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 Drake-renders and CC-Trueborn

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Mngwa
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PostSubject: Drake-renders and CC-Trueborn   Wed Jun 26 2013, 11:07

So, I have been thinking, and if we ever get a new codex, these are the things I would love to see:

Mandrakes, with the following changes

  • +1 toughness value
    Special mandrake weapons (lets call them sickleswords now) with rending


If they get that, maybe a small point cost increase, but not too much!!

...and then:

Trueborn, with the following changes:
The option to upgrade all trueborn with the following equipment:

  • "Trueblades", that are AP3 closecombat weapons
    Ghostplate, or possibly a cheaper version that has save of +4 but no invulnerable-save


The dracon could have the option to be upgraded with this:

  • Klaive!!!!!

I dont know why, but I want a dracon with a klaive.


So, thoughts?
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facelessabsalom
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PostSubject: Re: Drake-renders and CC-Trueborn   Wed Jun 26 2013, 11:51

Mngwa wrote:
So, I have been thinking, and if we ever get a new codex, these are the things I would love to see:

Mandrakes, with the following changes

  • +1 toughness value
    Special mandrake weapons (lets call them sickleswords now) with rending


If they get that, maybe a small point cost increase, but not too much!!

...and then:

Trueborn, with the following changes:
The option to upgrade all trueborn with the following equipment:

  • "Trueblades", that are AP3 closecombat weapons
    Ghostplate, or possibly a cheaper version that has save of +4 but no invulnerable-save


The dracon could have the option to be upgraded with this:

  • Klaive!!!!!

I dont know why, but I want a dracon with a klaive.


So, thoughts?


You mean point drop for the mandrakes? With +1T and render weapons, I still don't think they're worth the points or can compete with other in elite slot.

And trueblades. If you give them powerweapons/ap3 weapons, you better increase their costs to justify their now smurf killing capabilities (S3 bad but still...). Same with ghostplate/cheapGhostplate. Also, why give them better close combat weapons? I'm not entirely sold by the idea to make trueborns good in everything. I think they should stay as the shooty kind of elite choice instead either shooty or good CC.
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Cavash
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PostSubject: Re: Drake-renders and CC-Trueborn   Wed Jun 26 2013, 12:45

I think the Mandrake change is a good idea, but keep the points the same or lower them ever so slightly.

I'm not the biggest fan of the Trueborn CC change. CC isn't supposed to be their area. If anything, make Bloodbrides a bit more survivable. That would work better for the overall army dynamic. I feel Trueborn are supposed to stay shooty in my opinion. "I like the idea of giving an upgrad character a Klaive, though. Maybe being able to give the Archon a Klaive or the old Punisher would be fun!)

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Mngwa
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PostSubject: Re: Drake-renders and CC-Trueborn   Wed Jun 26 2013, 13:40

I wasnt thinking of making cc-weapons standard equipment for trueborn, just the option of giving it to them for more points, like you can give them splinter cannons and blasters! The "Trueblade" and the +4 save could be, I dunno, 5-10 points per trueborn? But yeah, they would get expensive that way.
But they have good leadership and attack-value, so they should have at least the option of being CC and shooting! A versatile unit that can fire and handle itself in close combat. We dont really have much of that kind of units, do we? (units with pistols dont count)

Increasing point cost for mandrakes for +1T and rending could be probably a bad idea yeah, but I was figuring if they would get that, they would get at least a little more expensive.
So two questions: Would you get some mandrakes if they had that AND they would be of the same cost? Would you get them even if they would get a point or two expensive and had that?

Bloodbrides, didnt consider them at all. I suppose they should get a little better too. I think that dodge-save on shooting would be great start!
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facelessabsalom
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PostSubject: Re: Drake-renders and CC-Trueborn   Wed Jun 26 2013, 14:43

Mngwa wrote:
I wasnt thinking of making cc-weapons standard equipment for trueborn, just the option of giving it to them for more points, like you can give them splinter cannons and blasters! The "Trueblade" and the +4 save could be, I dunno, 5-10 points per trueborn? But yeah, they would get expensive that way.

Neither did I, I was implying on the upgrade should/would cost alot points. Still, I don't think versatile trueborns fits them, not to the point where they get ap3 weapons and boost their cost significantly. Perhaps they should simply come with free close-combat weapon and a splinter pistol? Trueborns can have a little higher prestige and gets more equipment, like pistols and knives + their rifle. But that's all.
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NiteOwl
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PostSubject: Re: Drake-renders and CC-Trueborn   Mon Jul 01 2013, 00:22

Why give mandrakes rending when Harliquins already have it? They even share the same FOC.

Maybe +1 toughness, starting with a pain token, a special rule and some reworking on the Baleblast rule.

Nightmare. All units within 12" except those from Codex: Dark Eldar have -5 modifier to their leadership.

Baleblast. If one or more wounds is inflicted with their Baleblast shooting attack Mandrakes get 1+ to their Feel No Pain (i.e. a 5+ FnP would turn into a 4+ FnP)

Huh?

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Lord_Alino
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PostSubject: Re: Drake-renders and CC-Trueborn   Tue Jul 02 2013, 09:21

I agree with the owl, starting with feel no pain and a new baleblast would be nice
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Archon_Demetrious
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PostSubject: Re: Drake-renders and CC-Trueborn   Sat Jul 20 2013, 16:31

I think bloodbrides should be reworked in order for people to use them... trueborn should have a 4+ seeing that they are specialists and higher class showing their survival skills are crucial..

bloodbrides should for every two models get a special weapon or they roll twice for drugs to show their super enhancements muahahaha

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Last edited by Archon_Demetrious on Sat Jul 20 2013, 23:59; edited 1 time in total
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Bibitybopitybacon
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PostSubject: Re: Drake-renders and CC-Trueborn   Sat Jul 20 2013, 23:33

Here's a rule inspired by the warpspiders that would make mandrakes fun and unique.
From the shadows: Mandrakes leap from the shadows of their prey, not bothering with the intervening space. At the beginning of an assault phase instead of assaulting mandrakes may make a special From the Shadows move. Select an enemy nonvehical unit and role 3d6. If the total number is equal to or greater than the distance to their target place the mandrakes into base contact with the target unit. The mandrakes and their target are locked in combat. From The Darkness doesn't count as charging for the purpose of overwatch or determining extra attacks.

Icy Aura: When mandrakes rip there way out of the shadow dimension they are accompanied by a bitter cold that seems to freeze reality itself: on the turn a unit of mandrakes makes a successful From the Shadows move the mandrakes have the rending special rule.

One mandrake may be upgraded to a night fiend for ten points. The night fiend may take any of the following powers.

Altered physic : 10 points: The night fiend is an older mandrake who has fed freely over the year: the night fiend starts with a pain token.

Not of This World: 10 points: the night fiend has the flesh bane special rule.

Nightmare Made Manifest: 25 points The nightfiend is a demon ripped straight from the nightmare of all thinking things so no living being will turn his gaze upon his terrible visage of their own free will. Nightfiend grants the shrouded special rule
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The Red King
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PostSubject: Re: Drake-renders and CC-Trueborn   Wed Aug 28 2013, 20:33

Bacon, the from the shadows rule is EXACTLY what I think they need though 3D6 may be a little far. I think an icy aura should do something more akin to a banshee mask, say reduced init and weapon skill. The nightfiend upgrades are spot on.

Changes like that could very well make me fill every elite slot with mandrakes lol.

I still propose them for our supplement and large MC.

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Cavash
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PostSubject: Re: Drake-renders and CC-Trueborn   Wed Aug 28 2013, 21:36

The Red King wrote:
our supplement
Oh... here I was thinking that we were going to wait another decade for any more love. Razz

In all seriousness, Bacon, those upgrades for the Mandrakes are exactly what's needed. With those changes I'd certainly be running a couple of squads of them with a Squad of Incubi to accompany my Archon, four or five gunboats and Ravagers to really sink anything in my way.

Darn, I wish that was how the Mandrakes were.

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The Red King
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PostSubject: Re: Drake-renders and CC-Trueborn   Thu Aug 29 2013, 10:31

One thing though.

Through the shadows has a huge range (potentially) if it doesn't require line is sight then I would never buy the cool fluffy nightmare rule as you should hopefully be bouncing from combat to combat.

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Bibitybopitybacon
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PostSubject: Re: Drake-renders and CC-Trueborn   Fri Sep 13 2013, 02:36

The reason for the 3d6 rang is that the mandrakes don't get to benefit from fleet on FTS moves. Its also a greater range because they aren't running at the guys, they are melding into their own shadows and coming out of their prey's. I agree with you that LOS should be required though. Cant believe I over looked that! Nice catch!
Cavash wrote:
The Red King wrote:
our supplement
Oh... here I was thinking that we were going to wait another decade for any more love. Razz

In all seriousness, Bacon, those upgrades for the Mandrakes are exactly what's needed. With those changes I'd certainly be running a couple of squads of them with a Squad of Incubi to accompany my Archon, four or five gunboats and Ravagers to really sink anything in my way.

Darn, I wish that was how the Mandrakes were.
TY coming from you that means a lot! We can only pray and hope that saint Kelly is mindful of our please

4a. Please refrain from double posting. You may "bump" a post every 48hrs if you feel you are not getting responses. Double posts in project logs are acceptable. /Your friendly mod SS
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