Switch Theme:

Drukhari - First Impressions  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




the_scotsman wrote:
Back on the subject of how Drukhari stack up vs existing, weaker factions, there's a fantastic batrep from Vanguard Tactics that shows what well-piloted Tau can do to counter the new drukhari stuff.


Hmmm.
FWIW, and assuming its the same battle report, I didn't like the DE player's choices in the early game. Going second is always going to be kind of annoying - especially perhaps on Vital Intelligence when you've taken the mission secondary - but I wasn't really sure what they were trying to do. They seemed very concerned I think about the Tau DSing in - okay - but the result was that their units acted without much support. i.e. "I'll move this up, its now a threat" - Tau player, "then I'll kill it". DE player: okay, send in the next wave.

It might be because you got to see the workings - but it seemed the Tau player was playing 40k at a higher level, but would still have lost if the DE had just tweaked certain things. Despite never really laying a glove on the Tau's core firebase.
   
Made in us
Fixture of Dakka





the_scotsman wrote:
 CEO Kasen wrote:
 Blackie wrote:
Slayer-Fan123 wrote:
LOOOOOOL Did Jake seriously say, with a straight face, Dark Eldar transport issues were fixed?


Aren't they fixed now? I thought they got the extra space and raiders also got +1T. Already had and kept invuln, decent weapons, mobility and venoms also come with a built-in -1 to hit. The army works without spamming lots of transports. What else do they need?


Do Archons still have to climb out of their transports to motivate the raiders inside of it to shoot better?


I mean no, because that's not what an archon does in a shooting list setup. He either plays it safe and shoots a relic pistol out of the transport with the boys, or he's a murdarchon build with some incubi or sslyth somewhere ready to stab a fool.

An archon in a classic venomspam kabal heavy list setup isn't a buff piece. His dumb little SM captain aura isn't worth building around, but his ability to be a 85pt model that outputs 10 S7 AP-3 D3 attacks with reroll hits and wounds in a single round is.

You're looking at a dude that can obliterate 3x his point value in a single turn without breaking a sweat and then has a PRETTY DECENT chance of surviving to keep murdering things thanks to his 2++ save and going "man, but I do wish his gakky captain aura that works on 3 units in the entire game could project out of the transport he's in."


Archons could be better or worse in their design. The melee monobuild is a clear winner, but it seems pretty powerful. If you want to field multiple archons (like I do), you can keep them cheap to use them as the guy stuck running around behind the boats to hand out rerolls. Or just give them a relic and/or warlord trait of their own so that they can contribute.

But yeah. I definitely wish they'd done something slightly different with these guys. Bring back some of the cool arcane tech they used to have. Or just open up the armory so they can mix and match gear like they used to. Or just give them a command phase ability that doesn't require everyone to hop out of the raider. The most awkward part is that splinter racks and trueborn give me more reason than ever to want to stay inside my transports where his buffs can't reach them.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
Forum Index » 40K General Discussion
Go to: