it to the lady who does not need the rest
str (she wounds on a 4+ with agonizer anyway)
ld (she is one model so no tests)
t (just prefer that on the people in front of her who actually will get shot)
a (1 extra attack for her or a whole bunch if we give it to a unit)
move might also work (but usually she gets a transport)
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Logan Frost
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 12:39

Succubus: +2mov, she is a mini Solitaire.
Wyches: +1S, now they are punching.
Hellions: +1A, the I are already S4 and D2.
Reavers: +1T, T5 W2 to mitigate overwatch.
Beast master: +2LD, to buff beasts.
Nobody needs +1WS, everybody hit 2+ by turn 3.
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PostSubject: Re: 8ed Combat Drugs for 11 units   Fri Jun 09 2017, 13:34

@|Meavar you have the point. So we should have at least one "drug tax" squad of MSU wyches to eat the move drug (which can be also handy).
As for Hellions I would consider to give them Str. 5, so I could wound T8 on 5+. Actual when there is a lot of vehicles.
And don't forget to put them in Raiders, otherwise they will be shot from bolters.

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