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amishprn86
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:37

http://wh40k.lexicanum.com/wiki/Beastmaster

Im making Hellspiders instead of Khymeras, i had the Goblin Riders, a small bit of green stuff and black/red/silver.

The Megasaur, im going to use the Cold ones from The Lizardmen and make a few more Claw Fiends

I like them better Smile

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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 22:42

CP 2 "the hunt begins" : pick a beast master and a unit of beasts within 6" of the beast master, before the start of the first turn (but after deployment) the selected units may make a full move towards the nearest visible enemy unit (if the opponent has similar abilities like vanguard roll off to see who goes first)

CP 2 "Bloodied frenzy" choose a unit of beasts that has charged this turn. These beasts have succumbed to their bloodlust. After the units initial combat phase it may immediately attack again.

CP 3 "Feast of flesh" use after a beast unit has finished it's combat phase. For each enemy model slay in the combat phase roll a D6 on a 4+ the beast unit recovers a wound lost earlier in combat (this can bring models back but cannot increase the unit size above it's starting model and wound count).

Not sure if these are good or not but ... Wish listing!
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amishprn86
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 23:02

Oh

Cp1 "Beastly enhance" A beast unit gains Combat Drugs
CP1 "Whip into submission" beast within 6" of the Beastmaster dont take morals this turn

CP2 "Hunger Stricken" Pick a beast unit, when it rolls to wound, on a 4+ it gains a wound back

CP3 "Over Adapted" Once per game, pick a beast unit, that unit instead causes mortals wounds

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Mikoneo
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 23:04

Would personally like beasts to have easily obtainable models before they become a focus area. Too much finecast in our units
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Sarkesian
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 23:12

2 new boxed set ideas:

Court of the Archon - comes with 1 Sslyth, 1 Medusae, 1 Lhamean, 1 Urghul
Beast Pack - 1 Beast Master, 1 Clawed fiend, 2 Khaemaera, 2 RWF

All in plastic!
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amishprn86
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PostSubject: Re: DE Codex Wishlisting   Wed Sep 13 2017, 23:16

The birds can be a 5 box of plastic for 30$
Claw fiends 2 for 30$

These are based off of other units/aos/40k and is within reason.

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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 05:41

@Sarkesian wrote:
2 new boxed set ideas:

Court of the Archon - comes with 1 Sslyth, 1 Medusae, 1 Lhamean, 1 Urghul
Beast Pack - 1 Beast Master, 1 Clawed fiend, 2 Khaemaera, 2 RWF

All in plastic!

I would love that, but that would need a serious rework for the Court rules, or else everyone will end up with Urghul and lhamean that noone wants to play.

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Dark Elf Dave
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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 09:55

Following the trend on current codex releases, there seems to be a lot of minor characters the give buffs. Death Guard for example having some new, very unique characters, giving unique buffs.

What ideas have you all got about the sort of unique characters we could have in our army? These are not your HQ slot, these are elite units that are taken to buff your other units.

Things like a Haemy assistant (like an apothecary) that gives a +1 to the FnP roll of models within 6"

What about a master of poison who gives a buff to poison shots like +1 or re-roll 1's to wound....a bit like the new Death Guard character that buffs the effectiveness of grenades which is a very cool idea.
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Burnage
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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 10:47

@Dark Elf Dave wrote:
What about a master of poison who gives a buff to poison shots like +1 or re-roll 1's to wound....a bit like the new Death Guard character that buffs the effectiveness of grenades which is a very cool idea.

This would be a nice buff for the Lhamaean. I wouldn't actually mind the Court units getting more utility - the Sslyth already has the bodyguard rule, maybe the Medusae could give a Leadership debuff and the Ur-Ghul could have something close-combat related.
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Dark Elf Dave
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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 11:51

@Burnage wrote:
@Dark Elf Dave wrote:
What about a master of poison who gives a buff to poison shots like +1 or re-roll 1's to wound....a bit like the new Death Guard character that buffs the effectiveness of grenades which is a very cool idea.

This would be a nice buff for the Lhamaean. I wouldn't actually mind the Court units getting more utility - the Sslyth already has the bodyguard rule, maybe the Medusae could give a Leadership debuff and the Ur-Ghul could have something close-combat related.

I'm sure this won't go down well people but I am not a fan of the Court of the Archon. I get the fluff idea around it, can't trust other devious back stabbing Dark Eldar to protect you. Can lead them to war and certain death for sure...but they can't actually trust them. I think this is one of my least fav fluff ideas. I preferred it when it was the role of the Incubi to protect the Archon.

Lhamaean is cool, I like the mini as well. It is the Sslyth I have always had a problem with...be better if they were just a CC unit. Ur-Ghul as well I would be happy for that to move into the beasts area rather than the Court area.
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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 19:48

I love the fluff of the Court. It's not really about bodyguards (only Sslyths are). It's about the Archon almost being a Monarch, and bringing his retinue with him everywhere. It's about being fancy.
When a fancy warlord goes to battle, he brings his Bodyguards (sslyths), his private courtesan (Lhamean), his weird alien jester (Medusa) and his crazy little pet (Urghul).
It really makes you feel like a mafia boss Very Happy

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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 19:50

Send that to GW, maybe they will change the rules. B.c as or right now i HATE the rules for court.

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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 21:01

I could actually see the lhamean being the archons personal assassin ... As a mistress of poison she would have a wide variety of methods and means to deliver such poison and an equally wide variety of poisons themselves. As for the urghul I see it's usefulness only as a separate deterrent from attack then Sslyth ... A beast that should be more Savage then a clawed fiend, as it guards an archon, but should be creepier as well ... Honestly I would use the vampire counts Varghiests as urghul as they look a bit closer to what i imagine an urghul to look like ... A bat-like creature that lurks in the shadows watching over it's master waiting to strike the next victim foolish enough to strike at the archon. And the Sslyth ... Honestly I think it's good where it is ... But needs a points drop ...
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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 21:36

I would like to sharpen the profile of the army for the next codex: "Stats like a horde army, weapons like an elite army". I don't mind an expensive price on a T3 model, as long as they have the firepower to compensate.

We already have brilliant mechanized choices and I would like to improve the special weapons on our infantry and monster models. 2x special weapons on all Troops and better special weapons all around. Improved Heat-Lances, Liquifier, Hexrifles, Shredders, Blasters, Haywire Blasters etc.

We are not lacking the tools to deal with everything, they are simply not worth taking in their current form.

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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 22:52

I want the Archon to have more options. I mean at present he is humiliatingly inflexible for a generic lord. Is it really so much to ask that he has all the Kabal weapon options? is a Shredder with BS 2+ really THAT op? Not that I would use it because shredders are crap, but having the option would be really nice.

our HQ slot is loaded with SO MUCH MELEE, we could really use the ability to outfit the Archon to be a decent shooty lord should we wish for such an option.

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krayd
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PostSubject: Re: DE Codex Wishlisting   Thu Sep 14 2017, 23:05

@FuelDrop wrote:
I want the Archon to have more options. I mean at present he is humiliatingly inflexible for a generic lord. Is it really so much to ask that he has all the Kabal weapon options? is a Shredder with BS 2+ really THAT op? Not that I would use it because shredders are crap, but having the option would be really nice.

our HQ slot is loaded with SO MUCH MELEE, we could really use the ability to outfit the Archon to be a decent shooty lord should we wish for such an option.

Though it's pretty much all subpar melee.

Huskblade needs a little something extra. Archite Glaive, at the very least, needs to dish out more damage.
Archon should have the electrocorrosive whip and venom blade as options.
Archon should get combat drugs as an option.

Wargear items like the soul trap and animus vitae need to return.
Ghostplate armor as an option might be nice (if it's not too costly).
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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 00:02

@krayd wrote:
@FuelDrop wrote:
I want the Archon to have more options. I mean at present he is humiliatingly inflexible for a generic lord. Is it really so much to ask that he has all the Kabal weapon options? is a Shredder with BS 2+ really THAT op? Not that I would use it because shredders are crap, but having the option would be really nice.

our HQ slot is loaded with SO MUCH MELEE, we could really use the ability to outfit the Archon to be a decent shooty lord should we wish for such an option.

Though it's pretty much all subpar melee.

Huskblade needs a little something extra. Archite Glaive, at the very least, needs to dish out more damage.
Archon should have the electrocorrosive whip and venom blade as options.
Archon should get combat drugs as an option.

Wargear items like the soul trap and animus vitae need to return.
Ghostplate armor as an option might be nice (if it's not too costly).

Yeah, not going to argue that our melee HQs are sub par. it's just that our ranged HQs are almost nonexistent, for no readily apparent reason.

Personally, I think make the Husk Blade deal a mortal wound with every hit in addition to all the other stuff, because even being touched by that thing is deadly.

The Glaive should have two options, like before. 1-handed it should be +1 Strength, AP -2, 1 damage, +1 attack.
2 handed should be +2 strength, AP -3, D3 Damage, wielder cannot alternate between weapons this fight phase.
In neither instance should there be a to hit penalty.

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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 12:59

We desperately need models that address Psychic.
I don't want Psykers, per se. But something that denies the witch, maybe even reliably, isn't asking for much. Otherwise we are fodder for psyker heavy lists.
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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 15:14

@nerdelemental wrote:
We desperately need models that address Psychic.
I don't want Psykers, per se. But something that denies the witch, maybe even reliably, isn't asking for much. Otherwise we are fodder for psyker heavy lists.

Agreed. Maybe give Phantasm Grenade Launchers a lockdown effect on psychers, like a -1 to manifest powers per hit until next DE turn?

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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 16:27

@nerdelemental wrote:
We desperately need models that address Psychic.
I don't want Psykers, per se. But something that denies the witch, maybe even reliably, isn't asking for much. Otherwise we are fodder for psyker heavy lists.

Have you already played a Double-haemy composition against Grey Knights ? Twisted Evil

"You get mortal wounds, you get mortal wounds ! Everybody gets mortal wounds !"

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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 21:53

The only problem I see with having the Phantasm grenade launcher be our "anti-psycher" is that aside from Zeench, Grey Knights, warlocks, and maybe a couple things I don't know about psychers are characters so most of the time they can't be targeted by the PGL until later in the game when they don't have as many units ... By that time they will have done more then enough to earn their points and a mere -1 to their ability isn't going to mean all that much. And while haemies are nice against a psychers heavy list which almost guarantees the crucible will get some use it doesn't really work that great against a couple of elite psychers and only does D3 mortal wounds once per battle ... And a not very reliably ... So we either need a better piece of wargear that let's us deny or because a lot of the dark eldar have left to join Ynnead, psychers on the dark city might become a bit more common as a defence against the ynnari psychers. I would personally like DE psychers that focus their psychic energy into causing all kinds of mayhem to the enemy and instead of powers to buff the true kin ... They would have debuffing and possibly vampiric psychic powers. Like
WC: 6 Fear made Manifest "select an enemy unit within 24" of the psycher that unit rolls two dice in the moral phase instead of one until the start of the next DE psychic phase"
WC: 5 "Poison the Mind" aura, enemy units within 18" of the psycher suffer -1 to their leadership.
WC: 6 "Ensnared Senses" pick a unit within 18" of the psycher subtract 1 from that units to hit rolls for both shooting and fight hits.
WC: 8 "Paranoid Puppets". Targets the closets unit within line of sight of the psycher (can target a unit on combat). Roll a D6
1-2: nothing happens
3-5: the target unit immediately makes one close combat attack against itself for every model in the unit using each models close combat weapon.
6: the target unit immediately takes a full combat phase against itself applying any bonuses the unit would have gained from charging.
WC: 8 "Fear the Shadows" Target a unit within 18" of the psycher that unit immediately shoots the closet unit (friend or for).

WC: 10 "The Reaping" Roll 3 D6 when trying to manifest this power ... If failed or if any doubles are rolled the psycher suffers perils of the warp. Roll a D6 for every enemy model within 6" of the psycher on a roll of a 4+ the model suffers a mortal wound, on a 6 cause D3 mortal wounds. For each mortal wound suffered the psycher regains a wound lost earlier in battle (cannot gain more then it's starting wounds).
I'd be happy with even one of these ... But I also understand the archon on here that don't want psychic powers for the true kin. But we all agree we need something ...
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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 21:57

Quote :
the crucible will get some use it doesn't really work that great against a couple of elite psychers and only does D3 mortal wounds once per battle ... And a not very reliably ...

It's free ! It's free ! You can't complain about something free !

Also, did i mention it's free ?

Seriously, the look on your Grey Knight friend's face when he asked : "Okay, i got tabled because of that stupid item. Now how much does it cost ?" and you answer "It's FREEEEE" !

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PostSubject: Re: DE Codex Wishlisting   Fri Sep 15 2017, 22:24

We do need some more Anti-Psyker but the CoM is fine as it.

I would rather have an Artifact, like a Helm, that gives 1 Character 2 Deny the Witch Roles with a +1 to the dice, make it like 20-25pts. This will give us something more fluffy.

Or just a cool Coven "upgrade" to Coven units that gives them a 6" Deny the Witch test and +1 against Smite.

Again a bit more fluffy Smile

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PostSubject: Re: DE Codex Wishlisting   Sat Sep 16 2017, 00:55

Idea:

Bring back Trophy Racks for Raiders/Ravagers. Give them a 12" bubble of +1 leadership to DE, -1 leadership for enemies (stacking to a max -3), and -1 on enemy psychic checks (max -3), due to the psychic turmoil from the tortured, not entirely dead victims.

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PostSubject: Re: DE Codex Wishlisting   Tue Sep 19 2017, 11:23

Warriors could use the option to have two special weapons in a squad of 5 or a special weapon and a heavy weapon and if their a squad of ten just give other weapon option as True born can take 4 special and 2 heavy if I remember right and also give warriors grenades and true born a DE version of krak along with their normal grenades.
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