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 Trying to understand Drukhari

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amishprn86
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 17:13

@Mppqlmd wrote:
Hit and run is absolutly useless on hellions.

If you charge with them, you have 2 scenarios : either you wreck your enemy in your first swing, and then Hit and Run becomes irrelevant, or you fail to kill your enemy, you lose 80% of your hellions, and hit and run becomes... irrelevant.

The part of the problem with DE, they dont understand what rules units actually need. Sad

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Dizzie
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 19:38


i actually played with the flip side of that in my head, you could do enough damage leave a few standing, enough for morale, get a round of protection from shooting in opponents turn due to being in HTH, then hit and run and ignore the remainder, .
Though there's nothing to stop your opponent from fleeing anyway so you get shot, the end result is always you get shot with hellions. Such a derp rule, no practical use what so ever.
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amishprn86
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 19:57

They need to remove Hit and Run from them and make them cost 11pts, a unit of 20 that can DS and Re-roll charges would see play at 220pts


Getting back on Topic, Yes DE is about spamming lots of DL's, take your pick how honestly, having some poison is needed b.c range AI is our weakness spot but its also easy to get. Mandrakes are good and fun at the same time as well, they help fill AI slot and can be useful for many things.

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Last edited by amishprn86 on Fri Dec 22 2017, 20:57; edited 1 time in total
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wormfromhell
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 20:55

@amishprn86 wrote:
They need to remove Hit and Run from them and make them cost 11pts, a unit of 20 that can DS and Re-roll charges would see play at 220pts

after all, they are inexpensive gangers, not trained soldiers.

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amishprn86
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 20:57

@wormfromhell wrote:
@amishprn86 wrote:
They need to remove Hit and Run from them and make them cost 11pts, a unit of 20 that can DS and Re-roll charges would see play at 220pts

after all, they are inexpensive gangers, not trained soldiers.

Good point

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FuelDrop
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 21:49

I say Hellions should be able to advance, shoot, and charge in the same turn. They should be fast, since they are frail and don't hit that hard.
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dumpeal
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 22:12

As I see hellions, they should be an harass unit that cripple the ennemy, without doing real damage. Their purpose on the battlefield is not to kill ennemies. Kabalites are there for that. They should fly everywhere, disrupt orders, bring chaos and fear. But they don't have any tools to do that. And honestly, with the rules of 8th edition, I struggle on how we could give them those kind of rules.
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FuelDrop
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PostSubject: Re: Trying to understand Drukhari   Fri Dec 22 2017, 22:43

@dumpeal wrote:
As I see hellions, they should be an harass unit that cripple the ennemy, without doing real damage. Their purpose on the battlefield is not to kill ennemies. Kabalites are there for that. They should fly everywhere, disrupt orders, bring chaos and fear. But they don't have any tools to do that. And honestly, with the rules of 8th edition, I struggle on how we could give them those kind of rules.

Agreed. They are a terror weapon, ideal for harassment. They are street gangs, not special forces!

I think give them a jink save (-1 to hit them with shooting, +1 to armour saves against ranged attacks), and switch out the 2 damage on their weapons for an extra attack is a good start. I see them as horde breakers, sewing terror and confusion in the ranks of a large mob, rather than elite killers.

I would also suggest that maybe make them inflict double leadership effects for melee kills on a turn in which they charge. Maybe even give them a dodge save like Wyches.
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Burnage
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PostSubject: Re: Trying to understand Drukhari   Sat Dec 23 2017, 04:40

-1 to hit is the big thing that I'm hoping Hellions get in our Codex. They don't have the toughness of bikers, they can't ride in transports. Being harder to hit would be the fluffy way of giving them the capability to actually make it into combat range.
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DOGGED
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PostSubject: Re: Trying to understand Drukhari   Sat Dec 23 2017, 15:45

Hellions could have a "passing" HtH attack so they can actually move, shoot and fight without being stuck into HtH combat. Like Swooping Hawks with their grenades, but not so:

- No points reduction.
- Able to shoot then make a passing by HtH attack on the unit they shot at.
- Such an attack would be resolved with an Attack value = 1.
- The movement for the passing by attack would be like that of a charge, but as if a 6 was the result on both dice.
- The passing by attack couldn't end within 1" of any enemy model.

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amishprn86
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PostSubject: Re: Trying to understand Drukhari   Sat Dec 23 2017, 16:05

@DOGGED wrote:
Hellions could have a "passing" HtH attack so they can actually move, shoot and fight without being stuck into HtH combat. Like Swooping Hawks with their grenades, but not so:

- No points reduction.
- Able to shoot then make a passing by HtH attack on the unit they shot at.
- Such an attack would be resolved with an Attack value = 1.
- The movement for the passing by attack would be like that of a charge, but as if a 6 was the result on both dice.
- The passing by attack couldn't end within 1" of any enemy model.

Reavers need drive bys, not hellions, Hellions need to be in CC.

Hellions should be like Assault marines for us, they are Wyches with dbl movement that should be able to DS, just IMO.

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Mppqlmd
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PostSubject: Re: Trying to understand Drukhari   Sat Dec 23 2017, 23:36

Hellions could have a fly-by ability with an utility value : the stunclaw.

Stun claw "When they fly over an enemy HQ, roll-off. If you succeed, the HQ has to be moved within 1" of the arrival position of the Hellions, and is now engaged in combat with them".

These would be CC snipers, and it would finally give their D2 a purpose. If you ran squads of 5, it would be quite cheap and you could attempt this multiple times per turn, having thus a good chance of exposing that pesky Ork Painboy to 11 S5/16 S4 attacks that deal 2 damage Smile

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