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Cavash
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PostSubject: Re: General DE Wishlist   Thu Feb 06 2014, 10:11

Bibitybopitybacon, you genius. Very Happy

I am loving this idea. Out of everything in this thread so far this is one of the only things that I can say that I want! Not to say that I completely dislike the other ideas, but I could live without them.

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aurynn
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PostSubject: Re: General DE Wishlist   Thu Feb 06 2014, 10:29

Well I have to say that this idea is great. It would certainly help if we could buy such unit upgrades. Kinda like Eldar autarchs but with Dark Eldar fluff. Although I fear that it will make Archon vastly superior choice over Haemis and Succubi.
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Mngwa
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PostSubject: Re: General DE Wishlist   Thu Feb 06 2014, 13:40

The Court could indeed use improvements (great ideas, bacon!), and I feel the most important one is a minimum of 0 each Smile
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Bibitybopitybacon
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PostSubject: Re: General DE Wishlist   Fri Feb 07 2014, 01:18

Wow thanks!  Surprised  I'm glad you like it!
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PostSubject: Re: General DE Wishlist   Sat Feb 08 2014, 01:29

If the court is allowed to split up to different units, I would think that the Haemonculi should become a member, and leave the Ancient Haemonculi as an HQ choice.

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Barking Agatha
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PostSubject: Re: General DE Wishlist   Sat Feb 08 2014, 05:37

I've just read both fandexes (fandices?).

@Animus12: My feeling was that you erred on the side of practicality. Not that there's anything wrong with that. Our Codex is like a pair of practical shoes that has seen better days, so why not replace it with a new pair of practical shoes? Sure... but if you're going to be getting new shoes anyway, why not go for a little flash? A bit of oomph, a dose of razzmatazz?

Then I got to the Moros. So, it's a S7 flying monstrous creature with a 360° AP3 torrent weapon with Soulblaze and It Will Not Die. It's more or less a Heldrake, except that it also reduces Ld temporarily and permanently, and paralyzes enemies with fear. I hate this thing already, and it's on my side. Dial down the razzmatazz!

@Humnhapymeal: I like a lot of the ideas, but I think it's getting a bit messy. Lelith has 12 different Special Rules, not counting wargear, and some of those are fairly complex. Also, with so many different abilities, those Wyches and Bloodbrides look way too powerful, and that's me saying it!

Actually, since you've both started it, would it be presumptuous of me to give it a try? Keeping in mind that it'll take me a while and that I'm going to nick most of your ideas?
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Bibitybopitybacon
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PostSubject: Re: General DE Wishlist   Sat Feb 08 2014, 17:27

I started working on a fan dex awhile ago, still haven't finished it.  Embarassed 

Here's an idea from it I'm not sure about and want to run by you guys before I put it in.

EDIT: This is my tweak to power from pain.

First Token: Feel no pain. If the unit already has feel no pain they gain feel no pain 4+. (wracks and  grots have 5+ feel no pain to start with.)

Second token: Furious charge.

Third Token: Fearless.  

Feast of Pain: While the Dark Eldar benefit passively from the pain of others, they can also expend this stolen psychic energy in a single burst to perform extraordinary acts. They must pay for it eventually as their body protests to the incredible strain. Each infantry unit has one of the special Feast of Pain abilities listed below that can be activated by spending a pain token.  (At the end of the player turn in which the Feast of pain ability was activated remove a pain token from the unit.)

Into the fray: The unit may charge in the assault phase even if they ran in the shooting phase. The unit may take no action in the following shooting phase. Units: Wyches, Bloodbrides, Incubi and beastpacks.

Insane maneuvers: The unit’s cover save counts as an invulnerability save. The unit’s cover save is reduced by one in the following phase. Units: Hellions and reavers.

Embrace Suffering: The unit gains a single increment increase to their Feel no Pain (5+ becomes 4+ and 4+ becomes 3+).  In the following turn the unit’s feel no pain is worsened by one.  Wracks, Grotesques, Talos pain engine, and Cronos parasite engine.

Sharpened focus: The unit’s ballistic skill is improved by one. In the following turn their ballistic skill is reduced by one. Scourges, warriors, and trueborn.


It's kinda like the sisters of battle faith points.. but it's not.. lol
Thoughts?
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Mngwa
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PostSubject: Re: General DE Wishlist   Sat Feb 08 2014, 18:00

Seems pretty good and not too overpowered. I really like the idea of wracks and grots having +5 FnP to begin with, but should they then be removed from their starting token? (they would immediately be +4)

As another idea I want to present:

A cavalry unit.

What could it be?
A hellion riding on a khymerae? A trueborn on some freakish cave lizard? Haemonculi in large aerial predators (which could actually rather be flying MC... but also a good addition!)

Ideas?
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Bibitybopitybacon
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PostSubject: Re: General DE Wishlist   Sat Feb 08 2014, 18:58

Mngwa wrote:
Seems pretty good and not too overpowered. I really like the idea of wracks and grots having +5 FnP to begin with, but should they then be removed from their starting token? (they would immediately be +4)

As another idea I want to present:

A cavalry unit.

What could it be?
A hellion riding on a khymerae? A trueborn on some freakish cave lizard? Haemonculi in large aerial predators (which could actually rather be flying MC... but also a good addition!)

Ideas?

Thanks for the feedback! Yeah, the wracks wouldn't have a token to begin with.
I like the idea of a cavalry unit! I was thinking of maybe mandrakes riding a really big and nasty shadow dragon/nightmare thing from their dimension. A glass cannony flying mc that screws with leadership like crazy. Maybe make it a dual kit with another option being a crazy flying Haemonculi creature like you suggested?
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PostSubject: Re: General DE Wishlist   Sun Feb 09 2014, 22:16

Barking Agatha wrote:
@Humnhapymeal: I like a lot of the ideas, but I think it's getting a bit messy. Lelith has 12 different Special Rules, not counting wargear, and some of those are fairly complex. Also, with so many different abilities, those Wyches and Bloodbrides look way too powerful, and that's me saying it!

Actually, since you've both started it, would it be presumptuous of me to give it a try? Keeping in mind that it'll take me a while and that I'm going to nick most of your ideas?

well the overpowered nature of the codex was kinda the point. i built it all up so i could tear it down piece by piece and dissect my new creation. (wow feeling like a heamy  Laughing ) i have yet to play test it due to having 6 armies that need building and the tyranid release kinda being a distraction carnifex for me. but i am now back on track and reaady to go ill update as i go.

and i must admit looking at lelith and the wyches im cringing at how over powered i made them i will rework the units entirly over the next week or so. So i guess its time to trim some limbs off this corpse tree and get to work.  What a Face

and no @Barking Agatha please use the fandex as you see fit if you make an improvment or whatever you decide to nick please let me know so that i can use it as feed back
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Barking Agatha
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PostSubject: Re: General DE Wishlist   Fri Feb 14 2014, 00:24

Okay, here it is. My own 'fandex' Smile

https://www.dropbox.com/s/q4kabxs8gosg150/Barking%20Agatha%27s%20Fancodex%20DE.pdf

I stole ideas from pretty much everyone. Please comment and let me know what you think!
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PostSubject: Re: General DE Wishlist   Fri Feb 14 2014, 09:45

Just had a quick scan through and all sounds thoroughly good!

I didn't see anything that explicitly combats overwatch but just gleaning from the rest of it, it looks like everything has a boost that means thats balanced out elsewhere.

Will definitely try and get a playtest of this in. Good job Smile

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PostSubject: Re: General DE Wishlist   Sun Feb 23 2014, 00:03

Barking Agatha wrote:
Okay, here it is. My own 'fandex' Smile

https://www.dropbox.com/s/q4kabxs8gosg150/Barking%20Agatha%27s%20Fancodex%20DE.pdf

I stole ideas from pretty much everyone. Please comment and let me know what you think!

a few questions and thoughts i had

can i deploy the webway portal after turbo-boosting?(iirc you can snapshot with weps but idk about the portal)

also on the same topic, can enemy units enter/exit them? or just friendly units

i wish i could equip my hekatrix with ghost plate armor, or that they had a 5++ when not in CC(i have a decent write up for that version of dodge if you want to have it)

not sure about the mandrakes being 18 pts, i think for what they have 15 is fine, as they still have a 5+ save at best(excluding external modifiers such as cover)

i would also LOVE to buy something like the following for my wyches, would add a whole new dimension to the unit.

Poisoned Blades: S/User AP: - Special rules: Poisoned 4+
2pts per model

over all looks great, but instead of "Leeping! Jumping!"(or other way around) i would prefer

Battle Frenzy: A unit comprised entirely of models with this special rule may declare a disorderly charge after running.

this combine with my suggestion about dodge above would make them very mobile on their own, as they get to move 6" run for about 5"(fleet) then charge for around 8-10"(again fleet) for a guesstimated 19-21" move ... for me that's great because that's after i disembark from a transport for an additional 6" move

not sure how i feel about then big jumping meat monster, seems very mediocre, as it will be(potentially) hard to kill but will not do a whole lot to kill them ... and in 6th edition nothing is hard to kill ... so now you have a (possibly) cool model that doesn't do anything except get put on the table then taken off after not being able to do anything, or perhaps i misread the rules for him?

@ dragon

perhaps an initiative test to see of they are fast enough to react to the speed of the dark eldar charging at them?
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Barking Agatha
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PostSubject: Re: General DE Wishlist   Sun Feb 23 2014, 04:07

MFive wrote:
Barking Agatha wrote:
Okay, here it is. My own 'fandex' Smile

https://www.dropbox.com/s/q4kabxs8gosg150/Barking%20Agatha%27s%20Fancodex%20DE.pdf

I stole ideas from pretty much everyone. Please comment and let me know what you think!

a few questions and thoughts i had

can i deploy the webway portal after turbo-boosting?(iirc you can snapshot with weps but idk about the portal)

Hmm... no, because it's activated 'instead of firing', and so is turbo-boosting.

MFive wrote:
also on the same topic, can enemy units enter/exit them? or just friendly units

Enemy units too, as long as they are eldar (or dark eldar)

MFive wrote:
i wish i could equip my hekatrix with ghost plate armor, or that they had a 5++ when not in CC(i have a decent write up for that version of dodge if you want to have it)

I thought of that, but I'm worried that it would change the wyches beyond recognition. Besides, why not just give your Hecatrix the Sinister Wings performing style? That gives the whole squad a 5+ cover save in the open, as long as the Hecatrix is still alive.

MFive wrote:
not sure about the mandrakes being 18 pts, i think for what they have 15 is fine, as they still have a 5+ save at best(excluding external modifiers such as cover)

Maybe, although surely the shadow blades ought to be worth some points, and they can shoot their baleblasts from the beginning now (if one of them is a Nightfiend)

MFive wrote:
i would also LOVE to buy something like the following for my wyches, would add a whole new dimension to the unit.

Poisoned Blades: S/User AP: - Special rules: Poisoned 4+
2pts per model

Well, hydraknives are already poisoned 4...

MFive wrote:
over all looks great, but instead of "Leeping! Jumping!"(or other way around) i would prefer

Battle Frenzy: A unit comprised entirely of models with this special rule may declare a disorderly charge after running.

this combine with my suggestion about dodge above would make them very mobile on their own, as they get to move 6" run for about 5"(fleet) then charge for around 8-10"(again fleet) for a guesstimated 19-21" move ... for me that's great because that's after i disembark from a transport for an additional 6" move

I dunno. As it is, I already have them moving 12" with their transport and disembarking another 6" (thanks to Aerial Assault), and then charging, for a total charge range of 18 - 30", plus another D6" if you get Hypex for your combat drugs. If they could also charge after running, and you get Hypex, that's potentially a 48" charge. And also a 5++ save against all shooting? I think that might be overdoing it.

Imagine a squad of my wyches with 3 pain tokens on them. They have FNP (4+), Hatred, Fearless, and Shred. They also have Shrouded, because their Hecatrix took the Sinister Wings performing style. They have one or more hydraknives, which are Poisoned (4+) and add D6 attacks. They may have Razorflails, with Rending, and a Shardnet and Impaler to tie up any one model. Their combat drugs may have given them Rage, or Rending, or Furious Charge. Their Phantom Grenade Launcher has Blind. All shooting against them gets a -1 modifier (jumping! leeeaping!). And they can disembark from a transport that moved 12". Is that really not enough?

MFive wrote:
not sure how i feel about then big jumping meat monster, seems very mediocre, as it will be(potentially) hard to kill but will not do a whole lot to kill them ... and in 6th edition nothing is hard to kill ... so now you have a (possibly) cool model that doesn't do anything except get put on the table then taken off after not being able to do anything, or perhaps i misread the rules for him?

Well, it does have a Str 10 AP 1 Death Ray with Ignores Cover. If there are two or more vehicles lined up, it would hit all of them with one shot. It can use it on Flyers and intercept reserves. It also has a blast weapon with AP 3 that Ignores Cover. In close combat, its attacks are Str 8 and Poisoned. Why do you feel that it wouldn't do anything?

Cheers, and thanks for reading Smile
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PostSubject: Re: General DE Wishlist   Sun Feb 23 2014, 08:25

I would really like to see Venom squadrons, with lots of weapon options, maybe in the fast attack slot. Though, I do suppose some people might think that, theoretically, being able to field 18 dual SC venoms in a 1500pt list might be a bit of overkill.
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MFive
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PostSubject: Re: General DE Wishlist   Wed Feb 26 2014, 02:14

so that's how the rule for that works, thanks, i have not played a game in sooo long :(college is killing me this semester

that make sense for the portal(wouh! GW will never learn), i was hoping the necron wraiths could not chase me threw them!

after i posted i noticed, that the ghost place armour would only help against shooting, making it mostly useless.    the 5++ from dodge just seems like it should be their ... i think we are used to getting no saves at all, but imo they should get something! and we both know tau don't believe in cover saves for anyone but them.

the shadow blades is great and it makes them scary now, but they where overpriced for what they did before, this just feels like compensation that allows the models to be useful.

the fandex does not say how many the wyche unit can take(aside from hekatrix), and if they are the same cost and amount as before, i would still probably not use them, simply because i don't want to have to worrie about the extra points on pugs in the unit ... that and i want the whole unit to have them, and D6 extra attacks on the whole unit is OP(even at 10 pts per model or w/e it was) so ... that was my idea with the poisoned blades

i had not realized that you could layer so many buffs on them, O.o when you explain their mobility, it makes sense, i had not noticed being able to disembark out of a 12" moving transport

also after i posted, i noticed that jumping! leeeaping! also protects against snapfire, as their rolls of 6's become 7's and this miss

now, the big meat monster ...

my main problem with him, is the I2 and WS2, it makes him seem so useless for our army, while he does have 4 S8 attacks that re-roll to wound, he will be hitting last, and will be rolling to hit on 5's vs anything your opponent will want to let him get in CC with

his shooting just seems very lackluster in general, the BS5 is neat, but he only gets use it with one attack, and it is S3, thus not going to wound much with what i fell will become his primary shooting attack

the S10 AP1 death ray is neat, but if you hit, you can only get a few hits, because your enemy will be spread out due to him having a blast weapon!

in general, i would have liked to see a CC monster that would be a CC version of the wraithknight and riptide, being that if he gets their, he will kill every thing around his until your enemy feeds him something bad so they get to shoot him

in general though, its a great fandex and i would have created a very similar one, being one with a focus on wyches if i had the time.

whiskeytango wrote:
I would really like to see Venom squadrons, with lots of weapon options, maybe in the fast attack slot. Though, I do suppose some people might think that, theoretically, being able to field 18 dual SC venoms in a 1500pt list might be a bit of overkill.

if you want lots of dakka .... take a kaballite trueborn squad, give then 2 cannons and a venom with 2 cannons, now for 121 pts you have 24 splinter shots at 24" ... take two, you will mow down every thing with a T value take 3 ... the rest of your army should be anti tank ...
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Barking Agatha
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PostSubject: Re: General DE Wishlist   Wed Feb 26 2014, 02:53

MFive wrote:

also after i posted, i noticed that jumping! leeeaping! also protects against snapfire, as their rolls of 6's become 7's and this miss.

Yep. Smile

MFive wrote:

my main problem with him, is the I2 and WS2, it makes him seem so useless for our army, while he does have 4 S8 attacks that re-roll to wound, he will be hitting last, and will be rolling to hit on 5's vs anything your opponent will want to let him get in CC with

We don't really need a big monster to fight Riptides and Wraithknights in close combat -- an Archon can do that, or a Succubus with the Moon Huntress and an Electrocorrosive Whip. I intended him more as a tankbuster and a serious threat to those pesky flyers.


Last edited by Barking Agatha on Wed Feb 26 2014, 03:05; edited 1 time in total
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PostSubject: Re: General DE Wishlist   Wed Feb 26 2014, 03:05

Argh. Double posted, sorry. Sad
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MFive
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PostSubject: Re: General DE Wishlist   Wed Feb 26 2014, 03:25

Barking Agatha wrote:
MFive wrote:

also after i posted, i noticed that jumping! leeeaping! also protects against snapfire, as their rolls of 6's become 7's and this miss.

Yep. Smile

MFive wrote:

my main problem with him, is the I2 and WS2, it makes him seem so useless for our army, while he does have 4 S8 attacks that re-roll to wound, he will be hitting last, and will be rolling to hit on 5's vs anything your opponent will want to let him get in CC with

We don't really need a big monster to fight Riptides and Wraithknights in close combat -- an Archon can do that, or a Succubus with the Moon Huntress and an Electrocorrosive Whip. I intended him more as a tankbuster and a serious threat to those pesky flyers.

if he was intended to kill tanks/flyers, why give him only one weapon that can even damage them, and then give that weapon perks for notshooting at the flyers? not trying to bash, but this confuses me.

perhaps something like this

Decapod cannon: S2 AP4 Assault 2 heywire, From the abyss

From the Abyss: if the Decapod cannon is fired at a flyer, for every successful hit, an additional automatic hit is made.

this way, you will 'probibly' kill a flyer in a single turn, but you can always miss the shot/heywire effect and he still doesn't always kill a tank in one hit
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Barking Agatha
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PostSubject: Re: General DE Wishlist   Wed Feb 26 2014, 04:07

MFive wrote:

if he was intended to kill tanks/flyers, why give him only one weapon that can even damage them, and then give that weapon perks for notshooting at the flyers? not trying to bash, but this confuses me.

Because, um, that's what evil giant intelligent vampire squid from outer space do in real life? Smile

Except Cthulhu, obviously.
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MFive
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PostSubject: Re: General DE Wishlist   Wed Feb 26 2014, 04:15

Barking Agatha wrote:
Because, um, that's what evil giant intelligent vampire squid from outer space do in real life? Smile
Except Cthulhu, obviously.
perhaps give the giant squid monster skyfire, so he can use his BS5 vs them?(if making new unit, want him to be able to to what he was designed for)
never knew a giant vampire squid to miss with its eye cannon anyways  Razz


EDIT TOTALLY MISSED THE SKYFIRE AND INTERCEPTOR IN HIS RULES SECTION, HURP DERP

Edit to avoid bumping

a few more questions about your fandex(lol lots of questions  Rolling Eyes )

can the decapod shoot his blast at a different target, so it would be helpful when his primary goal is killing tanks?

did you change the ammount of wych weapons that the wych's can take? i am wondering because that is not mentioned in the fandex, and if i can give them all hydra gauntlets ...  Twisted Evil
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PostSubject: Re: General DE Wishlist   Thu Feb 27 2014, 06:51

just started working on a rule set for a "mandrake type" army (really hope that makes sense) here is the start of the named HQ i want to create.

Named HQ dark being.............................................230 points per model                                           HQ

WS-7 BS-3 S-7 T-4 W-5 I-9 A-6 LD-10 AS-

Unit Composition: 1                                                                    Unit type:Jump Monstrous Creature
Special Rules:
-Night vision
-Walker of the webway
-Travel by Shadows
-Altered Physique
-Independent Character

War gear:

Travel by Shadows: In the movement phase if your Mandrakes are in cover they may move towards the nearest unoccupied piece of are terrain that is within 18”.

Walker of the webway: (----------------) has a 3+ Invulnerable save, also confers stealth, infiltrate, deamon, and move through cover special rules.

Dark Phantasm: (----------------------------) all enemy pscyers within 12” have -2 to their leadership

Obsidian Body: all models with the psycer special rule cannot use psycer powers within 18” of (-------------), Furthermore (--------------------) or the unit he is with cannot be the target of psycer powers,re-rolls failed to wound rolls against psycers

Rage of the dark god: When close to a psycer (----------------) will become so enraged that he releases the very essence of the webway within his body.  (------------------) when in close combat with a psycer or his unit any to wound roll of 6 ignores invulnerable saves

the point of this is to give our army an official defense against psycers

im also creating a fast attack and troop
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PostSubject: Re: General DE Wishlist   Thu Feb 27 2014, 10:58

Interesting....

Personally, I still like his fluff so I would ere on the side of just improving Decapitator rather than having to come up with something new. But thoughts on this one:


So 230 points, the same as Drazhar? Really? For a Mandrake? This guy seems extremely overpower to be honest, especially against Psykers, and I don't think that should be the focus for Mandrakes. To my eyes, the purpose of Mandrakes is to tie and the enemy and cause confusion until such time as the main arrives. If anything, Mandrakes SHOULD be the unit to take on Tau. They should be the ones who BAM, are there in their lines and have already evaded the Tau firing line, and are therefore causing discord ahead of the main assault, but Tau don't have Psykers.
I certainly wouldn't have a "Jump Monstrous Creature". For one what would be the difference between that and a Flying Monstrous Creature, and also it would be too big a beast to be effective. It would draw a lot of fire and personally I don't think it would fit in with the Dark Eldar aesthetic.

Here are my tips:
1/ Make it an Infantry character, and reduce a few of those stats. They are far too high, and I don;t think a Mandrake character should be the equal or Drazhar or Vect.
2/ This guy appears to have no weapons yet. Or Balefire. In all honesty, just make him Decapitator and give him that weapon. YOu've already got a decent Mandrake character to improve on, there's no need for another.
3/ Travel by Shadows - I kind of like, but it is still a bit overpowered, and I do think most decent characters have some kind of mild flaw in their good abilities. So I suggest that this ability is for the character alone, and instead of instantly appearing anywhere there he would scatter as per Deep Strike. Further, give him something like that Eldar Ranger character's rule, whereby any Outflanking Mandrakes can instead appear in the same piece of terrain he is in (but can't use his special move rule).
4/ Infilitrate and Move Through Cover make sense, but I would drop Daemon and Stealth. Also the 3+ Invulnerable, that's a bit too good and makes the Stealth fairly pointless. Instead, I suggest giving him something that pushing him beyond Shrouded, so improves all cover by 3 degrees (so in the open has a 4+ cover save). Yes that makes him vulnerable to templates, but that does balance him out a little.
5/ Dark Phantasm and Obsidian Body and Rage of the Dark God - drop these. Obsidian Body especially is TOO overpowered, and just reeks a bit too much of being a more powerful variant of Malys' "ignore Psychic Powers" ability. If you really want anti-psyker, maybe give him a Crucible of Malediction, or an artifact that improves Deny The Witch rolls for your army by 1.

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Humnhapymeal
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PostSubject: Re: General DE Wishlist   Thu Feb 27 2014, 15:38

well first off my approach to everything i create homebrew is always to start overpowered and shave off the unessasery bits a peice at a time till it's balanced.

Squidmaster wrote:
So 230 points, the same as Drazhar? Really? For a Mandrake? This guy seems extremely overpower to be honest, especially against Psykers, and I don't think that should be the focus for Mandrakes. To my eyes, the purpose of Mandrakes is to tie and the enemy and cause confusion until such time as the main arrives. If anything, Mandrakes SHOULD be the unit to take on Tau. They should be the ones who BAM, are there in their lines and have already evaded the Tau firing line, and are therefore causing discord ahead of the main assault, but Tau don't have Psykers.
I certainly wouldn't have a "Jump Monstrous Creature". For one what would be the difference between that and a Flying Monstrous Creature, and also it would be too big a beast to be effective. It would draw a lot of fire and personally I don't think it would fit in with the Dark Eldar aesthetic.

well he isnt a mandrake first off.... he would be more like a being of the webway.i cant argue against your opinion of how mandrakes should be used, Personally I believe that mandrakes should be an infiltration unit able to infiltrate into a fortification and clear it out.

im only making him an anti psycer as an experiment right now all he is is words in a text document on my laptop.

Squidmaster wrote:
1/ Make it an Infantry character, and reduce a few of those stats. They are far too high, and I don;t think a Mandrake character should be the equal or Drazhar or Vect.

the reason i made him a JMC is well, cause i felt like it... not the best explanation i know, but ill end up changing it to monstrous creature. i  was making him to be a rival to the avatar. any changes i make to the stats will be done after  i refine the special rules.

Squidmaster wrote:
2/ This guy appears to have no weapons yet. Or Balefire. In all honesty, just make him Decapitator and give him that weapon. YOu've already got a decent Mandrake character to improve on, there's no need for another.

exactly no weapons YET. i dont want to make him Kheradruakh because this unit is for my home brew and i am currently making a few different units and i have a specific role for kheradruakh.

Squidmaster wrote:
3/ Travel by Shadows - I kind of like, but it is still a bit overpowered, and I do think most decent characters have some kind of mild flaw in their good abilities. So I suggest that this ability is for the character alone, and instead of instantly appearing anywhere there he would scatter as per Deep Strike. Further, give him something like that Eldar Ranger character's rule, whereby any Outflanking Mandrakes can instead appear in the same piece of terrain he is in (but can't use his special move rule).

well this move is taken in place of its movement and it cant make any other move in that movement phase. and models with this rule cant appear anywhere only in unoccupied terrain within 18 inches. maybe the range is a bit much ill tweek it down a tad.

Squidmaster wrote:
4/ Infilitrate and Move Through Cover make sense, but I would drop Daemon and Stealth. Also the 3+ Invulnerable, that's a bit too good and makes the Stealth fairly pointless. Instead, I suggest giving him something that pushing him beyond Shrouded, so improves all cover by 3 degrees (so in the open has a 4+ cover save). Yes that makes him vulnerable to templates, but that does balance him out a little.

i agree with dropping demon and the invulnerable save i didnt like cover save idea at first but now i like it alot it actually works alot better with everything thank you for that way, You are brilliant.

Squidmaster wrote:
5/ Dark Phantasm and Obsidian Body and Rage of the Dark God - drop these. Obsidian Body especially is TOO overpowered, and just reeks a bit too much of being a more powerful variant of Malys' "ignore Psychic Powers" ability. If you really want anti-psyker, maybe give him a Crucible of Malediction, or an artifact that improves Deny The Witch rolls for your army by 1.

im gonna have to say no. being an anti psycer is the whole reasoning behind the this model. ill weaken the rules to make him fit in better but i wont wipe them away all together.
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MFive
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PostSubject: Re: General DE Wishlist   Thu Feb 27 2014, 19:57

Humnhapymeal wrote:
just started working on a rule set for a "mandrake type" army (really hope that makes sense) here is the start of the named HQ i want to create.

Named HQ dark being.............................................230 points per model                                           HQ

WS-7 BS-3 S-7 T-4 W-5 I-9 A-6 LD-10 AS-

Unit Composition: 1                                                                    Unit type:Jump Monstrous Creature
Special Rules:
-Night vision
-Walker of the webway
-Travel by Shadows
-Altered Physique
-Independent Character

War gear:

Travel by Shadows: In the movement phase if your Mandrakes are in cover they may move towards the nearest unoccupied piece of are terrain that is within 18”.

Walker of the webway: (----------------) has a 3+ Invulnerable save, also confers stealth, infiltrate, deamon, and move through cover special rules.

Dark Phantasm: (----------------------------) all enemy pscyers within 12” have -2 to their leadership

Obsidian Body: all models with the psycer special rule cannot use psycer powers within 18” of (-------------), Furthermore (--------------------) or the unit he is with cannot be the target of psycer powers,re-rolls failed to wound rolls against psycers

Rage of the dark god: When close to a psycer (----------------) will become so enraged that he releases the very essence of the webway within his body.  (------------------) when in close combat with a psycer or his unit any to wound roll of 6 ignores invulnerable saves

the point of this is to give our army an official defense against psycers

im also creating a fast attack and troop

i thought the rules were great, not OP imo, because you are paying 240 pts for an HQ to allow a mediocre unit to be useful. that and T4 balances things out, the 3++ just gives him some durability, Rage of the Dark God should only be in chalanges, thats my only thought, i would love him to have some kinda torrent breath, maybe S8 wounds against LD, should be AP2 if it effects the brain/mind/CPU because armour would be of no help. also should not hurt vehicles
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