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Made in us
Fresh-Faced New User



Eugene, OR

I got this from a topic on thedarkcity.net DE forum, and I wanted to bring it here and see what people think about it.

The Dark Eldar are supposed to be these super agile warriors, and this is shown in their Initiative stat. They are pirates that fly around and shoot and kill/capture everything they can. A mechanized DE list's worst enemy are the skimmers they fly around in themselves. The rule that was proposed is that DE take an Initiative test if their vehicle explodes, to see if they get hit, or if they jumped off in time (then being acrobatic and all). It would be the DE equivalent to Gets Hot. On a 6 they take the explosion.

This rule went on to be applied to vehicles that go flat out. Wyches need to get into close combat, but when they can only move 6 and disembark, it really limits them. Give the Wych cult units a special ability that allows them to take an Initiative test to disembark after going Flat Out, and then be able to assault. And give their 4+ invuln throughout the entire assault phase, ie Overwatch.

Does this fit the fluff? Does this make them usable? Does this make them under/over costed? Share your thoughts.
   
Made in us
Decrepit Dakkanaut




Wyches don't have the worst time making it to combat. The REAL issue is that they don't do combat well.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Wyches need remaking from the ground up to be elite warriors instead of Tarpits. Allowing them to assault after Flatout won't stop the problem, it just makes them better tarpits for ranged squads. However, they shouldn't have to be tarpits in the first place, they are some of the best gladiators in the galaxy. Give them Shred, or Ws 5 or at least make Wych weapons worth it, they just need remaking.

The initiative test before explosions would be extremely helpful, as i regularly find myself getting out of my Boats ASAP just to avoid the death trap of an explosion. Str 4 hurts. I would settle for Dark Eldar explosions being Str 3 due to being so easy to escape from, and not having to take a pinning test. But you'r idea works to.

It fits the fluff, it improves Kabalites but Wyches remain abysmal, and DE will never be considered OP when Necrons and Eldar and Marines can do the things they do.

Dark Eldar used to be feared as a glass cannon army, very fast with strong firepower that is fragile. Dark Eldar are no longer uniquely fast, Eldar, Ravenwing and to an extent Necrons can easily keep pace. Dark Eldar firepower is middling at best, a few Str 8 lances and poison weaponry isn't impressive in a world of Scatterlasers and Grav Cannons. So they aren't fast, they haven't got good firepower, that leaves are unique army trait that we are better then everyone else at is being....fragile? Yeay??

 
   
Made in us
Shadowy Grot Kommittee Memba






Wytches don't need help getting into combat, they need something to do once they're there.

I'd say make them horde cullers, keep their low-strength profile and current stats and add 1 attack, Rampage and Shred.

That might give all their special weaponry meaning.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Decrepit Dakkanaut




the_scotsman wrote:
Wytches don't need help getting into combat, they need something to do once they're there.

I'd say make them horde cullers, keep their low-strength profile and current stats and add 1 attack, Rampage and Shred.

That might give all their special weaponry meaning.

I think Shred might be just enough for the profile and cost they have. That's worth testing at the very least. An extra attack and Rampage seems like a bit much.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




St. George, UT

40K has progressed to the point where Glass Cannons are pretty much just glass at this point. The absurd amount of firepower that dedicated shooty armies can put out pretty much just shreds DE before they even get a chance to attempt the cannon aspect.

To even begin to compete splinter rifles need to be assault 3, agonizers need to be +1 st, AP2. Blasters and Dark Lances need multiple shots, just to keep up with the top tier armies firepower.

DE playstyle as a game concept have been left behind in the current rule set of 40K.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Dakka Veteran




Dark Eldar used to be feared as a glass cannon army, very fast with strong firepower that is fragile. Dark Eldar are no longer uniquely fast, Eldar, Ravenwing and to an extent Necrons can easily keep pace. Dark Eldar firepower is middling at best, a few Str 8 lances and poison weaponry isn't impressive in a world of Scatterlasers and Grav Cannons. So they aren't fast, they haven't got good firepower, that leaves are unique army trait that we are better then everyone else at is being....fragile? Yeay??

That might be true to an extent but there's plenty of things dark eldar do better. Only thing is were an army that likes to have an idea what we're facing. We can do horde better than they can (throw down 4 x 12 khymera BMs vs horde nids, seriously its funny) we do MCs better than most MC dexes we do anti meq like nobody's business and we can actually crush mech pretty hard even though thats usually our bane. However we never do multiples of those better than average at best in an unknown environment or aka TAC. Tool to beat something though and DE can be pretty oppressive against it.

This message was edited 1 time. Last update was at 2015/10/07 01:23:13


 
   
Made in pl
Longtime Dakkanaut




What if they used their I vs other models I to wound?
   
Made in us
Screaming Shining Spear





Northern California

 Jayden63 wrote:
40K has progressed to the point where Glass Cannons are pretty much just glass at this point. The absurd amount of firepower that dedicated shooty armies can put out pretty much just shreds DE before they even get a chance to attempt the cannon aspect.

To even begin to compete splinter rifles need to be assault 3, agonizers need to be +1 st, AP2. Blasters and Dark Lances need multiple shots, just to keep up with the top tier armies firepower.

DE playstyle as a game concept have been left behind in the current rule set of 40K.

The solution to power creep is not more power creep. The most powerful codexes need to be toned down, and Dark Eldar need to be brought up.

Wyches need to be able to use their Dodge save against overwatch, and gain rending of some kind. Their specialist weapons need to be better as well.

One big impreovment would be a way to get the turn bonuses from Power From Pain without a very specific formation, a useless piece of wargear, or a Haemonculus that wants to use a different chart altogether. Some kind of Decurion-style detachment to supplement Realspace Raiders would help a lot, especially for Wyches.

~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in se
Tough Traitorous Guardsman






WS5/6 (WS6/7 on squad leader), 5++ during overwatch. That is required I think.

Then what about before start of each fight-phase they choose how they fight and gain a buff accordingly.

Slaughter: They gain +1A.
Precision: They gain Rending.
Dodge and Parry: Better inv save or reroll (maybe both?)


   
 
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