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ligolski
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PostSubject: Re: New White Dwarf and additional tidbits   Wed Mar 28 2018, 23:38

I missed the French rumors...will have to go find those. These seem all very reasonable and exciting as a whole! As a basic troop unit I don't expect crazy output in terms of ap or damage from wyches, just a lot of attacks! Archons having a reroll 1s aura is solid in that it gives you MORE options...the more I have the happier I am.

Trueborn and Bloodbrides disappearing makes complete sense in that they have 0 actual kits with that name on them. That would fit with current GW M.O.

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Lord Asvaldir
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PostSubject: Re: New White Dwarf and additional tidbits   Wed Mar 28 2018, 23:47

I could definitely get behind 10pts 5 attacks wyches. I've always tried to use them as t3 horde removal, which works kinda meh right now, but 5 attacks is a real tasty output, I'd definetly be happy with getting that many from drugs/weapons/obsession. However, if the rumors are true about the other obsessions, it's gonna be a hard choice..potential for s6 hellions, or advance+charge hellions and reavers, is real nifty. Of course I suppose the beauty is we don't have to pick, patrol detachment of wyches and outride detachment of reavers/hellions. I'll wait until tomorrow though to see if those really are the traits.

I'd be a little peeved if trueborn are gone only because I made 8 blasterborn, but if they do end up going I suppose it won't be the end of the world, just will probably end up replacing a few weapons. Especially if kabalites gets more special weapons, trueborn would really become redundant.

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The Shredder
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PostSubject: Re: New White Dwarf and additional tidbits   Wed Mar 28 2018, 23:59

@Silverglade wrote:

There will be 3 wych Obsessions.   One for +1 attack, one for +1 STR and one for advance+ charge

The strength one looks like the best choice. Certainly better than +1A.

Advance and charge might be useful if you want to try them without transports though I'm not sure how well that would work.

@Silverglade wrote:

Wyches get an additional attack from the index version

Now that is interesting.

@Silverglade wrote:

Incubi have a new rule that if someone exactly passes their morale test within 6" of the incubi, they fail the test and a model flees (so basically -1LD for morale tests)

Meh.

@Silverglade wrote:

Archons now let Kabalites re-roll 1's to hit.

If Archons have access to wings/skyboard/jetbike then that's awsome.

If not, bleh.

(Not saying it isn't improvement, but it only fixes half the problem.)

@Silverglade wrote:

Soul trap is back.

Do we know if it's a standard item or an artefact?

@Silverglade wrote:

Kabalites can take more special weapons than they used to.

cheers

Thanks for posting this, by the way. Smile


@Mppqlmd wrote:
So we have a 10pts troop with 5 base attacks on WS2+ ? (2 base + trait + drug + weapon)

We finally have anti-Geq.

Just to nitpick, but I don't think you can really count the +!A from drugs as being 'base'. Not when you can only give that bonus to a single unit and then have to choose something else.

Regardless, wyches are actually looking pretty decent.
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Ubernoob1
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:18

Umm...why do people keep saying wyches are 10 points? Are we assuming they will go up, or have I missed something? Because they are not 10 points right now...

Also I have to wonder if the combat drugs are staying the same. The first two of those wych cult traits are the 2 most popular combat drug choices, and someone somewhere here hinted about seeing the combined effects of the traits and the combat drug rules as if there is more to them than just a bonus to an attribute. Plus if we do keep the current drugs then one could quite easily take the +1 strength drug, and +1 attack trait for one squad and the reverse of +1 attack drug and +1 strength trait for a second they'd be identical without having really lost anything and gaining access to both wych cults for relics, warlord traits and/or stratagems. Now that may be intentionally done, but it doesn't quite feel like it fits the style of the faction traits thus far. But maybe that's just me...
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Lord Asvaldir
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:23

I hear what you're saying, s5 wyches does sounds like a bit high for them, and it's certainly possible if the +1 strength obsession is true. That being said I don't see why they would change combat drugs, they are solid as is right now and probably the best they've been in awhile. Don't see the need to change them.

I don't think wyches will go up, the 9pts they are now is reasonable if the stat boost is true.

@ the shredder: good point about the archon aura. Trouble is unless GW lets auras work out of open topped transports, which I think they should but doubt they will, any aura is going to stay meh for our army. Not the end of the world I suppose but yes it would be nice for the archon to have an ability he can use while in a transport.

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HERO
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:23

Calling it right now boys, ahead of the big Wych reveal:

Wyches will now have a 5++ base and 4++ in CC.  I except Succubus to be 4++, 3++ in CC.  Or else, I will continue to never use them Smile

Also expect to see Succubus with at least 6 attacks IMO.

As for Kabals taking more special weapons than they're used to, I'm excited to fit double Blaster 5x Warriors in a Venom, or 4x Blasters in a Raider.

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Lord Asvaldir
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:24

I could see that happening, but I'll probably still use at least one unit of wyches even if they don't have an invul save outside of combat. It will be enough for me if they become a solid cc unit with loads of attacks.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:33

@Lord Asvaldir wrote:
I hear what you're saying, s5 wyches does sounds like a bit high for them, and it's certainly possible if the +1 strength obsession is true. That being said I don't see why they would change combat drugs, they are solid as is right now and probably the best they've been in awhile. Don't see the need to change them.

Now I don't mean to say change as in get weaker, but like...why +1 strength when you can get reroll to wound? Instead of +1 toughness perhaps +1 to saves? I don't know, just curious if they'll change from attributes to actual special abilities.

@HERO wrote:
As for Kabals taking more special weapons than they're used to, I'm excited to fit double Blaster 5x Warriors in a Venom, or 4x Blasters in a Raider.

My guess is it'll be 1 weapon per 5, rather than the current 1...and 1 more at 20. The kabal article around the blaster profile reveal says "You’ll get the most out of your Kabal of the Flayed Skull by mounting multiple small units of Kabalite Warriors in Venoms armed with a blaster per unit."

And while it isn't a crazy amount more, being able to take 2 blasters and say a reduced price or improved splinter cannon in a Flayed Skull raider?
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TeenageAngst
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:37

Those bonuses are so basic they should have numbers before them. I was hoping for some real fire since GW is betting the farm on them being desirable.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:47

Quote :
@HERO wrote:
As for Kabals taking more special weapons than they're used to, I'm excited to fit double Blaster 5x Warriors in a Venom, or 4x Blasters in a Raider.

My guess is it'll be 1 weapon per 5, rather than the current 1...and 1 more at 20. The kabal article around the blaster profile reveal says "You’ll get the most out of your Kabal of the Flayed Skull by mounting multiple small units of Kabalite Warriors in Venoms armed with a blaster per unit."

And while it isn't a crazy amount more, being able to take 2 blasters and say a reduced price or improved splinter cannon in a Flayed Skull raider?

... I'm confused, that's exactly the same number that we can take right now.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:48

Remember, even if Trueborn get the axe you can still bring them through the Index. All you lose is a price decrease. A minor problem for 5 damage 6 Blasters, honestly.
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 00:50

@HERO wrote:
Quote :
@HERO wrote:
As for Kabals taking more special weapons than they're used to, I'm excited to fit double Blaster 5x Warriors in a Venom, or 4x Blasters in a Raider.

My guess is it'll be 1 weapon per 5, rather than the current 1...and 1 more at 20. The kabal article around the blaster profile reveal says "You’ll get the most out of your Kabal of the Flayed Skull by mounting multiple small units of Kabalite Warriors in Venoms armed with a blaster per unit."

And while it isn't a crazy amount more, being able to take 2 blasters and say a reduced price or improved splinter cannon in a Flayed Skull raider?

... I'm confused, that's exactly the same number that we can take right now.

What we have is 1 special per squad until you get to 20 models for a total of 2, then one heavy weapon per 10 for a total of 2.

What he means is 1 special weapon per 5, meaning a total of 4 per unit at max size, 2 blasters per 10 man raider boat.
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 01:29

If warriors do get more special weapons, I am curious to see how that will work out. Maybe 2 specials at 10, 1 heavy weapon? 4 total special/heavy weapons at 10 seems like a lot for a basic troop unit, but scions get that so who knows, guess we'll see soon enough.

@Ubernoob1 wrote:
@Lord Asvaldir wrote:
I hear what you're saying, s5 wyches does sounds like a bit high for them, and it's certainly possible if the +1 strength obsession is true. That being said I don't see why they would change combat drugs, they are solid as is right now and probably the best they've been in awhile. Don't see the need to change them.

Now I don't mean to say change as in get weaker, but like...why +1 strength when you can get reroll to wound? Instead of +1 toughness perhaps +1 to saves? I don't know, just curious if they'll change from attributes to actual special abilities.

I mean I'm not opposed to such changes, by all means sure give us reroll wounds instead of +1 strength, but the drugs are pretty decent as they are now so why fix a good thing. I'd prefer for GW to focus on making wyches better in general and giving the cults good traits, which it sounds like the have. Tomorrow will give us a better idea of if that is the case.

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the_scotsman
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:00

The problem I feel is that you always want the +1S +1A drugs and others fall to the wayside. Maybe they shifted those drug bonuses to the trait, and redesigned the drugs to more intricate rules.

eSE did seem strangely excited for those drugs...
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:10

I pretty much always use the +1 toughness drug, t5 reavers are nice. I see what you mean though, +2 movement and ld are probably the least used, but unless you're playing a full large cult army having half of the drugs be useful isn't really that bad.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:13

@the_scotsman wrote:


eSE did seem strangely excited for those drugs...

A Dark Eldar fan that is excited for drugs? Sounds like they are playing the right army!

@Gorefather wrote:


What we have is 1 special per squad until you get to 20 models for a total of 2, then one heavy weapon per 10 for a total of 2.

What he means is 1 special weapon per 5, meaning a total of 4 per unit at max size, 2 blasters per 10 man raider boat.

Mmmmmm.....Blasters.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:17

@Gorefather wrote:
@HERO wrote:
Quote :
@HERO wrote:
As for Kabals taking more special weapons than they're used to, I'm excited to fit double Blaster 5x Warriors in a Venom, or 4x Blasters in a Raider.

My guess is it'll be 1 weapon per 5, rather than the current 1...and 1 more at 20. The kabal article around the blaster profile reveal says "You’ll get the most out of your Kabal of the Flayed Skull by mounting multiple small units of Kabalite Warriors in Venoms armed with a blaster per unit."

And while it isn't a crazy amount more, being able to take 2 blasters and say a reduced price or improved splinter cannon in a Flayed Skull raider?

... I'm confused, that's exactly the same number that we can take right now.

What we have is 1 special per squad until you get to 20 models for a total of 2, then one heavy weapon per 10 for a total of 2.

What he means is 1 special weapon per 5, meaning a total of 4 per unit at max size, 2 blasters per 10 man raider boat.

Right, and I'm saying we can STILL do that right now. You put 2 squads of 5x Warriors with a Blaster in there for 10 Warriors w/ 2 Blasters.

Am I taking crazy pills or what?

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:25

No you are right HERO. Raider based “10” man can get two. I’m hoping it’s just a straight two per squad so we can manage two blasters in a venom and 4 in a “10” man unit of two squads in a raider. Half of a trueborn squad’s potential now but basically double of current kabalites.
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:26

@HERO wrote:
@Gorefather wrote:
@HERO wrote:
Quote :
@HERO wrote:
As for Kabals taking more special weapons than they're used to, I'm excited to fit double Blaster 5x Warriors in a Venom, or 4x Blasters in a Raider.

My guess is it'll be 1 weapon per 5, rather than the current 1...and 1 more at 20. The kabal article around the blaster profile reveal says "You’ll get the most out of your Kabal of the Flayed Skull by mounting multiple small units of Kabalite Warriors in Venoms armed with a blaster per unit."

And while it isn't a crazy amount more, being able to take 2 blasters and say a reduced price or improved splinter cannon in a Flayed Skull raider?

... I'm confused, that's exactly the same number that we can take right now.

What we have is 1 special per squad until you get to 20 models for a total of 2, then one heavy weapon per 10 for a total of 2.

What he means is 1 special weapon per 5, meaning a total of 4 per unit at max size, 2 blasters per 10 man raider boat.

Right, and I'm saying we can STILL do that right now.  You put 2 squads of 5x Warriors with a Blaster in there for 10 Warriors w/ 2 Blasters.

Am I taking crazy pills or what?

Yes, but that's expected here.

I was also thinking something more like using WWP to drop a 20 elf squad with 4 blasters on the front line.
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Lord Asvaldir
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:29

@Amornar wrote:
No you are right HERO. Raider based “10” man can get two. I’m hoping it’s just a straight two per squad so we can manage two blasters in a venom and 4 in a “10” man unit of two squads in a raider. Half of a trueborn squad’s potential now but basically double of current kabalites.

That seems pretty reasonable to me. What I'm wondering though is how heavy weapons factor into that. Do we get 2 special/2 heavy, so that we can get 2 blasters and 2 dark lances, or do all the weapons get grouped in together so you could have 4 dark lances 2 blasters? I'd think the first option sounds more likely, though truthfully dark lances on infantry models is a lot less enticing now that blasters are d6 damage.

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:40

Sorry for not replying to some of these questions and questions (went out to dinner)

They do specifically say that the wyches get 2 attacks in their stat line, plus one attack for the Hekatarii blades. So if you add the drug, that's 4 attacks per wych. Certainly makes them much much better. They don't talk about any of the wych weapons. So no help there in terms of if there are any changes.

In terms of the increase to the weapons by the Kabalites..... the sentence seems to imply more in terms of number of weapons "Kabalite Warriors are already pretty dangerous with their poisoned attacks, but it's worth noting that they now take more special weapons than they used to and that blasters now cuse D6 damage rather than D3"

Note, there is also an archon warlord trait that expands his aura to 12" rather than 6 (similar to many other armies). This would let your archon buff larger numbers of vehicles and units


Found another few tidbits.
It refers to a "fleshcraft strategem" and says to put your Haemonculous near a Cronos and use this strategem so they can keep healing each other. This makes me think that possibly the Haemonculous gets this as and ability, and the fleshcraft strategem allows a Cronos to heal coven units.

Razorwing Jetfighters now move 92" Not sure when you'd ever need that! They already move 60.






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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:44

Oh. Missed Shredder's question on the Soul Trap.

Looks like it is an artefact. Though it is in a section that is discussing "strategems and artifacts" bringing back certain rules and items. So it is possible that they made a strategem called "soul trap".

But my money would be on artifact.
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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:44

Quote :
Razorwing Jetfighters now move 92" Not sure when you'd ever need that! They already move 60.



92 inches?

At what point do you just stop listing a number and write "yes?"

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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 02:50

Small tidbit I just found earlier in the magazine where it talks about the codex and data cards.

the deck of cards has 36 strategems (including the 3 standard ones)

(far from an earth shattering tidbit.  But the necrons only get 30, and more is generally better as many will likely be far from useful (based on other codices)

Also contains power from pain cards.

When describing the codex it also states that we get more artefacts, warlord traits, strategems and obsessions than any other codex so far.


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PostSubject: Re: New White Dwarf and additional tidbits   Thu Mar 29 2018, 03:11

@Silverglade wrote:

Razorwing Jetfighters now move 92"    Not sure when you'd ever need that!  They already move 60.

Yeah but what about when they advance?
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