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Mppqlmd
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PostSubject: Re: DE Codex Wishlisting   Thu Aug 24 2017, 22:19

@The Shredder wrote:
I'd still love a Winged Archon or Scourge Lord HQ.
Don't preach at the already faithful Smile

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Jimsolo
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PostSubject: Re: DE Codex Wishlisting   Thu Aug 24 2017, 22:52

If I can only have one thing, it would be to get Duke Sliscus back.

Followed by Baron Sathonyx.

Followed by a generic bike/skyboard HQ.

Then some kind of LOW.
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FuelDrop
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 00:10

LoW Idea: Ravager with outrunners, bristling with 5 void lances and 4 heavy disintegrators.

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Ikol
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 03:05

@FuelDrop wrote:
LoW Idea: Ravager with outrunners, bristling with 5 void lances and 4 heavy disintegrators.

Quoted for Quality.

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The Strange Dark One
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 03:55

Honestly, I would want a LoW that borrows from the Lovecraftian themes we have. Something that is linked to Aelindrach or the Dark-Gates from the Haemonculi.

A big shadow-being from another reality that instills fear in the heart of the entire enemy army. Something melee oriented that lowers the leadership of all enemy models within 18" and has deep strike. Fluff wise it's either summoned directly via a "stable Dark-Gate" or an old ritual from the Mandrakes.

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Jimsolo
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 04:33

I would love to see a big honking Kheradruakh. Like, all hopped up on his shadow demon king power, and big enough to rival Gulliman in size.

Heck yes.
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Archon_91
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 06:57

Or whatever is supposed to come outa the gate room of skills he was working on and supposedly completed during the gathering storm ... Though honestly I think 3-5 lords or was ( a lot I know) are kinda necessary one for each of our sub factions <kabal> <wych cult> and <coven> then o e for Incubi and Mandrake's as it seems he wants minimal synergy between each of these ... But even just one LoW would be awesome ...
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Britishgrotesque
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 07:10

I think a shadow lord of war should be almost like a kraken made from shadows. A giant model that can deepstrike in as it travels through shadows like the mandrakes. Tonne of attacks and scary as hell. A real centrepiece.
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Sarkesian
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 15:29

Vect on Dais for LoW Kabal
Succubus riding a giant beast of some sort for LoW Cults
Some Horrific creature creation (like Thanqual and Boneripper) with a Haemonculus riding on top.
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Chippen
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PostSubject: Re: DE Codex Wishlisting   Fri Aug 25 2017, 16:18

I didn't read all 3 pages, so sorry if I spit out repeats here.

I want mobile HQs - bike, Hellion board, wings, whatever. Let me have a Succubus riding with Hellions or biking with Reavers. Maybe the Succubus is a bad fluff example, I'm no fluff expert, but you get the idea.

I want Venoms to carry 6 - it's silly that an Archon can't ride with his 5 Incubi or Trueborn. I'm pretty sure that one's airtight from a fluff standpoint.

I want our assault unit and transport interaction to change - let us disembark after the transport moves at least. We're just too fragile to have to get to what is Rapid Fire range for most units, then sit and wait a turn and hope we survive, then get out and hope we can make the charge distance.

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Red Corsair
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 17:35

PFP:
Love the idea on here that it is simply +1 CP per unit destroyed and let stratagems fill in the rest.


HQ:
Give them all better aura buffs and access to more and better gear.

I think Raiders should have a special rule: Dais of command or Command deck etc. Aura buffs created by passengers may be measured from the hull of this vehicle.

Fits the fluff and fixes the problem we have now without GW needing to add kits. I would love mobile board and bike archons back but I doubt it will happen. I would argue this is more fluffy anyway.

Vect needs to return, again I would like the others but honestly how they managed to pull him from our book blows my mind. It's like pulling Gaz from the orks over a dropped mold.

Wych Cult:
Decrease wyches, let them advance and charge. Give them the rule the penetrating blade, attacks are ap-1 and on a 6 ap-4. Make the weapons same as now only shardnets add 1 to the no escape roll and it stacks. Bloodbrides can all have wych weapons, makes no sense that vanguard vets can take anything under the sun for combat gear but our equivalent is restricted.

Hellions make them work like swooping hawk grenade packs, allow them to roll a die per model that flies over an enemy unit, on a 4+ they take an ap -1 wound on a 6 they cause a mortal wound instead. Let them deepstrike.

Bikes: let blade vanes work like they do now as a combat weapon but also on a turn they charge each bike within 1" gets a free s4 ap -1 hit that on a 6 to wound causes an additional mortal wound. Poin t adjustment. Done

Kabalyte:

I honestly think this needs the least work. I think splinter weapons as a whole should be redesigned since poison is not something you can balance as an army mechanic. It sucks vs GEQ is meh vs MEQ and hoses monsters which makes no sense, toxins generally are most lethal to the weak. Personally I'd make splinter canons s4 and all other splinter weapons st3 and give them all shred vs non vehicles.

Shredders should be flamers or at the very least have monofiliment. Costs for gear need adjustments and I would like to see warriors being able to take specials or heavy weapons interchangeably. This nonsense where I can take a special per 5 only and then only add a heavy at 10 is stupid. We are not tactical squads we are cutthroat pirate crews.

Coven:

Wracks, point drop and a slight change to gear options. Make tools of torment and weapons of torture one fricken list. LOL. So dumb that I can't arm the 1 in 5 wracks with a weapon of torture rather then tool of torment yet the leader can take either. I don't think 3 out of 10 wracks with electro corrosive whips could be considered broken.

Groteques point drop and +1 wound. Flesh gauntlets should be one additional attack that causes a mortal wound on a 4+, on a 6 it causes d3.

Talos need a dreadnought CCW of some sort. AP-3 and 3 damage with some sort of strength mod. Chainflails should be an alternate attack like titanic feet. basically make them trade an attack for 2 attacks at strength user no AP and shred. Ichor injector should be same as flesh gauntlet only it always wounds nonvehicles on a 2+ for single mortal wound and on a 4+ causes d3.

Liquifiers I have a couple ideas. The easiest fix is to make them s4 again. But part of me wants some flavor ala ork rank hammers wear the user simply evacuates his blood bile and it causes him mortal wounds or flat death for some heinous damage output lol.

Ossefactors should cause d3 mortal wounds on the 4+ roll rather then 1.

Cronos needs to be entirely reworked. I think using them as PFP bateries would be cool. Maybe for each enemy unit destroyed within 3" he adds a further CP and definitely fix his gear.





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krayd
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 20:15

I'm not too keen on removing the PfP table, as the endgame boosts have won me games, particularly when i needed to hold crucial objectives or tie up enemy units on round 4+. The PfP table works fine as is; there is no need to replace it with strategems - especially since I'd rather that space in the codex be used for strategems that actually do something *new* instead.

As many have said before, Grots need at least 1 more wound. and Talos need a weapon with significant AP.

In order to better promote overall synergy between Drukhari subgroups, I propose that each of the main 3 HQs have 2 bubble effects - one that affects *all* drukhari models within the bubble, AND one that only affects models in their subgroup (kabal, coven, cult) within the bubble. So the bubble effects would look something like this:

Haemonculus: +1T to all coven units; All drukhari units add +1 to their PfP saves.

Succubus: All cult units get the benefit of the Succubus' drug effect in addition to their own;
All drukhari units reroll 1's to hit in close combat

Archon: all kabal units reroll 1's to hit in shooting phase; leadership bubble to all drukhari units.



The archite glaive *really* needs to be able to do more than 1 damage per hit. I'm thinking either 1D3 or 2.

Lelith and the Succubus need their A stat raised from a 4 to a 5, as them having fewer attacks than an archon makes no sense.


We need all of our missing wargear back, obviously.. either as wargear or in strategem form.
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Red Corsair
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 20:26

@krayd wrote:
I'm not too keen on removing the PfP table, as the endgame boosts have won me games, particularly when i needed to hold crucial objectives or tie up enemy units on round 4+. The PfP table works fine as is; there is no need to replace it with strategems - especially since I'd rather that space in the codex be used for strategems that actually do something *new* instead.



You failed to grasp the concept entirely though. I mean this would give you additional CP's for things like burn 2 to auto pass moral anyway. Only you wouldn't have to and could use those CP's for something better should it exist. Nobody is advocating replacing it with startegems, what we are advocating for is that stratagems will probably be a better solution 9/10 so why bother with an incremental chart you have to wait for, what if I need an objective on turn 3? Would be nice to have the extra 2 CP's from our suggestion to auto pass with the standard rulebook stratagem wouldn't it?

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krayd
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 20:51

@Red Corsair wrote:

You failed to grasp the concept entirely though. I mean this would give you additional CP's for things like burn 2 to auto pass moral anyway. Only you wouldn't have to and could use those CP's for something better should it exist. Nobody is advocating replacing it with startegems, what we are advocating for is that stratagems will probably be a better solution 9/10 so why bother with an incremental chart you have to wait for, what if I need an objective on turn 3? Would be nice to have the extra 2 CP's from our suggestion to auto pass with the standard rulebook stratagem wouldn't it?


It could work *if* the strategems themselves are significantly better than their PfP counterparts (for example, 5+ PfP save - at the worst)... and if you got 1D3 CP per unit destroyed, rather than a mere 1. I think that might balance out the fact that we would no longer simply just have a new ability each turn, armywide, that doesn't cost anything, and is usable as many times as is applicable.

However, again, as I said before, I would much rather the 2 pages or so in the codex devoted to strategems be something *new* and not a rehash of what I get already via the PfP chart.

I would also prefer that the army simply be solid on its own, and not reliant on strategems to work correctly, since the number of CPs you start with can vary a bit, depending on what detachments you bring... which is why I'd rather the armywide benefit not be tied directly to strategems.
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Mppqlmd
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 20:55

While i enjoy the idea of earning CP when you destroy a unit, and i think it fits well the DE idea of "win hard or die hard", some PFP buffs (namely, the army wide +1 to WS) are going to need VERY good stratagems to justify the remplacement.

So if we get good stratagems like rerolls to hit for entire unit, extra shooting phases/CC phases, like everyone else is getting, then the PfP rework suggestion would be interesting. But if GW gives us that and then thinks "Dark Eldars will have tons of CP, so better give them average-low stratagems, else they will get OP", then we will have traded a useful rule for CPs that will never be useful.

The Stratagem i would love to see for Dark Eldar would be a stratagem that cancels enemy stratagems for the same amount of CP. It would create a tactical edge against so many armies.

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The Shredder
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 20:58

@Mppqlmd wrote:
While i enjoy the idea of earning CP when you destroy a unit, and i think it fits well the DE idea of "win hard or die hard", some PFP buffs (namely, the army wide +1 to WS) are going to need VERY good stratagems to justify the remplacement.

So if we get good stratagems like rerolls to hit for entire unit, extra shooting phases/CC phases, like everyone else is getting, then the PfP rework suggestion would be interesting. But if GW gives us that and then thinks "Dark Eldars will have tons of CP, so better give them average-low stratagems, else they will get OP", then we will have traded a useful rule for CPs that will never be useful.

The Stratagem i would love to see for Dark Eldar would be a stratagem that cancels enemy stratagems for the same amount of CP. It would create a tactical edge against so many armies.

Well, this is all wishlisting/theorycrafting anyway, so I think we can assume that we'll also wish for good strategems. Wink
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 21:00

But can't we predict that GW will be hesitant to give awesome stratagems to an army that can generate free CPs ? For me gaining that special rule would guarantee that we get sub-par stratagems.

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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 21:51

Would there be a risk that "killing a unit generates a CP" just winds up being a worse version of the Ynnari's Strength From Death?
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 21:53

I really hope that we get some new units in the codex. I haven't been playing long, but it seems that there hasn't been much added for dark eldar for a while
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 21:56

@Burnage wrote:
Would there be a risk that "killing a unit generates a CP" just winds up being a worse version of the Ynnari's Strength From Death?

It would be quite different.
It would be worse since it wouldn't proc for your units dying, and 1 CP is worth less than 1 bonus action.
It would be better since there would no range, you wouln't have to play a close-distance list in order to benefit from it.

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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:09

@Mppqlmd wrote:
@Burnage wrote:
Would there be a risk that "killing a unit generates a CP" just winds up being a worse version of the Ynnari's Strength From Death?

It would be quite different.
It would be worse since it wouldn't proc for your units dying, and 1 CP is worth less than 1 bonus action.
It would be better since there would no range, you wouln't have to play a close-distance list in order to benefit from it.

Even so, 1 CP per destroyed unit seems pretty weak.. especially if the more useful strategems end up costing 2CP or more. Unless there are some really useful 1CP strategems (that aren't pre-game strategems), it basically amounts to 1 reroll of a die per unit destroyed that can't be used more than once per phase... which would put it among the weakest of armywide rules.
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:10

CP1  "Swift wings" all Scourge units can move, advance and fire as if they hadn't moved
CP1  "Poisoned Tongue" A unit of Kabals can Re-roll all Wounds from Splinter weapons
CP1  "Black Heart" A Trueborn unit can re-roll all misses
CP1  "Prophet of Flesh" A coven unit is -1 to wound

CP2  " +1 to roll for 1st turn and to Seize the initiative

CP3  "Master Technician" Pick 1 unit, before your first turn, that unit can "move and advance, shoot, charge and melee" this before the turn starts

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krayd
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:17

@amishprn86 wrote:
CP1  "Swift wings" all Scourge units can move, advance and fire as if they hadn't moved
CP1  "Poisoned Tongue" A unit of Kabals can Re-roll all Wounds from Splinter weapons
CP1  "Black Heart" A Trueborn unit can re-roll all misses
CP1  "Prophet of Flesh" A coven unit is -1 to wound

CP2  " +1 to roll for 1st turn and to Seize the initiative

CP3  "Master Technician" Pick 1 unit, before your first turn, that unit can "move and advance, shoot, charge and melee" this before the turn starts

Okay, this looks much better... assuming that you meant the above to not be kabal/coven specific, though you named them after specific kabals/covens

To add to that:

CP1: 'Tempest of Blades' A unit of bloodbrides rerolls all failed wounds in the fight phase.
CP1: "Dance the Razor's Edge' A unit of wyches rerolls all failed saves.
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:24

@krayd wrote:
@amishprn86 wrote:
CP1  "Swift wings" all Scourge units can move, advance and fire as if they hadn't moved
CP1  "Poisoned Tongue" A unit of Kabals can Re-roll all Wounds from Splinter weapons
CP1  "Black Heart" A Trueborn unit can re-roll all misses
CP1  "Prophet of Flesh" A coven unit is -1 to wound

CP2  " +1 to roll for 1st turn and to Seize the initiative

CP3  "Master Technician" Pick 1 unit, before your first turn, that unit can "move and advance, shoot, charge and melee" this before the turn starts

Okay, this looks much better... assuming that you meant the above to not be kabal/coven specific, though you named them after specific kabals/covens

To add to that:

CP1: 'Tempest of Blades'  A unit of bloodbrides rerolls all failed wounds in the fight phase.
CP1: "Dance the Razor's Edge'  A unit of wyches rerolls all failed saves.

Smile  When i 1st read this topic i was hoping for more people to post like this.

PS: Can we get an Upvote system? (dont need down votes) but might be neat to have a system with upvotes for things many people like.

Have any ideas for beasts? fun but unique ones?

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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:30

Quote :
Have any ideas for beasts? fun but unique ones?

I've always wanted to see a "Beast" that was just a captured gang of space marines. If I remember correctly, something like that mentioned in the fluff, and the look on some of the more...zealous of my Marine friends would be priceless.

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