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WS0007
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:03

Not sure how to feel about true borns being gone, I was hoping for a 5th edition type trueborn unit that allowed shard carbines, splinter pistol and CC weapon and a mix of special and heavy weapons. If this rumor turns out to be true I will still get the codex but it will not be a priority to build them unless it just rocks. True born are heavy in the little bit of fluff we do have and it would just be a shame to lose em! Neutral
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krayd
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:15

@WS0007 wrote:
Not sure how to feel about true borns being gone, I was hoping for a 5th edition type trueborn unit that allowed shard carbines, splinter pistol and CC weapon and a mix of special and heavy weapons.  If this rumor turns out to be true I will still get the codex but it will not be a priority to build them unless it just rocks. True born are heavy in the little bit of fluff we do have and it would just be a shame to lose em! Neutral

But really, when you break it all down, trueborn are just warriors.. but from wealthy families.

I'm more concerned about kabal/coven/cult synergy.

However, if the rumor about trueborn and bloodbrides is true, I'm hoping that the Syren and Dracon have been made into a cheap HQ choice, along with the haemy/haemy ancient distinction put back in. That way, it should be a very simple matter to incorporate different DE sub-factions into one army, by taking a supporting detachment of coven/cult/kabal with a cheap HQ, and not lose any faction traits.
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WS0007
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:20

Maybe but if they removed the trueborn due to lack of models then I would not expect the Dracon or Syren to be there either unless we are getting models for them
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krayd
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:25

@WS0007 wrote:
Maybe but if they removed the trueborn due to lack of models then I would not expect the Dracon or Syren to be there either unless we are getting models for them

Except that the whole 'lack of models' thing isn't consistently practiced at all. There are still Imperial Guard Vets, and some of the codices have new datasheet entries that are just variations or conversions of existing models (like the Grey Knights' dreadknight HQ). I could see them nixing trueborn/bloodbrides not necessarily from lack of models, but more because they might be redundant, particularly if they've upped the number of special weapons in a warrior squad, or upped the number of base attacks that wyches get.
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Drazar
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:44

i follow them since a year, and they are reliable, even if they don't seem like it in this video. They have become a reference in France for 40k. They also mention that you have a stratagem that you can go back in your vehicule.
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Archon_91
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:51

Well I'll just have to come up with a reason for why my nicely painted and weaponized Trueborn are suddenly really flashy standard troops if they are dropped ... But u don't really think they will be as that leaves us with very very few faction elites and if they are going to break them into <kabal><cult><coven> then I don't see a real reason to drop them ... Unless they in just one elite per faction Grots for coven, Beast masters for cult, and Court for kabal, which leaves two factionless elites, Incubi and mandrakes ... If that's the case ... We basically only get one elite choice per faction, to keep the faction rules and have to then take a separate vangaurd detachment to bring in mandrakes and Incubi ... Which still feels to be a bit lacking in the elites catagory


Last edited by Archon_91 on Fri Mar 16 2018, 14:56; edited 1 time in total
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krayd
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:56

@Archon_91 wrote:
Well I'll just have to come up with a reason for my nicely painted and weaponized Trueborn are suddenly really flashy standard troops if they are dropped ... But u don't really think they will be as that leaves us with very very few faction elites and if they are going to break them into <kabal><cult><coven> then I don't see a real reason to drop them ... Unless they in just one elite per faction Grots for coven, Beast masters for cult, and Court for kabal, which leaves two factionless elites, Incubi and mandrakes ... If that's the case ... We basically only get one elite choice per faction, to keep the faction rules and have to then take a separate vangaurd detachment to bring in mandrakes and Incubi ... Which still feels to be a bit lacking in the elites catagory

It's also possible that trueborn simply weren't in the beta-test rulebook, but added later for some reason.
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Bad-baden-baden
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 14:58

@Archon_91 wrote:
Well I'll just have to come up with a reason for my nicely painted and weaponized Trueborn are suddenly really flashy standard troops if they are dropped ... But u don't really think they will be as that leaves us with very very few faction elites and if they are going to break them into <kabal><cult><coven> then I don't see a real reason to drop them ... Unless they in just one elite per faction Grots for coven, Beast masters for cult, and Court for kabal, which leaves two factionless elites, Incubi and mandrakes ... If that's the case ... We basically only get one elite choice per faction, to keep the faction rules and have to then take a separate vangaurd detachment to bring in mandrakes and Incubi ... Which still feels to be a bit lacking in the elites catagory

I usually play at around 1500 points. I can't see how you can feasably bring all three elements of the Dark Eldar if you're forced to bring separate detachments. Between being forced to take an additional (4th) HQ, the complete lack of Coven units, and the extra troop tax, it means that I won't be able to run some of my favorite units and we'll be left with a pretty poor unit variety.
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amishprn86
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:06

I dont think we will be force to take different detachments, im 100% sure there will be some that works with all sub-factions, but if you take all kabals then you get kabal only buffs, same way for Coven and Wych.

I can see 3 Army wide ones and 1 of each type (Kabal, Wych, Coven), for our 6 types.

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krayd
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:07

@Bad-baden-baden wrote:
@Archon_91 wrote:

I usually play at around 1500 points. I can't see how you can feasably bring all three elements of the Dark Eldar if you're forced to bring separate detachments. Between being forced to take an additional (4th) HQ, the complete lack of Coven units, and the extra troop tax, it means that I won't be able to run some of my favorite units and we'll be left with a pretty poor unit variety.

If they make cheaper HQ options available for each group, then it's easy.
1 cheap HQ + 1 Troop choice = Patrol Detachment.
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RedRegicide
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:08

Yeah what’s up with scripts, guard and veteran all being the same model but we can’t have true born

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amishprn86
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:15

@RedRegicide wrote:
Yeah what’s up with scripts, guard and veteran all being the same model but we can’t have true born

Remember these are rumors based on beta rules.

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dumpeal
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:36

They only says trueborn doesn't have a specific dataslate. It may simply mean "trueborn" is an upgrade available in the "kabalite warrior" entry. Changing it to elite, but not a separate dataslate.
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Mppqlmd
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:36

We could as well receive official models for trueborns.
What will be stronger : GW's lust for sales, or their total lack of interest for Dark Eldar ?

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TeenageAngst
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:40

My two cents on this is pretty much "eh yeah that's about right". Some units will be fixed, some won't, some will be much, much worse and overall GW doesn't have any idea what the hell they're doing with our faction. HOWEVER, if past experience has taught me anything it is that whenever GW attempts to make complicated factions they inevitably open them up to exploitation through poorly thought out design choices. Just like bringing an Eldar detachment opens up the stratagems of EVERY Craftworld, I'm willing to bet bringing a single Wych Cult detachment will let you run a smorgasbord of Dark Eldar units with stratagems of every variety affecting everyone.

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Ming the Merciless
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:54

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dumpeal
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 15:57

For the people at work, who can't access youtube, what is your link?
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Colonel Cabbage
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 16:18

@dumpeal wrote:
For the people at work, who can't access youtube, what is your link?

6 second clip named "I smell bullshit".
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Dalakh
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 17:10

@FuelDrop
Good point about the +2" drug, the way he was talking about reavers (possible uses), it's very possible he was taking that into account. Reaver may very well still be 16" move. All that was said word for word is that they can, all things accounted for, reach 28" inches just with a snake eye charge. 18" base seems overly generous from GW for some reason, considering they already have the 8" advance.

Also I feel I should point out one of them (on the right) seemed really excited for Coven in general (rule wise, it seemed) and ordered 5 Grotesque and a few Talos/Cronos to start an army. The Talos/Cronos was supposedly "better than the index" but no precision if it's cost or stats or what. Make what you will of it, personally I have no idea what to expect there.

Also to someone asking what models to buy in the chat they said "you can buy anything the mini range is not evolving" (not sure how they would have a insight on that though).
Regarding hope of trueborn figs someone mentioned.

I'm really shocked about the Trueborn removal personally, it's not like the faction is absolutely choked full of options already, I really feel like veteran-tier kabalite had a place in the army and not redundant (contrary to BB perhaps). If that's true and they don't increase basic kabalites options like you guys suggested it's really a big slap in the face.

Now I feel like I should point out they only said anything about the trueborn removed, extending that to BB, even though it makes sense, is just further speculation.

I'm worried for Scourges and Incubi, being my favorite units, being a tax for your faction trait. I hoped there would have been exceptions like you see for Fabius Bile or Phoenix Lords for instance not deleting your faction bonus.

Also the comparison to daemons made me doubt if we would see either one generic trait each for all kabals, all covens and all cults like a locus or like a 2/2/2 (just random numbers) more classic faction traits like most other codex. I hope the latter to at least get one choice for each "subfaction".

I just wanted to make clear I never said I thought the codex was good. They did. I don't know anything more than the small things I wrote in OP and here and it doesn't sound too amazing, tbh.

PS: I totally understand some of you guys doubts (not trying to convince anyone btw, just sharing), especially if you can't understand french. I would also be wary of someone I've never seen before just randomly dropping info out of nowhere. I've been lurking here lately trying to find army list advice and colour scheme inspiration for my future army and I thought you'd be interested.
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TeenageAngst
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 17:39

I'm reminded of the French Revolution when defeated Frenchmen tried to commit as much mischief as possible against German invaders so they might liberate their country. Except instead of Nazis it's GW and instead of a country it's beta rules for a game of tiny plastic spacemen.

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Bad-baden-baden
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 17:42

@TeenageAngst wrote:
I'm reminded of the French Revolution when defeated Frenchmen tried to commit as much mischief as possible against German invaders so they might liberate their country. Except instead of Nazis it's GW and instead of a country it's beta rules for a game of tiny plastic spacemen.


Some interesting history you have Very Happy

I agree with the sentiments, but you should perhaps refresh your historical events!
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Dalakh
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 17:54

@TeenageAngst wrote:
I'm reminded of the French Revolution when defeated Frenchmen tried to commit as much mischief as possible against German invaders so they might liberate their country. Except instead of Nazis it's GW and instead of a country it's beta rules for a game of tiny plastic spacemen.

Wat ??? scratch
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Bad-baden-baden
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 17:57

@Dalakh wrote:
@TeenageAngst wrote:
I'm reminded of the French Revolution when defeated Frenchmen tried to commit as much mischief as possible against German invaders so they might liberate their country. Except instead of Nazis it's GW and instead of a country it's beta rules for a game of tiny plastic spacemen.

Wat ??? scratch


He's confusing the French revolution with the collaboration government of Vichy France.
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Dalakh
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 17:58

@Bad-baden-baden wrote:
@Dalakh wrote:
@TeenageAngst wrote:
I'm reminded of the French Revolution when defeated Frenchmen tried to commit as much mischief as possible against German invaders so they might liberate their country. Except instead of Nazis it's GW and instead of a country it's beta rules for a game of tiny plastic spacemen.

Wat ??? scratch


He's confusing the French revolution with the collaboration government of Vichy France.
Yeah that much is clear Smile , I'm more confused by what he's actually trying to say.
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Bad-baden-baden
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PostSubject: Re: v8 Codex tidbits   Fri Mar 16 2018, 18:03

@Dalakh wrote:
@Bad-baden-baden wrote:
@Dalakh wrote:
@TeenageAngst wrote:
I'm reminded of the French Revolution when defeated Frenchmen tried to commit as much mischief as possible against German invaders so they might liberate their country. Except instead of Nazis it's GW and instead of a country it's beta rules for a game of tiny plastic spacemen.

Wat ??? scratch


He's confusing the French revolution with the collaboration government of Vichy France.
Yeah that much is clear Smile , I'm more confused by what he's actually trying to say.

On second reading in a tad more confused. My understanding is that he is saying GW is causing a bunch of mischief with by releasing beta rules, which causes a lot of salt in the communities? Or perhaps the opposite? Or perhaps neither?
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