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Is there a way to make Mandrakes effective? @ 2013/08/13 09:18:04


Post by: HerbaciousT


Im just starting Dark Eldar (still building my 1000pt force), and I was intruigued by how little anyone rates Mandrakes.

Ive read their rules and it seems like they have a lot of drawbacks, and i can see that they would not be especially effective on the table.

The models and fluff are awesome though, imo. So im wondering, is there a way to use them?


Is there a way to make Mandrakes effective? @ 2013/08/13 09:28:54


Post by: Jpat1213


Haemoculus in a raider(or venom) with them for the pain token.


Is there a way to make Mandrakes effective? @ 2013/08/13 10:42:59


Post by: FeindusMaximus


No, unless the FAQ to let their special 4 armed leader make them be able to assualt the turn they arrive.


Is there a way to make Mandrakes effective? @ 2013/08/13 12:12:32


Post by: labmouse42


Mandrakes really just don't have the stats to justify their point costs.
I've been trying to figure out a way to justify their costs, but I just can't find one. If they were 8 points each, they would be great.

This is sad, because they are such beautiful models.


Is there a way to make Mandrakes effective? @ 2013/08/13 12:28:16


Post by: Super Ready


The problem is their vulnerability. There are a number of ways they could be used - as a distraction, as a bluff unit, as an objective contester... but all of those uses are too easily countered with a single basic unit's firepower. One Tactical squad's worth of bolters and *BLAM* - half or more of your Mandrakes are dead and if any are left, they may well be running.

I'd go so far as to say taking them is actually doing your opponent a favour in any missions where units give away KP.


Is there a way to make Mandrakes effective? @ 2013/08/13 12:48:18


Post by: HerbaciousT


 labmouse42 wrote:
Mandrakes really just don't have the stats to justify their point costs.
I've been trying to figure out a way to justify their costs, but I just can't find one. If they were 8 points each, they would be great.

This is sad, because they are such beautiful models.


I agree, the models look beautiful and scary as hell. I may just use some as Incubi for the models. Though I like the incubi models a lot too haha!



Automatically Appended Next Post:
 Super Ready wrote:

I'd go so far as to say taking them is actually doing your opponent a favour in any missions where units give away KP.


Sadly youre probably right.


Is there a way to make Mandrakes effective? @ 2013/08/13 13:09:13


Post by: Kirasu


The only thing mandrakes are effective at is wasting your money when you buy them.. since they're so expensive $$ wise!

It's hard to use a unit with no offensive punch or resilience.


Is there a way to make Mandrakes effective? @ 2013/08/13 14:29:22


Post by: labmouse42


I have found one use for them.

Models for D&D games. Oh yea, that's my wizard baby!


Is there a way to make Mandrakes effective? @ 2013/08/13 14:37:51


Post by: Mali


 labmouse42 wrote:
I have found one use for them.

Models for D&D games. Oh yea, that's my wizard baby!


lol that's great.


Is there a way to make Mandrakes effective? @ 2013/08/13 14:44:05


Post by: Icculus


They would also make a good Duskblade or even hexblade.


Is there a way to make Mandrakes effective? @ 2013/08/13 18:27:19


Post by: RancidHate


They are awesome models. If you proxy / count-as some other unit with them, nobody will mind. That or using them to add D6 cool points to your display shelf, that's how they can be effective.

Well, Raider + Haemonculus, so they start out slightly protected and start with Baleblast is ok but, Elite slots are always best used for Trueborn.


Is there a way to make Mandrakes effective? @ 2013/08/13 18:34:08


Post by: flaming tadpole


The only list i've come up with for them is where I place a full squad of them behind an adl with a quad-gun with a haemie and the baron attached so they have a 3+ cover and fnp, while the rest of my army is made up of small squads of wracks in venoms and ravagers who hide behind them and shoot stuff.


Is there a way to make Mandrakes effective? @ 2013/08/14 02:39:21


Post by: Kirasu


But that can be accomplished with any unit.. not sure how that is mandrake specific. It's just "put models behind an ADL"


Is there a way to make Mandrakes effective? @ 2013/08/14 04:20:48


Post by: Strayan


Probably because they would be scary as hell to assault.. But yeah, much better and cheaper units for that.. To the poit that your NOT taking cool unit X to afford bad unit Z


Is there a way to make Mandrakes effective? @ 2013/08/14 05:17:27


Post by: Disturb3d


Well they can pin which can help a little, infiltrating a full unit with a haemonculus into some cover could help survivability and try to pin with the bale blast, then stick to cover until you can assault.


Is there a way to make Mandrakes effective? @ 2013/08/14 05:22:31


Post by: Jancoran


Mandrakes give you great deployment options, are excellent shooters once their Pain Token is in place and frankly, Not that hard to get them the token they need, even in round 1.

I really like the pressure they put on the enemy and the way they can hide so well in cover. We all know that cover can be circumvented by some units, but nonetheless, the Mandrakes were one of my favorite units in the Dark eldar codex before, and now. Really fun to use.

The fact that they can put up their dukes and fight also is never a bad thing. They aren't a true assault unit, but they do in a pinch and they are good shooting units with nasty AP. fast, easy to deploy.... I dont know what your army NEEDS but Mandrakes could provide you some value.


Is there a way to make Mandrakes effective? @ 2013/08/14 05:25:58


Post by: Eldarain


 Jancoran wrote:
Mandrakes give you great deployment options, are excellent shooters once their Pain Token is in place and frankly, Not that hard to get them the token they need, even in round 1.

I really like the pressure they put on the enemy and the way they can hide so well in cover. We all know that cover can be circumvented by some units, but nonetheless, the Mandrakes were one of my favorite units in the Dark eldar codex before, and now. Really fun to use.

The fact that they can put up their dukes and fight also is never a bad thing. They aren't a true assault unit, but they do in a pinch and they are good shooting units with nasty AP. fast, easy to deploy.... I dont know what your army NEEDS but Mandrakes could provide you some value.

I admire your ability to write up a contrarian point of view on any unit in 40k regardless of how terrible they are.


Is there a way to make Mandrakes effective? @ 2013/08/14 06:46:45


Post by: PrinceRaven


 Eldarain wrote:
 Jancoran wrote:
Mandrakes give you great deployment options, are excellent shooters once their Pain Token is in place and frankly, Not that hard to get them the token they need, even in round 1.

I really like the pressure they put on the enemy and the way they can hide so well in cover. We all know that cover can be circumvented by some units, but nonetheless, the Mandrakes were one of my favorite units in the Dark eldar codex before, and now. Really fun to use.

The fact that they can put up their dukes and fight also is never a bad thing. They aren't a true assault unit, but they do in a pinch and they are good shooting units with nasty AP. fast, easy to deploy.... I dont know what your army NEEDS but Mandrakes could provide you some value.

I admire your ability to write up a contrarian point of view on any unit in 40k regardless of how terrible they are.


Me too, please tell me the benefits of running Pyrovores over Biovores.

Mandrakes make very effective Incubi.


Is there a way to make Mandrakes effective? @ 2013/08/14 15:59:16


Post by: Jancoran


 Eldarain wrote:
 Jancoran wrote:
Mandrakes give you great deployment options, are excellent shooters once their Pain Token is in place and frankly, Not that hard to get them the token they need, even in round 1.

I really like the pressure they put on the enemy and the way they can hide so well in cover. We all know that cover can be circumvented by some units, but nonetheless, the Mandrakes were one of my favorite units in the Dark eldar codex before, and now. Really fun to use.

The fact that they can put up their dukes and fight also is never a bad thing. They aren't a true assault unit, but they do in a pinch and they are good shooting units with nasty AP. fast, easy to deploy.... I dont know what your army NEEDS but Mandrakes could provide you some value.

I admire your ability to write up a contrarian point of view on any unit in 40k regardless of how terrible they are.


Lol. I dont think a contrarian view is the goal. I think the OP wanted to know if they could be used successfully. and since I have, I wa sharing the positives I've seen in them.

Consider that i just attended a tournament this weekend. there were 96 players. I play a Tau force that has , no Broadsides and no Skyrays. No sniper rounds on the Kroot. i even took Sniper Drones in my Heavy Slot and my Warlord wasn't Farsun, it was DarkStrider.

I went 5-0

Now if someone got on this forum and tried to tell you that could be done, you'd be unlikley to listen and you'd say "what a contrarian". But then... It worked. So maybe there's more to this contrarian pouint of view than just being a contrarian. Consider it.



Is there a way to make Mandrakes effective? @ 2013/08/14 16:14:16


Post by: Exergy


 PrinceRaven wrote:
 Eldarain wrote:
 Jancoran wrote:
Mandrakes give you great deployment options, are excellent shooters once their Pain Token is in place and frankly, Not that hard to get them the token they need, even in round 1.

I really like the pressure they put on the enemy and the way they can hide so well in cover. We all know that cover can be circumvented by some units, but nonetheless, the Mandrakes were one of my favorite units in the Dark eldar codex before, and now. Really fun to use.

The fact that they can put up their dukes and fight also is never a bad thing. They aren't a true assault unit, but they do in a pinch and they are good shooting units with nasty AP. fast, easy to deploy.... I dont know what your army NEEDS but Mandrakes could provide you some value.

I admire your ability to write up a contrarian point of view on any unit in 40k regardless of how terrible they are.


Me too, please tell me the benefits of running Pyrovores over Biovores.

Mandrakes make very effective Incubi.


how about Kherila the decapitator, the mandrake special character.


Is there a way to make Mandrakes effective? @ 2013/08/15 00:51:33


Post by: flaming tadpole


 Kirasu wrote:
But that can be accomplished with any unit.. not sure how that is mandrake specific. It's just "put models behind an ADL"
True, but mandrakes are one of the only de units if not the only unit thats good at shooting and assault (except maybe hellions) so they can shoot and then assault once the enemy gets close, and I forgot to include that they have stealth so they would actually be getting a 2+ cover save along with fnp, which is pretty nice.


Automatically Appended Next Post:
If nothing else they would be able to soak up a decent amount of firepower while the rest of your army dakkas away


Is there a way to make Mandrakes effective? @ 2013/08/15 03:10:46


Post by: Chumbalaya


The old metal ones make great paperweights.


Is there a way to make Mandrakes effective? @ 2013/08/15 04:26:59


Post by: Kisada II


The Decapitator is not an IC so he can't join the mandrakes.

I've used Mandrakes to escort an max points Archon with a haemy and it's not terrible having stealth and move through cover spread to the whole unit as long as it's a terrain heavy board and your opponent can't just arbitrarily remove your cover save. Does most of the same things the harlies do.

Many people believe you can attach ICs to them and outflank, if so the Archon, Haemy + mandrakes combo works a bit better. For it to be worth while at all the Archon needs tons of upgrades and needs to have a good target to kill that he needs as an escort.


Is there a way to make Mandrakes effective? @ 2013/08/15 06:26:54


Post by: ShadarLogoth


 labmouse42 wrote:
Mandrakes really just don't have the stats to justify their point costs.
I've been trying to figure out a way to justify their costs, but I just can't find one. If they were 8 points each, they would be great.

This is sad, because they are such beautiful models.



You can't be serious. At 8 points a piece they would be completely broken.


Mandrakes fall into the same category as most Infiltrate/Outflankers in that they are generally unpopular because people generally suck at taking advantage of Infiltrate/Outflank.

With a single Pain Token they become a quite respectable unit, comparing favorably in offensive and defensive capabilities to Grey Hunters, which most people think are broken. The key is getting them the PT early, either via a Haemie, or Cronos.

I5, Stealth, 5++ (in an era of Drakes, Tau, and Wave Serpents), AP 4 Assault 2 pinning weapons, move through cover, infiltrate, FNP, etc. There is a lot of good people completely overlook in the unit, primarily because they can't figure out when and where to apply them correctly.


Automatically Appended Next Post:
To Add: Spiritseers actually mesh incredibly well with Mandrakes, if you can find a way to get them together.


Is there a way to make Mandrakes effective? @ 2013/08/15 18:20:19


Post by: Super Ready


ShadarLogoth wrote:
With a single Pain Token they become a quite respectable unit, comparing favorably in offensive and defensive capabilities to Grey Hunters, which most people think are broken.


To use your own term - you can't be serious. Though I do agree 8 points is far too cheap, they are nowhere near as good as Grey Hunters. Neither Stealth nor FNP are comparable to a 3+ save with all the cover-ignoring options appearing, and T3 compared to T4 is a big drop.
Offensively, they don't get to reroll all 1's in a single phase for a mere 10 points. That's a big part of what makes Grey Hunters so broken.

Offensively AND defensively - they don't get to let rip with rapid-fire weapons and still get an extra Attack when charged. Grey Hunters get the best of both worlds in that respect.

For a unit-to-unit comparison I would have put them closer to Marine Scouts, with the basic pistol and CCW combo - the advantages and disadvantages then cancel each other out much more evenly.


Is there a way to make Mandrakes effective? @ 2013/08/15 18:28:30


Post by: dnptan


Stick them with Karandras (Stealth) or Illic (Shrouded) and get a pain token using one of those two. Then split off and fry stuff.


Is there a way to make Mandrakes effective? @ 2013/08/15 18:50:22


Post by: Colgado


Has anyone tried zipping four around in a venom with a haemy with a liquifier ? It seems a decent shooting unit and one more than capable of jumping out and wiping a small backfield/objective squad.


Is there a way to make Mandrakes effective? @ 2013/08/15 19:14:27


Post by: Exergy


flaming tadpole wrote:
True, but mandrakes are one of the only de units if not the only unit thats good at shooting and assault (except maybe hellions) so they can shoot and then assault once the enemy gets close, and I forgot to include that they have stealth so they would actually be getting a 2+ cover save along with fnp, which is pretty nice.


How are they good in assault? 15 points gets you 2 WS4 Str4 attacks at init 4. But they are still T3, 5+ save and no grenades. CSM are 13 points, get T4 3+ saves and 2 types of grenades. I dont see how Mandrakes are good at assault


Is there a way to make Mandrakes effective? @ 2013/08/15 20:06:39


Post by: labmouse42


ShadarLogoth wrote:
With a single Pain Token they become a quite respectable unit, comparing favorably in offensive and defensive capabilities to Grey Hunters, which most people think are broken. The key is getting them the PT early, either via a Haemie, or Cronos.

I5, Stealth, 5++ (in an era of Drakes, Tau, and Wave Serpents), AP 4 Assault 2 pinning weapons, move through cover, infiltrate, FNP, etc. There is a lot of good people completely overlook in the unit, primarily because they can't figure out when and where to apply them correctly.
Let me explain the math behind why I said 8 points. This should illustrate in hard numbers why Mandrakes are waaaaay overcosted.

This is the DPP value of a Mandrake. This is assuming your taking 10 and adding a 30 point hemi for FNP.
GEQ : 42.32804233
MEQ : 10.58201058
TEQ : 5.291005291

This is the DPP value of a Grey Hunter
GEQ : 51.30984643
MEQ : 21.43923686
TEQ : 13.48991075

So they do less damage per point than grey hunters across the board. They are less than half vs MEQ targets. This is damage per point output, so if you brought 220 points of mandrakes you would be doing the same damage as 100 points of grey hunters.

I'm sure you thinking they are more resilient to damage then. A 5++ is great right? How do they stack up?
This is the RPP of a Mandrake
LasGun : 50
Bolter : 28
PG : 10

This is the RPP of a Grey Hunter
LasGun : 120
Bolter : 60
PG : 12

So against anything the Mandrakes evaporate a lot faster! On a per-point basis they just evaporate faster than grey hunters.
Stealth, inflitrate, move through cover? A str 4 and 2 attacks (but no extra CCW?) Mandrakes just fall short in every capacity.
If they were 8 points each, they would still have lower RPP values than a grey hunter, and their DPP values would be equal to guardians vs GEQ (80) and on par with grey hunters vs MEQ and TEQ.

So yea.....Mandrakes should be 8 points each. They are completely overcosted at 15 points each.


Is there a way to make Mandrakes effective? @ 2013/08/15 21:59:23


Post by: Jancoran


8 points would be silly.


Is there a way to make Mandrakes effective? @ 2013/08/16 00:13:10


Post by: ShadarLogoth


To use your own term - you can't be serious. Though I do agree 8 points is far too cheap, they are nowhere near as good as Grey Hunters. Neither Stealth nor FNP are comparable to a 3+ save with all the cover-ignoring options appearing, and T3 compared to T4 is a big drop.
Offensively, they don't get to reroll all 1's in a single phase for a mere 10 points. That's a big part of what makes Grey Hunters so broken.

Offensively AND defensively - they don't get to let rip with rapid-fire weapons and still get an extra Attack when charged. Grey Hunters get the best of both worlds in that respect.


You're just listing the GH's advantages and ignoring the Mandrakes advantages. That is not effective analysis.

How are they good in assault? 15 points gets you 2 WS4 Str4 attacks at init 4.


They are initiative 5, and should have S4 AP4 Assault 2 weapons that they soften there target with before getting into assault. This makes all the difference in the world.

So against anything the Mandrakes evaporate a lot faster! On a per-point basis they just evaporate faster than grey hunters.
Stealth, inflitrate, move through cover? A str 4 and 2 attacks (but no extra CCW?) Mandrakes just fall short in every capacity.
If they were 8 points each, they would still have lower RPP values than a grey hunter, and their DPP values would be equal to guardians vs GEQ (80) and on par with grey hunters vs MEQ and TEQ.


First of all, Infiltrate/Outflank/MtC are worth points and are ignored in your analysis, besides your brief mention here. The deployment phase and the movement phase are the most crucial two aspects of the game at the highest level.

Second, your RPP values are incredibly misleading, as you don't even include cover ignoring AP 3 or better weapons, which, in case you haven't noticed, are quite relevant in the current meta. Or Go to Ground? Last time I checked, that's a pretty important mechanic as well, and favors the Mandrakes here.

Also, your DPP values ignore Initiave, pinning, AP 4, shooting and assaulting, basically all the advantages Mandrakes have over Grey Hunters.

Again, if you actually objectively analyze the two units with all their abilities in mind, they compare quite favorably. If you cherry pick only the data that favors the Grey Hunters, you will end up with a flawed analysis that favors the Grey Hunters, or, confirmation bias.


Is there a way to make Mandrakes effective? @ 2013/08/16 00:47:01


Post by: labmouse42


ShadarLogoth wrote:
First of all, Infiltrate/Outflank/MtC are worth points and are ignored in your analysis, besides your brief mention here. The deployment phase and the movement phase are the most crucial two aspects of the game at the highest level.
Mandrakes can't take a hemi with them and inflitrate. Without a FNP token they have incredibly bad DPP values. Their offense is, at best, the same as a assault marine squad. We all know how assault marines stand up to wraiths and daemons....

ShadarLogoth wrote:
Second, your RPP values are incredibly misleading, as you don't even include cover ignoring AP 3 or better weapons, which, in case you haven't noticed, are quite relevant in the current meta. Or Go to Ground? Last time I checked, that's a pretty important mechanic as well, and favors the Mandrakes here.
AP3 ignore cover weapons are coming less common. When was the last time you went to a big event? Helldrakes are losing popularity as Tau markerlights make it easy to blow them out of the sky. I tell you what, I'll count the number of helldrakes I see at the NOVA invitational. If there are more than 5, Ill buy you a beer.
The RPP values I gave the mandrakes included the hemi giving FNP as well. If you remove that aspect they are just horribad.

ShadarLogoth wrote:
Also, your DPP values ignore Initiave, pinning, AP 4, shooting and assaulting, basically all the advantages Mandrakes have over Grey Hunters.
Actually I just took their shooting into account. A STR 4, 2 attack, I5 model would be decent if they had power weapons. They way they are they are just bad. Pair them up with a daemonette! They fall flat in comparison and the daemonette is only 9 points.

ShadarLogoth wrote:
Again, if you actually objectively analyze the two units with all their abilities in mind, they compare quite favorably. If you cherry pick only the data that favors the Grey Hunters, you will end up with a flawed analysis that favors the Grey Hunters, or, confirmation bias.
Inflitrate they cannot use does not count as a real benefit. Outflanking would be good if they could actually threaten something when they came on the board. The only other ability of measure they have is stealth. And its just not worth the 15 points.

I'm not saying mandrakes are complete garbage. They do have their uses. They can be used for linebreaker. They can threaten some back field units like.....a thunderfire cannon or 19 grots.
I am saying they are completely overpriced for what they deliver. 80 points for that kind of a tool is something I would see as worthwhile. At 150 points for 10 of them, plus another 10 for the leader is just ... well ... overpriced. The proof is in the pudding. You can defend them all you like, but you don't see them in lists for a reason.


Is there a way to make Mandrakes effective? @ 2013/08/16 00:48:47


Post by: Jancoran


Look. VacuumHammer is a way of LIFE here. No one is going to even TELL you what weight they give anything, let alone actually admit they even do.

Here's the bottom line: They put out a good amount of fire, they are very decent at assault, albeit not the worlds best and the COMBINED effect of both shooting and assaulting is not poor at all. Their value is in their ability to deploy and this value has NEVER been accorded enough respect on forums. No one even KNOWS how to quantify that element and those who use mobility as a hammer like I do can't even tell you EXACTLY what its worth because tis situational.

But heres the best part: Those situations in which such a trait would be useful is MOST GAMES. So if you know how to use them or want to learn, you'll benefit from whats being said. Those who are too smart to learn anything new will reject reject reject. And thats fine.

Teach the STUDENTS. Thats all you can do.


Is there a way to make Mandrakes effective? @ 2013/08/16 01:52:52


Post by: ShadarLogoth


Mandrakes can't take a hemi with them and inflitrate. Without a FNP token they have incredibly bad DPP values. Their offense is, at best, the same as a assault marine squad. We all know how assault marines stand up to wraiths and daemons....


1.) You are aware you can attach HQ's to units after deployment right? No?

2.) In regards to ASM, completely false. A pistol shot+maybe HoW+3 S 4 I 4 attacks on the charge is not as good as Assault 2 S4 AP4 Pinning + 3 S4 (or5) I5 attacks. Just horrible analysis if you think so.

AP3 ignore cover weapons are coming less common. When was the last time you went to a big event? Helldrakes are losing popularity as Tau markerlights make it easy to blow them out of the sky. I tell you what, I'll count the number of helldrakes I see at the NOVA invitational. If there are more than 5, Ill buy you a beer.
The RPP values I gave the mandrakes included the hemi giving FNP as well. If you remove that aspect they are just horribad.


There are more AP 3 ignore cover mechanics in the game then just the Helldrake.

Your RPP values ignored critical weapon profiles and realistic scenarios, like going to ground, rendering them effectively worthless.

Actually I just took their shooting into account. A STR 4, 2 attack, I5 model would be decent if they had power weapons. They way they are they are just bad. Pair them up with a daemonette! They fall flat in comparison and the daemonette is only 9 points.


Again, there are a long list of things that Mandrakes can do that a Daemonette can't. There is much more to this game then dealing damage and surviving damage.

Inflitrate they cannot use does not count as a real benefit. Outflanking would be good if they could actually threaten something when they came on the board. The only other ability of measure they have is stealth. And its just not worth the 15 points.


What do you mean they can't use it? And Outflank works splendidly when you get them into cover and get them a PT the turn they come on, which isn't very difficult to pull off. They also have move through cover.


Again, you are just pretending that their most important rules aren't important at all and offering up a flawed analysis that ignores those rules.


Automatically Appended Next Post:
The proof is in the pudding. You can defend them all you like, but you don't see them in lists for a reason.


Meaningless comment. DE are barely represented at all, and most Infiltrate/Outflank units are under rater because most people don't know how to use them effectively.


Is there a way to make Mandrakes effective? @ 2013/08/16 11:52:34


Post by: labmouse42


ShadarLogoth, you are not going to be able to convince me that Mandrakes are a cost-effectie unit. Nor will I be able to explain how they are extremely overcosted. I think at this point its best for us to drop the discussion and let the readers decide what they think of the unit.

ShadarLogoth wrote:
Again, there are a long list of things that Mandrakes can do that a Daemonette can't. There is much more to this game then dealing damage and surviving damage.....most Infiltrate/Outflank units are under rater because most people don't know how to use them effectively.
Could you elaborate on this? The only value I can see from this is linebreaker, or threatening a weak backfield objective camper like 10 cultists.



Is there a way to make Mandrakes effective? @ 2013/08/16 15:19:15


Post by: Exergy


 Jancoran wrote:
8 points would be silly.


not as silly as 15
I think 10 is about right.


Is there a way to make Mandrakes effective? @ 2013/08/16 19:26:40


Post by: Icculus


Or keep them at 15 and give them a special character that lets them either assault the same turn they arrive or gives them a pain token.


Is there a way to make Mandrakes effective? @ 2013/08/16 19:57:48


Post by: Exergy


 Icculus wrote:
Or keep them at 15 and give them a special character that lets them either assault the same turn they arrive or gives them a pain token.


I dont want units in my codex that NEED a special character to be good. Often you just take the special character and forget about the unit. case in point the Baron makes hellions almost playable, but most people just take the baron with beasts instead.

If it were up to me, I would make mandrakes an ultimate counter to psykers. give them rending,grenades and PE psykers and they start to be worth 15 points


Is there a way to make Mandrakes effective? @ 2013/08/16 20:22:56


Post by: Martel732


At the rate at which Eldar can kill my marines, 8 point assault marines are sounding better and better. /silly


Is there a way to make Mandrakes effective? @ 2013/08/16 20:45:20


Post by: Icculus


 Exergy wrote:
 Icculus wrote:
Or keep them at 15 and give them a special character that lets them either assault the same turn they arrive or gives them a pain token.


I dont want units in my codex that NEED a special character to be good. Often you just take the special character and forget about the unit. case in point the Baron makes hellions almost playable, but most people just take the baron with beasts instead.

If it were up to me, I would make mandrakes an ultimate counter to psykers. give them rending,grenades and PE psykers and they start to be worth 15 points


Actually that would be pretty cool to have PE psykers. makes them a good counter to GK all of a sudden.
But as for a special character I was thinking adding something like the Ork's stormboy special character. He is not an HQ, just a unique addition to the mandrake squad. There is that mandrake HQ, but he is pretty worthless and doesn't add anything to a mandrake squad.


Is there a way to make Mandrakes effective? @ 2013/08/16 22:00:41


Post by: Jancoran


The Mandrake special character is...an oddity for sure. His function is limited. It isn't that he's not useful. For example, certain times, the enemy will have a character that runs on its own quite often and those are good targets for him. However, he's not the "killer" you'd want that hunter to be. Castellan Crowe is EXCELLENT because he's a torpedo that can sink any boat, dead or alive. The Dark Eldar character is more limited. Points reflect that but still... The force org slot might be the bigger issue than the actual cost for the Mandrake character.


Is there a way to make Mandrakes effective? @ 2013/08/16 22:28:42


Post by: labmouse42


 Exergy wrote:
 Icculus wrote:
Or keep them at 15 and give them a special character that lets them either assault the same turn they arrive or gives them a pain token.


I dont want units in my codex that NEED a special character to be good. Often you just take the special character and forget about the unit. case in point the Baron makes hellions almost playable, but most people just take the baron with beasts instead.

If it were up to me, I would make mandrakes an ultimate counter to psykers. give them rending,grenades and PE psykers and they start to be worth 15 points
I like that idea a lot. A nice specalist unit that can fill a specific role.


Is there a way to make Mandrakes effective? @ 2013/08/17 00:18:04


Post by: ShadarLogoth


I like that idea a lot. A nice specalist unit that can fill a specific role.


/sigh

But they already are that. They are they only unit in the Codex that can Infiltrate/Outflank. It just amazes me how undervalued you perceive that to be.

As you alluded before, yes, Linebreaker and backfield objectives are their nominal goal, you know, the things that directly result in victory points and winning games. It completely baffles me you don't seem to think that is a good enough role...directly contributing to winning games...weird.

And your weakly defended objective qualifier is nonsense. I've seen Mandrakes push much more serious units off an objective then just Cultists.

Anyway, you are right that we're not going to convince each other on the intertron. Continue to think stealing objectives and winning games is worthless. I'll continue employing these units...and winning games.


Is there a way to make Mandrakes effective? @ 2013/08/17 00:56:24


Post by: labmouse42


ShadarLogoth wrote:
But they already are that. They are they only unit in the Codex that can Infiltrate/Outflank. It just amazes me how undervalued you perceive that to be. .
Perhaps instead of being sarcastic and demeaning you can answer my question and explain why those traits are so valueable.
Not answering the question I asked and acting like that does not help your argument in front of all those 3rd parties reading this interaction.


Automatically Appended Next Post:
ShadarLogoth wrote:
Anyway, you are right that we're not going to convince each other on the intertron. Continue to think stealing objectives and winning games is worthless. I'll continue employing these units...and winning games.
Hey....do you live in the US on the east coast? I'm always down for a game if you are. If your going to be at NOVA I would love to play with you after hours. Perhaps you can show me how valuable mandrakes are.


Is there a way to make Mandrakes effective? @ 2013/08/17 01:59:50


Post by: ShadarLogoth


I wasn't being sarcastic or demeaning. It honestly amazes me the flawed perception people have of Infilitrate/Outflank. Deployment and movement are the most critical phases of the game, as most good generals will tell you. Mandrakes do quite well in both of these phases (Infiltrate/Outflank for the one, Fleet/MtC for the other).


Unfortunately, LM, I'm in Texas and will not be able to attend NOVA this year.

However I would love to get in a game sometime.

And to be clear, I'm not saying Mandrakes are amaz-a-balls. I just think they perform a rather unique (relative to their Codex) and important role. Not one you HAVE to build you strategy around, but one that can be very conducive to winning if you do.

The keys to getting the most out of them are A.) get them a PT the moment they get on the board, and B.) threaten either and objective, linebreaker, or vulnerable glass cannons (like Devs). Sitting on an opponents objective and pewpewing, then eating the dirt if any heat comes their way, is pretty effective. When you consider the 2+ cover they have when GtG, the 5++ for ignore cover mechanics, and FNP, they are actually pretty resilient against most forms of firepower relative to their point cost. That is why I took exception to your RPP calculations as they were simply unrealistic. Any general worth his salt is going to GtG with these guys the second they start taking heat. And, again, AP3/2 ignore cover weapons are definitely something that has to be taken into consideration.


Is there a way to make Mandrakes effective? @ 2013/08/17 10:01:44


Post by: DrSchwartz


No, generally Mandrakes are relatively benign in actual combat, but the do have other uses.

To newish players, these things look super scary, so they apparently tend to devote ludicrous amounts of firepower to them.

This may go the other way to, as the new ones may in some strange way underestimate them and then you may find use for them...although underestimating them may be a hard thing to do though...



Is there a way to make Mandrakes effective? @ 2013/08/17 17:03:17


Post by: labmouse42


ShadarLogoth wrote:
I wasn't being sarcastic or demeaning. It honestly amazes me the flawed perception people have of Infilitrate/Outflank. Deployment and movement are the most critical phases of the game, as most good generals will tell you. Mandrakes do quite well in both of these phases (Infiltrate/Outflank for the one, Fleet/MtC for the other).

Unfortunately, LM, I'm in Texas and will not be able to attend NOVA this year.

However I would love to get in a game sometime.

And to be clear, I'm not saying Mandrakes are amaz-a-balls. I just think they perform a rather unique (relative to their Codex) and important role. Not one you HAVE to build you strategy around, but one that can be very conducive to winning if you do.

The keys to getting the most out of them are A.) get them a PT the moment they get on the board, and B.) threaten either and objective, linebreaker, or vulnerable glass cannons (like Devs). Sitting on an opponents objective and pewpewing, then eating the dirt if any heat comes their way, is pretty effective. When you consider the 2+ cover they have when GtG, the 5++ for ignore cover mechanics, and FNP, they are actually pretty resilient against most forms of firepower relative to their point cost. That is why I took exception to your RPP calculations as they were simply unrealistic. Any general worth his salt is going to GtG with these guys the second they start taking heat. And, again, AP3/2 ignore cover weapons are definitely something that has to be taken into consideration.
I get down to Texas on a semi-regular basis for work. If your in the Houston or Plano area its possible to meet up.

I see your points with the Mandrakes. If they were troops they would be functional in that role, though I think they still need their damage output increased or cost lowered. These are the reasons why they cannot fill that role of inflitrators/outflankers well.
* Going to ground is never a good strategy unless you have a way to make them fearless to pop back up reliably. IG have an example of this. Ghaz causing all orks to pop up is another example. The only way mandrakes can do this is by adding a 3rd pain token -- something that has limited value.
* If your going to go to ground you have to have a darn good reason to do so, as it removed their effect for a turn. (save for snap shots) Going to ground because they are getting a little attention is going to be a waste of 180 points (150 for the mandrakes + 30 for the hemi)
* You can't start with a pain token and inflitrate. You need to move a hemi to join them on turn one, which means they need to be close to your deployment edge. Either way its a clunky way to give them shooting. Using hemis to give them pain tokens (as mentioned) increases the effective cost of the squad. At 18 points a pop they are very expensive for what they deliver.
* You cannot assault the turn you come in from reserves. This change has greatly reduced the value of outflanking assault units. (which mandrakes are) Trying to hedge a pain token to them on the the turn they outlfank is jumping through a lot of hoops to get a limited value.
* Since they are not scoring they can't be used to grab an empty objective. If they would scoring they would bring more value. As now they can only contest.
* They don't have the damage output the threaten many units. At best they will threaten 10 cultists or 19 grots.
* They can walk up within 3" of an objective and go to ground, but mandrakes are not scary enough in assault to be worthwhile. A single IC can sweep the enire squad.

How would I change the mandrakes?
* Make them scoring. This would allow for them to fill the role of objective campers/siezers.
* Let them assault on the turn they come in from outflanking.
* Increase their assault threat. They should be more scary than CSM with an extra CCW given their reflective costs. (or at least as scary). Mandrakes currently fold to equal sized CSM squads.
* Make them start with a STR 4 blast. For each pain token, increase the STR by 1. Yes, with 3 tokens they would have 20 STR 7 shots. Starting with that would cost 3 hemis, or a virtual total of 24 points per model. Compare the cost to CSM havocs with autocannons. Look at the mandrakes range. Not quite off the hook as it sounds at first. This makes this a inflitrating mid-board short range blasty unit.
* Lower their cost to something more reflective in the current ruleset and given their limited value. That's why I suggested 8 points. I also think wytches should be reduced to 6 points. Warriors are good at 9 points. I use warriors in my DE ally group for a reason.
* Ability to toggle fearless (so they could auto-pop from going to ground)
* Increased saves to 3++ That would increase their durability yet keep them lower in damage output.

In summary, i don't think they are without any use, I just think their uses do not properly reflect their costs. Costs are the balancing factor for units in this game.
In a similar way, C:SM dreads should be 65 points base and not 100. There is a reason you wont see units like mandrakes or BA/C:SM/DA/SW dreads at NOVA or at Feast of Blades. They are simply to expensive for their use.

The reason for that is partially the edition changes. Changes to rules like 'no assulting from outflanking' have dramatic effect on units (see Snikrot). Edition changes also make otherwise moderate units off the hook (see beast packs) Part of the reason is that GW developers have specific mindsets in mind and don't realize the game no longer funtions that way. 44 points for deathwing are to much. The PF on every deathwing is not worth that cost -- given that SW/CSM can have STR 6 power axes for 31/33 points each.
Are things changing? Well, we will find out next month when C:SM is released.


Is there a way to make Mandrakes effective? @ 2013/08/19 00:02:33


Post by: RancidHate


Uh.. I'm really trying here but;

In Apocalypse there is a trait that makes extra spots on the board "your board edge". It's not reserve or infiltrate so you can start them off with the Haemonculus kind of close.

Mandrakes wouldn't be so... so... CRAP -IF- they started with their ranged attack. I think I said maybe putting them with a Haemonculus in a Raider?

Could be worse, like Mutilators; inefficient AND doofy looking.


Is there a way to make Mandrakes effective? @ 2013/08/19 14:48:39


Post by: Exergy


ShadarLogoth wrote:


The keys to getting the most out of them are A.) get them a PT the moment they get on the board, and B.) threaten either and objective, linebreaker, or vulnerable glass cannons (like Devs). Sitting on an opponents objective and pewpewing, then eating the dirt if any heat comes their way, is pretty effective. When you consider the 2+ cover they have when GtG, the 5++ for ignore cover mechanics, and FNP, they are actually pretty resilient against most forms of firepower relative to their point cost. That is why I took exception to your RPP calculations as they were simply unrealistic. Any general worth his salt is going to GtG with these guys the second they start taking heat. And, again, AP3/2 ignore cover weapons are definitely something that has to be taken into consideration.


You dont need to worry about AP2-3 ignore cover weapons, you need to worry about any ignore cover weapon as they have no regular armor save.
So that str4 ap5 flame weapon that just about everyone has access to is going to completely mess you up. You are infiltrating near the enemy, so they will be able to use it. assuming you are taking advantage of over, you will be bunched up and the flamer is going to kill half of your squad in one go.
Even if they dont flame you, they can assault you. Tactical marines can beat you down, much less anything else. IG squads of suffienct size will take you down too.

As for filling that objective denying, linebreaking role. DE dont have a problem getting regular troops into scoring, linebreaking, or denying position. The army is fast, and most generals would rather pay 22 points per reaver for a squad that also has a good cover save, can kill things easily and can rapidly redeply to anywhere on the map to deny or get line breaker. + they bring their own cover, so they can stay away from assault and flamers.


Automatically Appended Next Post:
 labmouse42 wrote:
 Exergy wrote:
 Icculus wrote:
Or keep them at 15 and give them a special character that lets them either assault the same turn they arrive or gives them a pain token.

I dont want units in my codex that NEED a special character to be good. Often you just take the special character and forget about the unit. case in point the Baron makes hellions almost playable, but most people just take the baron with beasts instead.
If it were up to me, I would make mandrakes an ultimate counter to psykers. give them rending,grenades and PE psykers and they start to be worth 15 points
I like that idea a lot. A nice specalist unit that can fill a specific role.


It always made sense to me. Someone has to keep the psykers out of Commogarth, so the DE would have some fluffy unit to seak out psykers and kill them. Mandrakes fluff has them being kind of outcasts that are partially in the warp permanently. Seems to me they could probably detect psykers easily and be trained to go after them. They wouldnt be the ultimate counter, but it would give them some tactical flexibility.


Is there a way to make Mandrakes effective? @ 2013/08/19 17:24:13


Post by: Goresaw


8 points in light of kroot is fine.

Arguably, kroot are better in hand to hand too because of their AP 5 weapons.


Is there a way to make Mandrakes effective? @ 2013/08/20 00:00:56


Post by: ShadarLogoth


LM, your entire analysis effectively gives them 0 points for Fleet, MtC, Infiltrate/Outflank, Pinning, and AP 4. You consistently ignore the advantages they have and are trying to hamfist them into a unit they are not.

Also, you have rather restricted view of Go to Ground that does not match its effectiveness or the frequency the mechanic is employed at the highest levels.

You dont need to worry about AP2-3 ignore cover weapons, you need to worry about any ignore cover weapon as they have no regular armor save.
So that str4 ap5 flame weapon that just about everyone has access to is going to completely mess you up. You are infiltrating near the enemy, so they will be able to use it. assuming you are taking advantage of over, you will be bunched up and the flamer is going to kill half of your squad in one go.
Even if they dont flame you, they can assault you.


They have a 5++, and should have FNP before a template is ever in range. Basically, everything you wrote is completely false.

Tactical marines can beat you down, much less anything else.


Really? Even without a Paint Token this is false, with a single Paint Token it's completely false, and kind of embarrassing that you would even write that.

Arguably, kroot are better in hand to hand too because of their AP 5 weapons.


Arguably? Because AP 5 is better then 2A S4, I5, 5++, FNP, Fleet, not too mention the capability of getting FC and Fearless? I would love to have that argument with anyone.





Automatically Appended Next Post:
Alright LM, I was trying to be brief but I have to address some of these points directly:

* Going to ground is never a good strategy unless you have a way to make them fearless to pop back up reliably. IG have an example of this. Ghaz causing all orks to pop up is another example. The only way mandrakes can do this is by adding a 3rd pain token -- something that has limited value.
* If your going to go to ground you have to have a darn good reason to do so, as it removed their effect for a turn. (save for snap shots) Going to ground because they are getting a little attention is going to be a waste of 180 points (150 for the mandrakes + 30 for the hemi)
* You can't start with a pain token and inflitrate. You need to move a hemi to join them on turn one, which means they need to be close to your deployment edge. Either way its a clunky way to give them shooting. Using hemis to give them pain tokens (as mentioned) increases the effective cost of the squad. At 18 points a pop they are very expensive for what they deliver.


As I mentioned above, you seem to have a restricted view of GtG that I simply disagree with, and I think a lot of generals would as well. Go to Ground is extremely useful, and the drawbacks are basically negligible once you are taking 2 or more units worth of firepower, because you are effectively shutting down any unit that is shooting at you (or severely limiting, more so then you yourself are being limited). Also, assuming you have gotten them into position to contest, staying alive>>>>doing damage.

Getting the Haemi to them does present some unique challenges, I'll give you that. But with the speed of the DE vehicles is very possible to do so consistently, you just have to work out your contingencies ahead of time.

Since they are not scoring they can't be used to grab an empty objective. If they would scoring they would bring more value. As now they can only contest.


Really, contest is plenty. How many games have you seen an opponent win where they had to give up on an objective in their own DZ?

They don't have the damage output the threaten many units. At best they will threaten 10 cultists or 19 grots.


Again, this is simply not true. With a single PT the Mandrakes will kill on average 4 to 5 Space Marines on the charge, before suffering a single casualty. Nercon Warriors/Fire Warriors/Eldar? That number jumps substantially. People are severely underrating their combat potential.


Is there a way to make Mandrakes effective? @ 2013/08/20 01:39:46


Post by: flaming tadpole


Well I've had a squad of mandrakes take out a squad of paladins before, so im pretty sure they can take on a tactical squad.


Is there a way to make Mandrakes effective? @ 2013/08/20 05:42:10


Post by: ShadarLogoth


Due to their high I and ++ they actually fair well against most TEq. Of course, don't tell that to the people who don't even think they can kill cultists...


Is there a way to make Mandrakes effective? @ 2013/08/20 12:34:51


Post by: labmouse42


ShadarLogoth wrote:
Really? Even without a Paint Token this is false, with a single Paint Token it's completely false, and kind of embarrassing that you would even write that.
I've ran the numbers, including a PT and the mandrakes being in ruins. If the marines charge, they will kill all the mandrakes and have 2-3 marines left.
If the mandrakes charge they will kill all the marines and still have 6 mandrakes left. This is because killing 2.22 with the bale blast on the way in helps greatly in softening up the TAC marines.
What happens if they try the same thing against grey hunters? Lets just say things don't turn out so well for the mandrakes. Counter-charge + wolf standard + double the marine attacks mean the mandrakes lose 4.42 on the first round and the GH lose 4. It goes downhill from there quickly.

ShadarLogoth wrote:
As I mentioned above, you seem to have a restricted view of GtG that I simply disagree with, and I think a lot of generals would as well. Go to Ground is extremely useful, and the drawbacks are basically negligible once you are taking 2 or more units worth of firepower, because you are effectively shutting down any unit that is shooting at you (or severely limiting, more so then you yourself are being limited). Also, assuming you have gotten them into position to contest, staying alive>>>>doing damage.
Read what I read again. Going to ground is not a strategy. It can be a good tactic, but its not something you should say "I'm going to go to the game this weekend and go to ground the entire time!" The only exception to this would be campers like cultists or plauge bearers.
If you infiltrate on an objective and go to ground on it, you will just be swept off. It's not like armies in the tourney today have a difficult time ignoring cover. In my tourney list I've got 4 wave serpents. How many serpents does it take to kill 10 mandrakes that went to ground on an objective? About 2. What happens if you go to ground in front of 10 TAC marines? They just assault you and wipe you off. Mandrakes are nasty when they get the assault, not the other way around.

ShadarLogoth wrote:
Really, contest is plenty. How many games have you seen an opponent win where they had to give up on an objective in their own DZ? Again, this is simply not true. With a single PT the Mandrakes will kill on average 4 to 5 Space Marines on the charge, before suffering a single casualty. Nercon Warriors/Fire Warriors/Eldar? That number jumps substantially. People are severely underrating their combat potential.
20 STR 4 AP4 blasts are not that nasty to most targets. Don't get me wrong, my dire avengers are quaking in their fashonable boots, but marine armies just don't care. Killing 30 points of marines a turn just is not that scary. Sure the mandrakes can rush out and over the course of a few turns kill all the marines. And then they will get shot in the face by the rest of the army.

You have a point about the Fleet, MtC, and Inflitrate/Outflank. Ill adjust my suggestion up to 9 points, or change them to start with bale blast and have it grow in strength and they get more pain tokens.

PS - Good discussion. You have made me think a lot more about mandrakes. I'm going to make my next Simhammer segment on them.

Automatically Appended Next Post:
flaming tadpole wrote:
Well I've had a squad of mandrakes take out a squad of paladins before, so im pretty sure they can take on a tactical squad.
I've had a grot kill a terminator in assault once. I've had an eldar dire avengers kill an attack bike in assault. You can't say "because I've seen it once, its something I can plan on". When mathhammering out how units work, we should use averages.

After all, do you go to Vegas and say "Well, I've hit on 17 before and got a 21, so that's a good strategy"


Is there a way to make Mandrakes effective? @ 2013/08/20 12:39:22


Post by: Kain


ShadarLogoth wrote:


Really? Even without a Paint Token this is false, with a single Paint Token it's completely false, and kind of embarrassing that you would even write that.





Third best Typo ever!


Is there a way to make Mandrakes effective? @ 2013/08/20 12:46:47


Post by: felixcat



I a lot of respect for your math labmouse42. You also have in the past shown great strategic insights with certain DE units (beast pack as an example). But theory hammer does not tell the whole story. I agree that Mandrakes are pricy for what they bring. But there is nothing else in the codex that has their particular utility. I have played units on many occasions that others feel do not belong in a competitive list and they have worked well. On some occasions I have found that the consensus was accurate, lol, and stopped using certain units. It is matter of perspective and how you run your lists ... I don't play a typical DE list so mandrakes can add to what I field. No one should question your math. But quantifying mandrakes utility is more than just math. That said I would like to see some Simhammer.


Is there a way to make Mandrakes effective? @ 2013/08/20 12:59:47


Post by: labmouse42


 felixcat wrote:

I a lot of respect for your math labmouse42. You also have in the past shown great strategic insights with certain DE units (beast pack as an example). But theory hammer does not tell the whole story. I agree that Mandrakes are pricy for what they bring. But there is nothing else in the codex that has their particular utility. I have played units on many occasions that others feel do not belong in a competitive list and they have worked well. On some occasions I have found that the consensus was accurate, lol, and stopped using certain units. It is matter of perspective and how you run your lists ... I don't play a typical DE list so mandrakes can add to what I field. No one should question your math. But quantifying mandrakes utility is more than just math. That said I would like to see some Simhammer.
Thanks. That's good food for thought.

I've been doing a 10 minute segment on the 11th company podcast for the past 5 weeks on Simhammer. Some of the things covered have been "The Rule of Resilience", "The Ablative Effect", "Rending and You", etc. I try and keep 2 extra recordings already done in case I get sick or miss a week. As such the segment "Malady of Mandrakes" will not air for about ~3 weeks if I record it tonight.

Go to itunes and check out the 11th company podcast. Its good stuff.


Is there a way to make Mandrakes effective? @ 2013/08/20 13:00:48


Post by: Exergy


 labmouse42 wrote:
ShadarLogoth wrote:
Really? Even without a Paint Token this is false, with a single Paint Token it's completely false, and kind of embarrassing that you would even write that.
I've ran the numbers, including a PT and the mandrakes being in ruins. If the marines charge, they will kill all the mandrakes and have 2-3 marines left.
If the mandrakes charge they will kill all the marines and still have 6 mandrakes left. This is because killing 2.22 with the bale blast on the way in helps greatly in softening up the TAC marines.


and if there is a flamer in the tac squad it goes further down hill



ShadarLogoth wrote:
You dont need to worry about AP2-3 ignore cover weapons, you need to worry about any ignore cover weapon as they have no regular armor save.
So that str4 ap5 flame weapon that just about everyone has access to is going to completely mess you up. You are infiltrating near the enemy, so they will be able to use it. assuming you are taking advantage of over, you will be bunched up and the flamer is going to kill half of your squad in one go.
Even if they dont flame you, they can assault you.

They have a 5++, and should have FNP before a template is ever in range. Basically, everything you wrote is completely false.

What do Mandrakes have in their arsenal that prevents units that are close to them from assaulting them?

If they are infiltrating, how are they supposed to get this pain token before anything is in range? It doesnt seem like you can take good advantage of infiltrate(which you are saying is the main reason to take him) if they have to be close to your deployment zone to get a pain token.

10 tactical marines with a flamer, assuming the flamer gets 5 mandrakes, will kill 2 mandrakes if you have a pain token and went to ground. I suppose I assumed more, but you are 1 including a pain token, which requires a 50 point HQ choice and 2 requires you to be in ruins(not all cover is ruins) and 3 requires you to go to ground anyway.

ShadarLogoth wrote:

Tactical marines can beat you down, much less anything else.

Really? Even without a Paint Token this is false, with a single Paint Token it's completely false, and kind of embarrassing that you would even write that.


Without a pain token 10 tac marines charge, kill one on the way in(assuming melta or plasma or no special weapon). No pain token, no overwatch. Mandrakes strike first. Mandrakes kill 1.5 marines. Nearly 4 mandrakes die. Mandrakes test on ld~5. IF they survive it will be a slow grind, but the mandrakes will lose.


Is there a way to make Mandrakes effective? @ 2013/08/21 00:42:01


Post by: ShadarLogoth


I've ran the numbers, including a PT and the mandrakes being in ruins. If the marines charge, they will kill all the mandrakes and have 2-3 marines left.


I suggest you re-run those numbers, because you seem to be leaving something out. Even if the Tacs get the charge, the Mandrakes win, although not by much. After Overwatch+CC kills ~2 Marines who kill ~2 Mandrakes in return. After the first round they basically slowly attrition each other day, but the more attacks and the higher Initiative win the day for the Drakes.

If the mandrakes charge they will kill all the marines and still have 6 mandrakes left. This is because killing 2.22 with the bale blast on the way in helps greatly in softening up the TAC marines.


Well yeah. That's why them having the PT is so critical.
What happens if they try the same thing against grey hunters? Lets just say things don't turn out so well for the mandrakes. Counter-charge + wolf standard + double the marine attacks mean the mandrakes lose 4.42 on the first round and the GH lose 4. It goes downhill from there quickly.


Sure, IF they haven't used their once per game yet, and IF they pass counter attack, which has a 30% chance of failure...But Exergy said Tacs, not Grey Hunters.

Read what I read again. Going to ground is not a strategy. It can be a good tactic, but its not something you should say "I'm going to go to the game this weekend and go to ground the entire time!" The only exception to this would be campers like cultists or plauge bearers.


Then I'm not communicating effectively, because it certainly is a strategy. "I'm going to use Infiltrate/Outlflank to push something off an objective and then GtG any heavy incoming fire."


If you infiltrate on an objective and go to ground on it, you will just be swept off. It's not like armies in the tourney today have a difficult time ignoring cover. In my tourney list I've got 4 wave serpents. How many serpents does it take to kill 10 mandrakes that went to ground on an objective? About 2.


So you are going to dedicate a minimum of two Wave Serpents (~300 points) to kill 150 points worth of Mandrakes, and probably have to dedicate even more fire power because more often then not 2 won't be enough? Opportunity costs? Is that REALLY what you want your Wave Serpents shooting at?

What happens if you go to ground in front of 10 TAC marines? They just assault you and wipe you off. Mandrakes are nasty when they get the assault, not the other way around.


They are certainly better on the charge, as are every single other CC unit in the game, however your Tactical math was off. If the Tacs really charged the Mandrakes, they would die.

20 STR 4 AP4 blasts are not that nasty to most targets. Don't get me wrong, my dire avengers are quaking in their fashonable boots, but marine armies just don't care. Killing 30 points of marines a turn just is not that scary. Sure the mandrakes can rush out and over the course of a few turns kill all the marines. And then they will get shot in the face by the rest of the army.


Why are you only picking Marine targets? Their isn't a single Marine book in the top tier. AP4 comes into play against most of the top tier armies right now. Also, pinning, it comes into play too...

You have a point about the Fleet, MtC, and Inflitrate/Outflank. Ill adjust my suggestion up to 9 points, or change them to start with bale blast and have it grow in strength and they get more pain tokens.


Well, I think those abilities are worth more the 1 point per model, but fair enough.

PS - Good discussion. You have made me think a lot more about mandrakes. I'm going to make my next Simhammer segment on them.





Automatically Appended Next Post:
and if there is a flamer in the tac squad it goes further down hill


A.) Please show me all the lists with flamers in Tac squads, B.) With competent placement the Flamer MIGHT kill one base, maybe, if your lucky.

What do Mandrakes have in their arsenal that prevents units that are close to them from assaulting them?


Okay, your notion that they can assault you wasn't false, just your notion that they would win if they did...

If they are infiltrating, how are they supposed to get this pain token before anything is in range? It doesnt seem like you can take good advantage of infiltrate(which you are saying is the main reason to take him) if they have to be close to your deployment zone to get a pain token.


A Haemi in a Venom or Raider can get 12" out of the deployment zone on turn one. If they are Outflanking, that gives the Venom/Raider two whole turns to get into position. That's how.

10 tactical marines with a flamer, assuming the flamer gets 5 mandrakes, will kill 2 mandrakes if you have a pain token and went to ground. I suppose I assumed more, but you are 1 including a pain token, which requires a 50 point HQ choice and 2 requires you to be in ruins(not all cover is ruins) and 3 requires you to go to ground anyway.


What? First, if you are assuming 5 Mandrakes with a template, you are use to playing with people who don't know how to setup their units. 4 would be the absolute ideal against a competent opponent. I honestly don't know what the rest of your babble is about. They have stealth, why do they need ruins? They can GtG in any area terrain in the game to get a 2+ cover.

Without a pain token 10 tac marines charge, kill one on the way in(assuming melta or plasma or no special weapon). No pain token, no overwatch. Mandrakes strike first. Mandrakes kill 1.5 marines. Nearly 4 mandrakes die. Mandrakes test on ld~5. IF they survive it will be a slow grind, but the mandrakes will lose.


Fair enough. IF the tactical marines who do not have Fleet or MtC get the charge on the Mandrakes (who do have Fleet and MtC) before they have a Paint Token they will win. IF you are pulling this off in a real game, your opponent is doing it wrong.


Is there a way to make Mandrakes effective? @ 2013/08/21 12:01:47


Post by: labmouse42


ShadarLogoth wrote:
I suggest you re-run those numbers, because you seem to be leaving something out. Even if the Tacs get the charge, the Mandrakes win, although not by much. After Overwatch+CC kills ~2 Marines who kill ~2 Mandrakes in return. After the first round they basically slowly attrition each other day, but the more attacks and the higher Initiative win the day for the Drakes.
The marines killed 1 mandrake with pistols on the way in, and lost .98 to overwatch. I typed out the entire combat in my original reply and then realized it was probably something noone wanted to read.
If you give the hemi an agonizer then the equation changes dramatically.

ShadarLogoth wrote:
So you are going to dedicate a minimum of two Wave Serpents (~300 points) to kill 150 points worth of Mandrakes, and probably have to dedicate even more fire power because more often then not 2 won't be enough? Opportunity costs? Is that REALLY what you want your Wave Serpents shooting at?
Well....yea....
It's not like the 310 points of wave serpents has to shoot at the mandrakes all game. Its one turn out of 5-7 they are focusing their firepower on. Take the wave serpent cost and divide it by 6. That's a better approximation of your opportunity cost to kill the mandrakes. As you mentioned, if I'm playing Eldar, they are significant threat to my MSU dire avengers and I'll want to address them quickly.

ShadarLogoth wrote:
Why are you only picking Marine targets? Their isn't a single Marine book in the top tier. AP4 comes into play against most of the top tier armies right now. Also, pinning, it comes into play too...
Historically its been the standard in a lot of discussion. I agree in the world of 40k its not always the case today. We see a lot of daemon builds, a lot of tau builds, etc. Given that the C:SM book is around the corner, and it has a good chance to shake up the meta yet again, I expect that MEQ discussion will stay relevant.

I think one of the problems with mandrakes is that they suffer from a 'hybrid syndrome'. GW puts way to much stock into hybrid units and overprices them accordingly. Flash Gitz come to mind. Mandrakes are a hybrid unit, as they are for assaulting (not getting assaulted) and they are for shooting.

ShadarLogoth wrote:
. They have stealth, why do they need ruins? They can GtG in any area terrain in the game to get a 2+ cover.
You don't want to go to ground any time you get attention -- only when you get a lot of attention. In those cases the ruins provide a 3+ cover save, which is better than the 4+ cover save area terrain gives.
Furthermore, ruins let you split your unit across multiple levels, making it harder to hit them with a flamer template weapon.


Is there a way to make Mandrakes effective? @ 2013/08/21 20:01:59


Post by: blood ravens addiction


maybe 6 points but theyre awful


Is there a way to make Mandrakes effective? @ 2013/08/22 01:07:34


Post by: JGrand


I always appreciate thought into under (in this case, never) used units. However, Mandrakes are very overpriced for what they do. It is hard enough making Dark Eldar work at the moment. In such a points tight army, one cannot throw 100+ points away on a very situational unit.

I've seen some solid attempts at making Dark Eldar work in 6th, mainly with Eldar allies. I'd be very interested in seeing a list that involves Mandrakes that would not be better served using the points elsewhere. Not really a "put up or shut up" challenge to the pro-Mandrake crowd, but more that I am curious. What is the synergy that almost all players seem to be missing?


Is there a way to make Mandrakes effective? @ 2013/08/22 02:44:27


Post by: Jancoran


I have a battle report in which I used them. Its an older report.

http://40kunorthodoxy.blogspot.com/2011/12/terror-based-dark-eldar-vs-tyranid.html

The synergy I found was in the Beautiful terror they can evoke in the enemy. Of course I had to try this list out against an army that cared little for such shinanigans in order to see if it could stand up to fearless armies. So here was the resulting report.


Is there a way to make Mandrakes effective? @ 2013/08/22 03:34:50


Post by: ShadarLogoth


The marines killed 1 mandrake with pistols on the way in, and lost .98 to overwatch. I typed out the entire combat in my original reply and then realized it was probably something noone wanted to read.
If you give the hemi an agonizer then the equation changes dramatically.


Basic Tacs don't have pistols...right?

Well....yea....
It's not like the 310 points of wave serpents has to shoot at the mandrakes all game. Its one turn out of 5-7 they are focusing their firepower on. Take the wave serpent cost and divide it by 6. That's a better approximation of your opportunity cost to kill the mandrakes. As you mentioned, if I'm playing Eldar, they are significant threat to my MSU dire avengers and I'll want to address them quickly.


That's a fair point, and one I've made myself in the past, but of course not every serpent survives the whole game. Still, their will be opportunity costs, something you are not shooting at to remove the Mandrake threat.

Fair points on the rest as well.


Automatically Appended Next Post:
 blood ravens addiction wrote:
maybe 6 points but theyre awful


LOL okay.


Is there a way to make Mandrakes effective? @ 2013/08/22 11:24:07


Post by: labmouse42


Basic TAC marines have a bolt gun, bolt pistol, frag and krak.
They do not have an extra CCW that the grey hunters have.

I find a lot of people just forget to shoot the pistols on the way in, or they are afraid to cause to many wounds and fail their assault.


Is there a way to make Mandrakes effective? @ 2013/08/22 15:26:32


Post by: JGrand


I have a battle report in which I used them. Its an older report.

http://40kunorthodoxy.blogspot.com/2011/12/terror-based-dark-eldar-vs-tyranid.html

The synergy I found was in the Beautiful terror they can evoke in the enemy. Of course I had to try this list out against an army that cared little for such shinanigans in order to see if it could stand up to fearless armies. So here was the resulting report.


I definitely appreciate the response and use of Mandrakes in a game situation. At the same time, it is hard to draw conclusions from just this game. First, what exactly was that Nid list? I saw that at least 8 Warriors were in there, which means a big waste of points from the get-go. Second, it is DE versus Tyranids. A well crafted DE list is just about worst case scenario to Nids. I mentioned that I was interested in seeing a list that isn't better served using the points elsewhere. This battle report did little to change my mind. For the cost of the two Mandrake units, you could have added 3 Venoms with 3x Wracks in each. It is nigh impossible to argue that three Venoms (and three more scoring units) would be less effective than Mandrakes against Nids run by a competent general.

Again, I appreciate outside the box thinking, but the idea of "invoking terror" doesn't hold up against seasoned tournament vets. There is no "surprise" that Mandrakes can pull on opponents who know the rules. I'd love to see some crazy combos take on big events, but they simply don't. I was just at the ATC, which due to some ability of teams to choose opponents, allows for more crazy builds. Even among the increased variety, there are some units that do not have a place.


Is there a way to make Mandrakes effective? @ 2013/08/22 15:45:27


Post by: felixcat




I think the point of the report is to show that we can think outside the box. I would not advocate a 'terror' list eother. I also noted that he did not use the infiltrate/outflank ability of the Mandrakes and he did use a WWP. But bear in mind the report is from 2011.

I don't necessarily discount a unit because it is not showing up in a tournament list. We have seen lists in the past that suddenly pop up on the tournament scene with seldom seen units and succeed - then suddenly they are accepted as possibilities.

I like the way Jancoren thinks. I also build lists outside the 'perceived' tournament box. I love including at least one or two Talos in my list ... Mushkilla has already shown that reavers are boss. I like MSU beast packs without characters Beastmasters 4 razorwing. So I'll keep an open mind until I've fully tested mandrakes against Tau, Necs,Eldar and the upcoming wave of new Smurf builds.


Is there a way to make Mandrakes effective? @ 2013/08/22 21:20:04


Post by: Jancoran


 JGrand wrote:
I have a battle report in which I used them. Its an older report.

http://40kunorthodoxy.blogspot.com/2011/12/terror-based-dark-eldar-vs-tyranid.html

The synergy I found was in the Beautiful terror they can evoke in the enemy. Of course I had to try this list out against an army that cared little for such shinanigans in order to see if it could stand up to fearless armies. So here was the resulting report.


I definitely appreciate the response and use of Mandrakes in a game situation. At the same time, it is hard to draw conclusions from just this game. First, what exactly was that Nid list? I saw that at least 8 Warriors were in there, which means a big waste of points from the get-go. Second, it is DE versus Tyranids. A well crafted DE list is just about worst case scenario to Nids. I mentioned that I was interested in seeing a list that isn't better served using the points elsewhere. This battle report did little to change my mind. For the cost of the two Mandrake units, you could have added 3 Venoms with 3x Wracks in each. It is nigh impossible to argue that three Venoms (and three more scoring units) would be less effective than Mandrakes against Nids run by a competent general.

Again, I appreciate outside the box thinking, but the idea of "invoking terror" doesn't hold up against seasoned tournament vets. There is no "surprise" that Mandrakes can pull on opponents who know the rules. I'd love to see some crazy combos take on big events, but they simply don't. I was just at the ATC, which due to some ability of teams to choose opponents, allows for more crazy builds. Even among the increased variety, there are some units that do not have a place.


I went 5-0 at the OFCC recently playing a pretty unorthodox Tau list. People like me are out there and winning with, as you say, "out of the box" things. Out of the box things are disruptive to enemy tactics and often disallow the enemy from executing their own plan and when that happens, you have an edge that a list on paper cant show you.

Proof is proof. The point of this particular battle report was to show that it could take on an enemy that was effectively immune to its tricks. Against a more traditional enemy, it did better yet. It was 6-1 before i altered course on my Dark Eldar builds.

And no, Venoms are NOT necessarily better, in OR out of a veteran Generals hands. Let me tell you why. In my last game at OFCC (96 players, pretty good turn out) which is billed as a "fair fun tournament" but is in fact festooned with competitive ForgeWorld filled lists this year, the dude had SIX Venoms. I one shot'd three of them in one round, which wasn't particularly a rare occurrence when you think about it and the last THREE venoms he had went away in round 2. Collectively the venoms killed a single Riptide in two turns.

So while I appreciate the firepower potential of Venoms, the reality is, this guy came armed for bear and got his incredibly useful Venoms demolished in record time on not particularly unlikely rolling and with most of my army starting in reserve. Try to do the same thing to two or three mandrake units. You cant. They dont die as fast by a long shot. And they deliver assault/shooting to the enemy just as fast as venoms do. They can fire 20 shots instead of 24 (two venoms) and they Pin, they assault and they have GREAT cover saves.

Im not suggesting you throw everything you know out the window and hop on the crazy train. I'm just telling you to allow for the idea that, indeed, this unit has a place in competitive play and its survivability over, say, a Venom which you hold up as an excellent alternative use of the points is PRONOUNCED. There is literally no comparison between the two in that regard. And that survivability and flexibility in deploying is what veteran generals like ME find appealing. I can FIND a way to use them in almost any situation.

What would you consider the hardest list for a mandrake list to try and defeat? I will play a Mandrake list and do a Batrep for you against it. Win or lose, the unit itself should show you some value.



Is there a way to make Mandrakes effective? @ 2013/08/23 00:31:45


Post by: ShadarLogoth


Again, I appreciate outside the box thinking, but the idea of "invoking terror" doesn't hold up against seasoned tournament vets. There is no "surprise" that Mandrakes can pull on opponents who know the rules. I'd love to see some crazy combos take on big events, but they simply don't. I was just at the ATC, which due to some ability of teams to choose opponents, allows for more crazy builds. Even among the increased variety, there are some units that do not have a place.


I think you are over selling the upper tier players a bit. I do think they make less mistakes, but particularly when facing units they don't see often, you can definitely catch them off guard with unorthodox tactics. You've been to more large tournaments recently then I have so you have more exposure to them then I do, but just based off of what I've experienced and battle reports I've read, I can say I seldom see even the best generals go through an entire game without a few mistakes. I feel the Infiltrate/Outflank units are a great way to encourage these mistakes, because again, most people have limited amounts of exposure to them.


Is there a way to make Mandrakes effective? @ 2013/08/23 01:01:15


Post by: labmouse42


ShadarLogoth wrote:
I think you are over selling the upper tier players a bit. I do think they make less mistakes, but particularly when facing units they don't see often, you can definitely catch them off guard with unorthodox tactics.
I want to see more mistakes from them. I'm 'lucky' enough to have Sean Nadan, Alex Finnell, Mannahnin and play in local RTTs at my FLGS. I keep waiting for those 'mistakes' to manifest
On the plus side, playing those guys at RTT regularly has improved the quality of my game immensely.


Is there a way to make Mandrakes effective? @ 2013/08/23 06:15:31


Post by: Jancoran


Good players inevitably raise the play of other players. I think its how the meta grows up.


Is there a way to make Mandrakes effective? @ 2013/08/23 16:23:30


Post by: felixcat


If you look at this thread there is three pages of discussion. Obviously it not as cut and dried a topic as some would make it out to be. The 'net wisdom' - mandrakes are the worst unit in the codex - does not seem to be holding up entirely.


Is there a way to make Mandrakes effective? @ 2013/08/23 16:40:14


Post by: JGrand


In response to Jancorn, I appreciate that you have local success with some strange combinations. I like thinking of different combos as well. However, I plan for GTs and major events. I play a good deal in the northern VA area, and can tell you that the competition is fierce. Local events often feature multiple GT winners and accomplished players. Even the "noobs" are packing relatively tight lists. Taking things like Mandrakes is asking to play with a handicap. Good players aren't afraid of things like Mandrakes--40k is a transparent game. At best, you are hoping to mess with target priority. Again, I'll speak from experience and echo Labmouse here--I'm still waiting to see these glaring mistakes from the 40k heavy weights. They don't get flustered when you bring a sub par unit, they merely breahe a sigh of relief.

As for the bat rep, I hate to say it, but playing some unknown player proves nothing. I'd love to see you rock Mandrakes in the top 16 of a major GT. You can also take Jy2s lead and put together some reps versus some heavy and accomplished challengers. Is that a high bar to set? I tend to think not. My (and many other peoples) definition of "competitive" 40k is the major tourney circuit. Local wins mean very little. I can drive about an hour to a store I know is soft and whip up on people with all sorts of bad units. If something really holds water, it should be able to stand tests from the best


Automatically Appended Next Post:
If you look at this thread there is three pages of discussion. Obviously it not as cut and dried a topic as some would make it out to be. The 'net wisdom' - mandrakes are the worst unit in the codex - does not seem to be holding up entirely.


Thread length and disagreement is meaningless. I can find people who think that vaccinations cause autism. Just because someone is entitled to have that opinion, it doesn't mean that they have proof, backing, ethos, or any kind of validity behind them. I can't empirically prove Mandrakes are bad, just like the other side can't empirically prove they are good. However, I have yet to see them run in successful lists in what are commonly considered competitive events. House hammer and local wins mean little.


Is there a way to make Mandrakes effective? @ 2013/08/23 23:57:42


Post by: labmouse42


 JGrand wrote:
I can't empirically prove Mandrakes are bad, just like the other side can't empirically prove they are good.
What we can do (and have done) is prove that their damage-per-point and resilience-per-point ratios are sub-par when compared to other units.

That begs the question, what value do you place on their special abilities and where subjective opinions take over. I do not think they are worth it, but others do.


Is there a way to make Mandrakes effective? @ 2013/08/24 00:27:18


Post by: Jancoran


 JGrand wrote:
In response to Jancorn, I appreciate that you have local success with some strange combinations. I like thinking of different combos as well. However, I plan for GTs and major events. I play a good deal in the northern VA area, and can tell you that the competition is fierce. Local events often feature multiple GT winners and accomplished players. Even the "noobs" are packing relatively tight lists. Taking things like Mandrakes is asking to play with a handicap. Good players aren't afraid of things like Mandrakes--40k is a transparent game. At best, you are hoping to mess with target priority. Again, I'll speak from experience and echo Labmouse here--I'm still waiting to see these glaring mistakes from the 40k heavy weights. They don't get flustered when you bring a sub par unit, they merely breahe a sigh of relief.

As for the bat rep, I hate to say it, but playing some unknown player proves nothing. I'd love to see you rock Mandrakes in the top 16 of a major GT. You can also take Jy2s lead and put together some reps versus some heavy and accomplished challengers. Is that a high bar to set? I tend to think not. My (and many other peoples) definition of "competitive" 40k is the major tourney circuit. Local wins mean very little. I can drive about an hour to a store I know is soft and whip up on people with all sorts of bad units. If something really holds water, it should be able to stand tests from the best


Automatically Appended Next Post:
If you look at this thread there is three pages of discussion. Obviously it not as cut and dried a topic as some would make it out to be. The 'net wisdom' - mandrakes are the worst unit in the codex - does not seem to be holding up entirely.




Thread length and disagreement is meaningless. I can find people who think that vaccinations cause autism. Just because someone is entitled to have that opinion, it doesn't mean that they have proof, backing, ethos, or any kind of validity behind them. I can't empirically prove Mandrakes are bad, just like the other side can't empirically prove they are good. However, I have yet to see them run in successful lists in what are commonly considered competitive events. House hammer and local wins mean little.


So... In essence your argument is that because you dont KNOW the players I fight on a first name basis, that any results are suspect. Lol. Why are you on an INTERNET forum if that's your feeling?

Let me just say that if i go to NOVA or Adepticon, with any army, I am confident of a top 16 finish. Very confident. But no matter how many people I beat and no matter what their name is, if I win with an unorthodox approach, you'll tell me it was luck (even though its a dice game). Or you'll tell me its terrain (even though I dont place it). Or you'll tell me that it wasn't the Mandrakes who won it for me. or you'll tell me some other minimizing thing. Because thats what people who play the "meta card" do.

Its disappointing honestly.



Is there a way to make Mandrakes effective? @ 2013/08/24 02:30:54


Post by: JGrand


So... In essence your argument is that because you dont KNOW the players I fight on a first name basis, that any results are suspect. Lol. Why are you on an INTERNET forum if that's your feeling?


No. Just no.

I am SKEPTICAL of your results because I do not know anything about who you play with or the events you play in.

Let me just say that if i go to NOVA or Adepticon, with any army, I am confident of a top 16 finish. Very confident. But no matter how many people I beat and no matter what their name is, if I win with an unorthodox approach, you'll tell me it was luck (even though its a dice game). Or you'll tell me its terrain (even though I dont place it). Or you'll tell me that it wasn't the Mandrakes who won it for me. or you'll tell me some other minimizing thing. Because thats what people who play the "meta card" do.


Then do it. I'll be rooting for you. I would never disparage your results at a major event. That would be incredibly petty. Like I said, I fully accept the results of major events. I am skeptical of local games and house hammer. I could make a battle rep in which I cream a local noob with just about anything in the game. It proves nothing.

No need to ride in on a high horse here. Just prove your claims against the big dogs is all I said. If you are so confident, make the trip and show the 40k world a thing or two. I mentioned before, I'd be rooting for you, as I do like unorthodox lists.

In addition, I just took a look at the event you just mentioned doing well in while using an unorthodox Tau list. It was a comp-heavy event for gaming clubs. To each their own I suppose, but when you play in events like NOVA, Adepticon, ATC, ect, you don't get to look across the table and tell an opponent that their list is "too competitive" and not allowed. The game is MUCH different when no holds are barred. That may go a long way explaining the disconnect we seem to have here.




Is there a way to make Mandrakes effective? @ 2013/08/24 05:58:03


Post by: Jancoran


 JGrand wrote:
So... In essence your argument is that because you dont KNOW the players I fight on a first name basis, that any results are suspect. Lol. Why are you on an INTERNET forum if that's your feeling?


No. Just no.

I am SKEPTICAL of your results because I do not know anything about who you play with or the events you play in.

Let me just say that if i go to NOVA or Adepticon, with any army, I am confident of a top 16 finish. Very confident. But no matter how many people I beat and no matter what their name is, if I win with an unorthodox approach, you'll tell me it was luck (even though its a dice game). Or you'll tell me its terrain (even though I dont place it). Or you'll tell me that it wasn't the Mandrakes who won it for me. or you'll tell me some other minimizing thing. Because thats what people who play the "meta card" do.


Then do it. I'll be rooting for you. I would never disparage your results at a major event. That would be incredibly petty. Like I said, I fully accept the results of major events. I am skeptical of local games and house hammer. I could make a battle rep in which I cream a local noob with just about anything in the game. It proves nothing.

No need to ride in on a high horse here. Just prove your claims against the big dogs is all I said. If you are so confident, make the trip and show the 40k world a thing or two. I mentioned before, I'd be rooting for you, as I do like unorthodox lists.

In addition, I just took a look at the event you just mentioned doing well in while using an unorthodox Tau list. It was a comp-heavy event for gaming clubs. To each their own I suppose, but when you play in events like NOVA, Adepticon, ATC, ect, you don't get to look across the table and tell an opponent that their list is "too competitive" and not allowed. The game is MUCH different when no holds are barred. That may go a long way explaining the disconnect we seem to have here.


The OFCC is. TSHFT (Grey Knights) and the GT's (Sisters of Battle) weren't compd. But when I faced TWO MechDar lists, a Venomspam list with WraithKNight and a CronAir list with ChaosAir attached.... Sorry, but those lists at OFCC weren't anything but a normal competitive tourney list. I only faced one army the whole tourney that I would say was truly comp'd. Not that this will made a dent in your perception. But this might: The guy whose team took Best General also is the guy who took 3rd at NOVA. Jeremy V. Sadly I didn't get to play him.



Is there a way to make Mandrakes effective? @ 2013/08/25 01:42:37


Post by: anonymou5


 JGrand wrote:


In addition, I just took a look at the event you just mentioned doing well in while using an unorthodox Tau list. It was a comp-heavy event for gaming clubs. To each their own I suppose, but when you play in events like NOVA, Adepticon, ATC, ect, you don't get to look across the table and tell an opponent that their list is "too competitive" and not allowed. The game is MUCH different when no holds are barred. That may go a long way explaining the disconnect we seem to have here.




Just to back up your point a bit... I played Steven Brooks, who won best Dark Eldar at the ATC, at the "First Loser's Table" at Nashcon (ie the table for people who went undefeated, but didn't have enough Battle Points to make the Final Table. Steven and I also met at the First Loser's Table at Stones River), and he was running some Mandrakes. Notice, they weren't on his ATC list.

http://www.whatc.org/40kteams.php

So there's one top DE player who tried Mandrakes, and quickly retired them. In our game at Nashcon, they did nothing.


Is there a way to make Mandrakes effective? @ 2013/08/25 09:33:26


Post by: Jancoran


Threads like this should be devoted to HOW to use such a thing, not using failures as examples. What do we learn from someone who couldn't figure out how to use them in enough time to matter, at a tourney somewhere? Anything?

Shall I stop taking Kroot because they didn't do something in a couple games? Probably not. If my Riptide gets doused in flames and burned to the ground before it kills a thing, shall I drop it from my list?

Just saying. Lots of my units are "useless" against a flyer. should I not take anything but antiair? You see the point hopefully. No unit can do everything. Im more interested in what they CAN do.


Is there a way to make Mandrakes effective? @ 2013/08/25 12:44:08


Post by: labmouse42


Have you read the entire thread or just the first few and last few posts.

There is quite a bit of discussion on the use of mandrakes


Is there a way to make Mandrakes effective? @ 2013/08/26 01:56:29


Post by: Jancoran


Yup, been readfing. Obviously, my response is to the suggestion that a guy at the ATC doing poorly isn't going to persuade me to ignore my own experience. Some of whats here (and the links to other forums) have been very interesting to me.


Is there a way to make Mandrakes effective? @ 2013/08/26 13:03:21


Post by: Oaka


If you're up for playing a casual game with some House Rules, I've been testing out lists where we allow The Decapitator to take Mandrakes as Troops choices. It's actually a lot of fun being able to build an army around scoring Mandrakes.

Otherwise, Dark Eldar with Tau allies have been working out reasonably well for me where a unit of Kroot snipers can support a unit of Mandrakes on one flank. Get them that pain token, and it's a nice little pillbox if you can keep them all in area terrain, and gains a little bit of assault deterrent.


Is there a way to make Mandrakes effective? @ 2013/08/26 14:39:35


Post by: bigginhouse


I find they're not bad if you pair them up with kheradruak and use them as ambush units. Since he comes with a pain token they can start shooting right away which was their biggest issue


Is there a way to make Mandrakes effective? @ 2013/08/26 16:26:57


Post by: Oaka


bigginhouse wrote:
I find they're not bad if you pair them up with kheradruak and use them as ambush units. Since he comes with a pain token they can start shooting right away which was their biggest issue


Except he's not an Independent Character. Yes, his rules are simply that bad.


Is there a way to make Mandrakes effective? @ 2013/08/27 19:43:43


Post by: RancidHate


What about Deep Striking Raiders with a Haemonculus and Mandrakes (of course with Nightshields to reduce enemy rapid fire range). Wouldn't 20 AP4 shots do decent damage against Tau or Eldar? Thoughts?

Also, the T4 makes them slightly more survivable against your boats blowing up (and they will blow up).

I'm reaching here cuz' I'm in the camp of They're not good but they might be useful. Not useless like Mutilators, Khedukerah, Tau Flyers or...Banshees (shudders WTF!)


Is there a way to make Mandrakes effective? @ 2013/08/27 19:57:43


Post by: labmouse42


 RancidHate wrote:
What about Deep Striking Raiders with a Haemonculus and Mandrakes (of course with Nightshields to reduce enemy rapid fire range). Wouldn't 20 AP4 shots do decent damage against Tau or Eldar? Thoughts?
It's all a matter of Damage Per Point . How much do those mandrakes + raider + Haemonculus cost. How much damage do they do for their actual cost?
Also mandrakes cant take a raider as a dedicated transport.

 RancidHate wrote:
Also, the T4 makes them slightly more survivable against your boats blowing up (and they will blow up).
Are you thinking mandrakes or wracks?


Is there a way to make Mandrakes effective? @ 2013/08/27 20:02:18


Post by: hyv3mynd


And mandrakes can't take raiders as transports...


Is there a way to make Mandrakes effective? @ 2013/08/27 21:36:04


Post by: Oaka


Ugh, it's obvious this codex was written before sixth edition because having an infiltrating unit seemed to be so powerful for Dark Eldar until you could just ally it in.


Is there a way to make Mandrakes effective? @ 2013/08/28 02:22:34


Post by: RancidHate


 labmouse42 wrote:
 RancidHate wrote:
What about Deep Striking Raiders with a Haemonculus and Mandrakes (of course with Nightshields to reduce enemy rapid fire range). Wouldn't 20 AP4 shots do decent damage against Tau or Eldar? Thoughts?
It's all a matter of Damage Per Point . How much do those mandrakes + raider + Haemonculus cost. How much damage do they do for their actual cost?
Also mandrakes cant take a raider as a dedicated transport.

 RancidHate wrote:
Also, the T4 makes them slightly more survivable against your boats blowing up (and they will blow up).
Are you thinking mandrakes or wracks?


Darn, I'm just tore-up from the floor-up as far as the rules go. Yer right I confused Wracks T4 with Mandrakes as well. But you know what if they can't even take a Raider then yea any argument I tried to make in their favor is void... but that means. Mandrakes, even with cool models ...are...trash...

At that point you need to pay webway portal and Haemoculus tax, then expose another HQ to drop the portal for like ...maybe.. 6 AP4 wounds? That is ...stunningly bad, like srsly worse than Mutilator bad ZOMG.

For the argument that they are a distraction unit, there's other units that can distract And actually pose a threat for less points (and I'm not even touching allies here). What a shame...


Is there a way to make Mandrakes effective? @ 2013/08/28 07:26:04


Post by: Jancoran


Hyperbole central here guys.

This unit is noit the cure to cancer...NOR its cause.

Let me ask its detractors this: what are three good things you CAN do with Mandrakes? Because if you aren't willing to consider the possibilities, you cannot speak to the negative. and vice versa as well.


Is there a way to make Mandrakes effective? @ 2013/08/28 19:18:51


Post by: labmouse42


 Jancoran wrote:
Let me ask its detractors this: what are three good things you CAN do with Mandrakes? Because if you aren't willing to consider the possibilities, you cannot speak to the negative. and vice versa as well.
* You can outflank them
* You can infiltrate them onto an objective and join a hemi to them to some 'pew pew'
* You can use them to shoot/assault weaker 'choppa' units. 10 of them will kill 10 TACs when the mandrakes assault
* You can use them to harass back field units or vehicles with AV10 rear.
* You can use them as cool miniatures in your D&D game


Is there a way to make Mandrakes effective? @ 0040/08/28 19:37:55


Post by: Jancoran


 labmouse42 wrote:
 Jancoran wrote:
Let me ask its detractors this: what are three good things you CAN do with Mandrakes? Because if you aren't willing to consider the possibilities, you cannot speak to the negative. and vice versa as well.
* You can outflank them
* You can infiltrate them onto an objective and join a hemi to them to some 'pew pew'
* You can use them to shoot/assault weaker 'choppa' units. 10 of them will kill 10 TACs when the mandrakes assault
* You can use them to harass back field units or vehicles with AV10 rear.
* You can use them as cool miniatures in your D&D game


That last point was a good onee. Lol. They WOULD be awesome in D&D. And I do run a D&D game every other week...


Is there a way to make Mandrakes effective? @ 2013/08/28 21:43:03


Post by: felixcat



For the record I have always started my Mandrakes at the edge of my deployment zone, hugging cover when using them. You can deploy your Haemie first and then infiltrate your Mandrakes in cohesion strung out in front of them. Puts you forward with a Haemie without risk if you have cover. Generally there are better targets than stealthed Mandrakes turn one.


Is there a way to make Mandrakes effective? @ 2013/08/29 06:23:05


Post by: ShadarLogoth


Darn, I'm just tore-up from the floor-up as far as the rules go. Yer right I confused Wracks T4 with Mandrakes as well. But you know what if they can't even take a Raider then yea any argument I tried to make in their favor is void... but that means. Mandrakes, even with cool models ...are...trash...

At that point you need to pay webway portal and Haemoculus tax, then expose another HQ to drop the portal for like ...maybe.. 6 AP4 wounds? That is ...stunningly bad, like srsly worse than Mutilator bad ZOMG.

For the argument that they are a distraction unit, there's other units that can distract And actually pose a threat for less points (and I'm not even touching allies here). What a shame...


1.) Doesn't know the rules for Mandrakes and has clearly never used them.

2.) Despite this void in applicable knowledge, knows they are "stunningly bad, like srsly worse than Mutilator bad ZOMG"

God I love this place.


Automatically Appended Next Post:
 labmouse42 wrote:
 Jancoran wrote:
Let me ask its detractors this: what are three good things you CAN do with Mandrakes? Because if you aren't willing to consider the possibilities, you cannot speak to the negative. and vice versa as well.
* You can outflank them
* You can infiltrate them onto an objective and join a hemi to them to some 'pew pew'
* You can use them to shoot/assault weaker 'choppa' units. 10 of them will kill 10 TACs when the mandrakes assault
* You can use them to harass back field units or vehicles with AV10 rear.
* You can use them as cool miniatures in your D&D game


Great post man.

To bad they are finecast or else you could have added paper weight to the list. Stupid drakes can't even hold down a stack of paper efficiently.


Is there a way to make Mandrakes effective? @ 2013/08/29 06:27:20


Post by: anonymou5


I use them as "counts as" Incubi, Pink Horrors....I'm sure there's other uses....


Is there a way to make Mandrakes effective? @ 2013/08/29 06:33:47


Post by: ShadarLogoth


As I stated before, I find them quite adequate when maximizing on the rules they have. Choose the deployment option that will most complicate your opponents path to victory, shoot things far, assault things close, GtG if they get heavy fire, and stay in cover. I don't expect them to single handily table opponents, but I do expect them to succeed at the task I stick them on, and they generally do.


Is there a way to make Mandrakes effective? @ 2013/08/29 23:10:01


Post by: RancidHate


ShadarLogoth wrote:
Darn, I'm just tore-up from the floor-up as far as the rules go. Yer right I confused Wracks T4 with Mandrakes as well. But you know what if they can't even take a Raider then yea any argument I tried to make in their favor is void... but that means. Mandrakes, even with cool models ...are...trash...

At that point you need to pay webway portal and Haemoculus tax, then expose another HQ to drop the portal for like ...maybe.. 6 AP4 wounds? That is ...stunningly bad, like srsly worse than Mutilator bad ZOMG.

For the argument that they are a distraction unit, there's other units that can distract And actually pose a threat for less points (and I'm not even touching allies here). What a shame...


1.) Doesn't know the rules for Mandrakes and has clearly never used them.

2.) Despite this void in applicable knowledge, knows they are "stunningly bad, like srsly worse than Mutilator bad ZOMG"

God I love this place.

Uh... maybe a silly tone didn't come across...and I made earlier quotes trying to argue in their favor at first, really... ah well I gotta spend some more time reading the codex I guess... or I could fart.... or maybe both... lighten up


Automatically Appended Next Post:
 labmouse42 wrote:
 Jancoran wrote:
Let me ask its detractors this: what are three good things you CAN do with Mandrakes? Because if you aren't willing to consider the possibilities, you cannot speak to the negative. and vice versa as well.
* You can outflank them
* You can infiltrate them onto an objective and join a hemi to them to some 'pew pew'
* You can use them to shoot/assault weaker 'choppa' units. 10 of them will kill 10 TACs when the mandrakes assault
* You can use them to harass back field units or vehicles with AV10 rear.
* You can use them as cool miniatures in your D&D game


Great post man.

To bad they are finecast or else you could have added paper weight to the list. Stupid drakes can't even hold down a stack of paper efficiently.