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Made in ca
Longtime Dakkanaut






They could bring back the modern version of the "Lance" special rule and allow all Darklight weaponry to re-roll failed to wound rolls against vehicles or something.

Square Bases for Life!
AoS is pure garbage
Kill Primaris, Kill the Primarchs. They don't belong in 40K
40K is fantasy in space, not sci-fi 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

 Denegaar wrote:
Mercenaries are another part of our book to look at, they need some kind of synergy with the army, right now they make no sense...
Maybe something like paying a tax so they join the army in exchange to new rules, then they'll feel like real mercenaries. something like:

- Pay the tithe: At the beginning of the round, you may pay 2CP, if you do, your Mercenaries gain the obsession of the detachment they belong until the end of it.

Maybe gaining the obsession is awkward to the lore, but you get the idea.


That would have honestly fixed things so very much. Imagine heat lance scourge DS'ing in with 24" and therefore 12" half range for double damage due to obsidian rose. They might actually have a use for once....maybe. They'd still die instantly though and need you to kill infantry screens properly but at least they'd have a use.

Incubi gain +1 strength from Experimental Creations making their weapons hit at str 6 and combined with drazhar become decent again.

Mandrakes get Acrobatic Display and therefore get 4+ inv. save in melee.

We can give them some decent skills.

@Brutus_Apex:

That or they could make it more like it was when vehicles had an armor value of 12 and reduce toughness of a vehicle or monster instead. For instance if it's above 6 or then drop it down to 6. That or force the toughness to go down by 1 or 2 regardless of what it is and only for the lance weapon shooting it. That way something that is normally toughness 8 goes down to toughness 7 whenever a lance hits it with no stacking or a t7 unit drops down to t6 or similar.

This message was edited 3 times. Last update was at 2020/08/23 21:42:44


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in us
Fixture of Dakka






Well Scourges ARE Kabals in the lore.... so IDK why they don't have Kabal keyword.

   
Made in us
Haemonculi Flesh Apprentice






 Amishprn86 wrote:
Well Scourges ARE Kabals in the lore.... so IDK why they don't have Kabal keyword.


Yea they are wealthy kabs that pay to basically be couriers for the Don Bosses. It's hilarious that the court (half anyway) gets the obsession but not the scourges.


Back to tactics, DT wracks with liquifiers are funny for when they really pop off, but your almost guaranteed to lose one if not both when they fire. But they have some serious damage potential. I think ossefactors and hexrifles are a better more flexible and safer combo though.

This message was edited 1 time. Last update was at 2020/08/23 22:19:50


   
Made in us
Fixture of Dakka






I always takea Ossefactor or a Hexrifle on a unit or 2, even though i do play DT all the time, id on't take the weapons for DT i take so i can FnF lol.

   
Made in us
Calculating Commissar




pontiac, michigan; usa

 Red Corsair wrote:
 Amishprn86 wrote:
Well Scourges ARE Kabals in the lore.... so IDK why they don't have Kabal keyword.


Yea they are wealthy kabs that pay to basically be couriers for the Don Bosses. It's hilarious that the court (half anyway) gets the obsession but not the scourges.


Back to tactics, DT wracks with liquifiers are funny for when they really pop off, but your almost guaranteed to lose one if not both when they fire. But they have some serious damage potential. I think ossefactors and hexrifles are a better more flexible and safer combo though.


Was i one of the ones that proposed this idea with them in raiders? I think i asked if you could take 2 minimum squads of 5 and have a liquifier acothyst so you could have 4 liquifiers per raider. It might be a bit pricey now though. I was gonna plan for that but i think at the end of the day i settled on 36 reaver bikes spam with blasters, test of skill, grav talons (4+ to charge per grav talon model is a mortal wound) and the slashing impact (mortal wounds on a 5+ per model on a charge vs infantry, bikes and monsters). Part of the reason i settled for reavers is because you only need mortal wounds on most of the things they can attack and not much else. I may change my mind however given the opponent i faced that said a chaos lord was legit riding a vehicle mount. I'm kinda wondering if that was legit honestly.

I haven't tested my list with 36 bikes yet and it could be good but i dunno if it would be with 9th ed and points changes. Still bikes didn't get hit as hard from points costs as much as most of our other units from what i can gather.

---------

Scourge with Test of Skill or Dark Technomancers would also be magical. In fact it suits them so much i'm shocked you can't give them either. Test of skill because they normally hunt monsters and vehicles anyway and dark technomancers because wounding more easily, doing more damage and possibly dying in the process fits a suicide anti-tank and anti-monster unit in 8th edition and possibly 9th too. It's actually kind of pitiful they don't get that ability.

I mean haywire with a 3+ to mortal wound and 5+ for d3 mortal wounds. That or just something that gives extra wounds. Even 30 scourge popping out of DS with shots that do 2 damage each or even shredders that do 2 damage per wound. It's such wasted potential honestly. Scourge could legit be kings but they instead became peasants. How very sad.

This message was edited 3 times. Last update was at 2020/08/24 00:03:43


Join skavenblight today!

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Made in gb
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

Skari has had success recently with the following interesting list:

Patrol Detachment - Kabal of the Black Heart
- Archon (Blast Pistol, Huskblade, Labyrinthine Cunning, Warlord)
- Sslyth
- Sybarite (Splinter Rifle) / x4 Kabalite Warriors (Splinter Rifles)

Patrol Detachment - Cult of the Red Grief
- Succubus (Archite Glaive, Grave Lotus, Quicksilver Fighter, Splinter pistol, The Helm of Spite)
- Hekatrix (Hekatarii blade, Splinter pistol, Adrenalight) / x4 Wyches (Hekatarii blades, Splinter Pistols)
- Helliarch (Hellglaive, Hypex) / x4 Hellions (Hellglaives, Splinter pods, Hypex)
- Beastmaster (Agoniser, Splintermind)
- x4 Razorwing flocks
- x4 Razorwing flocks
- Arena Champion / x5 Reaver (Bladevanes, Splinter pistols, Splinter rifles, Painbringer) / x3 Reaver with special weapon (Heat lance, Painbringer)

Patrol Detachment - Custom Coven (Dark Technomancers, Masters of Mutagens)
- Drazhar
- Haemonculus (Electrocorrosive whip, Hexrifle, Master Regenerist, The Nightmare Doll)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Klaivex (Klaive) / x4 Incubi (Klaive)
- Klaivex (Klaive) / x4 Incubi (Klaive)
- Reaper
- Reaper
- x6 Venom (Splinter Cannons, Twin splinter rifles)

VAIROSEAN LIVES! 
   
Made in es
Wicked Wych With a Whip





Yeah I've seen the image on Reddit.

It's nice to see that more or less everyone relegated Kabal to Vect + Cunning. And put all the damage into a DT / MoM unit.

I want to see how he uses the Cult Patrol because I really like the Reaver model and I want to pick some!

The Bloody Sails
 
   
Made in us
Shadowy Grot Kommittee Memba






 Amishprn86 wrote:
We need some type of either Docs, Tides, Sacrad rites, or Special ammo for our Lances/Poison. That lone (army wide) would be perfect.

An idea i had was

Pick a specialist and one of the specialist traits, your army gains that rules for the rest of the battle
2CP stratagem to change it once per game.

Poison specialist
re-roll wounds of 1 with poison weapons
-1ap with poison weapons
+1 to wound with poison weapons

Heavy Specialist
While embarked treat all heavy weapons as assault
Can advance and shoot heavies as if they were assault
+1 to hit if remained stationary

Raiding Specialist: "units with fly or transports"
Gain +3" movement
Gain a 5++ vs shooting attacks even while engaged
Gain a 6" disembarked instead of 3"



This gives you a a diverse set of options, yes you can change this the point is the idea. Poison, Heavy, and Fly (aka move fast) options to buff.


poison specialist is fine, I think Heavy Specialist is potentially pretty abusable with Ravagers/Reapers and the +1 to hit if stationary bit.

Raiding specialist would get pretty wacky with Flayed Skull XD and I don't understand the second bit - is that not how the 5++ saves work right now? If I'm within 1" of you it's still a shooting attack, which is what's specified by the various 5++ rules...

Personally I think they're just a little bit over the power bar that we saw with the Sisters Rites, but I love the idea of something unifying your splintered Dark Eldar force. I would trim it to 2 rules at maximum personally. I think it'd be really cool if it were based around what the raid is supposed to be doing. An alternative version I'd propose:

Culling

-1AP with poison weapons
INFANTRY models ignore the penalty to hit with Heavy weapons if they moved

Prisoner Raid

Units embarked within transports may disembark after the transport has moved. Any units that do so may not move further in the movement phase.
All units treat the Power from Pain track as being 1 turn higher than it is

Lightning Strike

All models with FLY can either shoot or charge on a turn they made a Fall Back move
All models ignore the penalty to hit for Advancing and firing Assault weapons, and Rapid Fire weapons become Assault weapons (e.g. rapid fire 1 becomes assault 1) if the unit made an Advance move

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

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

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

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






I moved it to proposed rules so don't clog up tactics.

   
Made in us
Haemonculi Flesh Apprentice






 harlokin wrote:
Skari has had success recently with the following interesting list:

Patrol Detachment - Kabal of the Black Heart
- Archon (Blast Pistol, Huskblade, Labyrinthine Cunning, Warlord)
- Sslyth
- Sybarite (Splinter Rifle) / x4 Kabalite Warriors (Splinter Rifles)

Patrol Detachment - Cult of the Red Grief
- Succubus (Archite Glaive, Grave Lotus, Quicksilver Fighter, Splinter pistol, The Helm of Spite)
- Hekatrix (Hekatarii blade, Splinter pistol, Adrenalight) / x4 Wyches (Hekatarii blades, Splinter Pistols)
- Helliarch (Hellglaive, Hypex) / x4 Hellions (Hellglaives, Splinter pods, Hypex)
- Beastmaster (Agoniser, Splintermind)
- x4 Razorwing flocks
- x4 Razorwing flocks
- Arena Champion / x5 Reaver (Bladevanes, Splinter pistols, Splinter rifles, Painbringer) / x3 Reaver with special weapon (Heat lance, Painbringer)

Patrol Detachment - Custom Coven (Dark Technomancers, Masters of Mutagens)
- Drazhar
- Haemonculus (Electrocorrosive whip, Hexrifle, Master Regenerist, The Nightmare Doll)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Klaivex (Klaive) / x4 Incubi (Klaive)
- Klaivex (Klaive) / x4 Incubi (Klaive)
- Reaper
- Reaper
- x6 Venom (Splinter Cannons, Twin splinter rifles)


This looks like a fun take on a list I ran back in December. I didn't take the cult though (was running 1500 pts). I came to the conclusion that raiders were much better then the venoms, the extra durability especially now in 9th with venoms kind of losing out on stacking hit mods and the increase in +1 to saves from cover in general seem to have reinforced that conclusion I would imagine. Scary how much less durable PoF Talos are now that the meta has ramped up so much. They went from tough as nails to meh pretty fast.

   
Made in us
Shadowy Grot Kommittee Memba






 Red Corsair wrote:
 harlokin wrote:
Skari has had success recently with the following interesting list:

Patrol Detachment - Kabal of the Black Heart
- Archon (Blast Pistol, Huskblade, Labyrinthine Cunning, Warlord)
- Sslyth
- Sybarite (Splinter Rifle) / x4 Kabalite Warriors (Splinter Rifles)

Patrol Detachment - Cult of the Red Grief
- Succubus (Archite Glaive, Grave Lotus, Quicksilver Fighter, Splinter pistol, The Helm of Spite)
- Hekatrix (Hekatarii blade, Splinter pistol, Adrenalight) / x4 Wyches (Hekatarii blades, Splinter Pistols)
- Helliarch (Hellglaive, Hypex) / x4 Hellions (Hellglaives, Splinter pods, Hypex)
- Beastmaster (Agoniser, Splintermind)
- x4 Razorwing flocks
- x4 Razorwing flocks
- Arena Champion / x5 Reaver (Bladevanes, Splinter pistols, Splinter rifles, Painbringer) / x3 Reaver with special weapon (Heat lance, Painbringer)

Patrol Detachment - Custom Coven (Dark Technomancers, Masters of Mutagens)
- Drazhar
- Haemonculus (Electrocorrosive whip, Hexrifle, Master Regenerist, The Nightmare Doll)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Acothyst (Haemonculus tools, Hexrifle) / x3 Wracks (Haemonculus Tools) / Wrack with special weapon (Ossefactor)
- Klaivex (Klaive) / x4 Incubi (Klaive)
- Klaivex (Klaive) / x4 Incubi (Klaive)
- Reaper
- Reaper
- x6 Venom (Splinter Cannons, Twin splinter rifles)


This looks like a fun take on a list I ran back in December. I didn't take the cult though (was running 1500 pts). I came to the conclusion that raiders were much better then the venoms, the extra durability especially now in 9th with venoms kind of losing out on stacking hit mods and the increase in +1 to saves from cover in general seem to have reinforced that conclusion I would imagine. Scary how much less durable PoF Talos are now that the meta has ramped up so much. They went from tough as nails to meh pretty fast.


I think the reasoning behind venoms over raiders boils down to the composition of the field. With DT venoms are doing flat 2 damage, vs flat 3 damage on a DT'd dissie raider. You run into a whoooooooole lot of W2 these days.

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

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

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

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






Sure, but wounding on 2's and drilling through armor is still good. You also can do it for longer (more wounds) or choose to stop and still kill 2w marines.

In the end I'd probably say take some of each. Why not, more fun, keeps them on their toes with decisions a bit more and you get some variety.

The damage 3 though REALLY shines verse heavier elites and vehicles. Killing a custode with every failed 4++ is insane next to ap- venom fire. It also will be well worth it to put extra damage on some armies, death guard for example.

I do like the venoms, but from my experience I always seemed to drain 2 wounds off (two weapons) before they ever were targeted and a 4 wound venom is pretty easy to deal with. Or I'd get shot up and only have 1-2 wounds left and it becomes much sketchier to overcharge.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

Out of mild curiosity, has anyone used an army containing 20-30 Mandrakes?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Fixture of Dakka






 vipoid wrote:
Out of mild curiosity, has anyone used an army containing 20-30 Mandrakes?


Ive used 3x5 but thats it b.c thats all i have lol.

   
Made in no
Liche Priest Hierophant





Bergen

If you want to run madrakes I would really consider "Idoneth Deepkin Namarti Thralls" as a subtetute model.

While the mandrake model is one of the best by GW. It is very hard to justefy the price. While I personaly do not mind finecast (I thought it was great) it is a hassel fixing up models that have airbubbels, and ads a lot of time. Also, they are expensive.

I am sure you can come up with good colourschemes. Pictures from deezycaprese ( https://www.reddit.com/r/Warhammer40k/comments/8e2ajh/first_attempt_at_a_namarti_thrall_mandrake/ )

I have also considered dryads, as they come with runes. Dryad pictures curtesey of Meet my Minies ( https://meetmyminis.tumblr.com/ .)

[Thumb - dryads winter.jpg]

[Thumb - deepkin mandrake.jpg]

This message was edited 1 time. Last update was at 2020/08/28 12:15:01


   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Amishprn86 wrote:
 vipoid wrote:
Out of mild curiosity, has anyone used an army containing 20-30 Mandrakes?


Ive used 3x5 but thats it b.c thats all i have lol.


Well, that might be a wiser way of running them anyway.

Have you had much success with them?


 Niiai wrote:
If you want to run madrakes I would really consider "Idoneth Deepkin Namarti Thralls" as a subtetute model.

While the mandrake model is one of the best by GW. It is very hard to justefy the price. While I personaly do not mind finecast (I thought it was great) it is a hassel fixing up models that have airbubbels, and ads a lot of time. Also, they are expensive.

Spoiler:
I am sure you can come up with good colourschemes. Pictures from deezycaprese ( https://www.reddit.com/r/Warhammer40k/comments/8e2ajh/first_attempt_at_a_namarti_thrall_mandrake/ )

I have also considered dryads, as they come with runes. Dryad pictures curtesey of Meet my Minies ( https://meetmyminis.tumblr.com/ .)




Thank you for the suggestion.

I've often wondered about a Mandrake-themed army. And at the moment I'm just looking for any project that might reignite my enthusiasm for 40k. But, yeah, the official models are a bit limited for use in any significant quantity, especially given the two repeats per 5.

I think my aim would be to convert a few of the official Mandrake models into HQs, and then use entirely different models for the actual Mandrakes in the list. Namarti Thralls do look like good substitutes, though I also quite like Dryads as well. I even got a few Sylvaneth Tree Revenants a while back, though they preoved a little bigger than I expected.

Anyway, looks like I'll have to have a think.

On the mechanics side (and I apologise if this is a weird question), which of our HQs do you think is the most Mandrake-like - the Archon or the Haemonculus?
- The Archon has the Huskblade, which seems fairly close to Mandrake weapons. And if I go Poison Tongue (ugh) then he could have the Soul Seeker, which seems about the closest he can get in terms of ranged weapons. However, his Shadowfield bears basically zero resemblance to the defensive abilities of Mandrakes and I don't like that it can be permanently lost.
- The Haemonculus has a native 5++ and I guess the Hexrifle could be seen as a long-range Baleblast, but I don't think any of his melee weapons are particularly Mandrake-like. Though he can at least be taken in an Experimental Creations detachment for +1S. He's also noticeably slower than the Mandrakes.


Also, I was also wondering whether there were any other mechanical ways to try and bring across a strong Mandrake theme (in terms of unit selection, upgrades etc.). Obviously I can try and go for an appropriate aesthetic, but it would be nice if it actually felt like a Mandrake-themed army, rather than merely looking like one.

The frustrating thing about how our army works atm is that it seems like I could bring 30 of the sods and they'd still feel tacked-on.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in no
Liche Priest Hierophant





Bergen

I think using the offisial mandrake models as character sound like an excelent idea! They would fit for both (or even all three) character choises if you make different colourpaterns. But it would perhaps be best as an Acron. I could imagine a mandrake getting arcon status, with some catpawns to be his puppets while they are the power behind the throne. (From a lore perspective.)

You probbably needs some troops in your list. All DE troops are priced very high these days, so it would be a very small number of models.

If you go the haemoculy way perhaps you can use deepkin as mandrakes, and just use dryads as count as wracks. They sertanly look creepy and sturdy. Also, all AOS models are much more cheap unless you go for more elite models.

Perhaps even the bigger tremen models could be shaped into being one of the other constructs?


   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, Mandrake have a shooting weapon and this should be reflected by the proxy models.
Mandrakes have more a harassing role in a Drukhari army.
Early occupation of mission objectives and slowing down the enemy by correct deployment come to my mind.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 wuestenfux wrote:
Well, Mandrake have a shooting weapon and this should be reflected by the proxy models.


Given that their shooting attack is represented just by some fire around their hands, how would you suggest representing it on proxy models?


 Niiai wrote:
I think using the offisial mandrake models as character sound like an excelent idea! They would fit for both (or even all three) character choises if you make different colourpaterns. But it would perhaps be best as an Acron. I could imagine a mandrake getting arcon status, with some catpawns to be his puppets while they are the power behind the throne. (From a lore perspective.)


Yes, that sounds like an excellent idea. Are you thinking, perhaps, that the Mandrake-Archon would allow one or both of the others to believe that they were really the ones in charge, whilst subtly manipulating them?


 Niiai wrote:

You probbably needs some troops in your list. All DE troops are priced very high these days, so it would be a very small number of models.


This is something that makes me sad, honestly, as I generally like troop-heavy armies. Oh well, I suppose it can't be helped.


 Niiai wrote:

If you go the haemoculy way perhaps you can use deepkin as mandrakes, and just use dryads as count as wracks. They sertanly look creepy and sturdy. Also, all AOS models are much more cheap unless you go for more elite models.

Perhaps even the bigger tremen models could be shaped into being one of the other constructs?


Hmm, now that's something to consider. It would certainly make sense for Mandrakes to bring some daemonic 'friends' with them.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Haemonculi Flesh Apprentice






I haven't used mandrakes in 9th yet but in 8th I ran 2x10 quite a few times. They have always been really strong and I don't see that changing in 9th.

having ten man units means they can commit to harder targets and also that your opponent will really struggle to thin them down before they have an impact.

In 9th I can see running them on foot as well as in raiders. I was running one 10 man squad on a raider toward the end of 8th and it was much better then most would expect. It's a real PITA for your opponent to chew through the raider then have to deal with 10 of them, meaning they can really control a large table area. Nobody wants to go near that raider, or to commit the firepower to drop everything. It's similar to how folks use incubi now, only I prefer them as they can shoot 18" off any part of the hull, meaning they are always doing stuff.

I want to try all 20 in raiders at some point in 9th. They basically have the durability of a wrack, combat of a wych and firepower of a kabalyte rolled into one model lol. Actually, they are better in 2 out of three of those situations. With our troops being so pricy now I can easily justify running these as replacements.

This message was edited 1 time. Last update was at 2020/08/28 17:39:00


   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

A Mandrake themed army sounds awesome, I wish we had Kheradruakh.

The Dryad counts-as look really nice, and are a very inexpensive option. From a geeky point of view I like the idea of them as the word "Mandrake" relates to plants.

This message was edited 1 time. Last update was at 2020/08/28 19:46:02


VAIROSEAN LIVES! 
   
Made in ca
Regular Dakkanaut




Nice idea, i'ce been thinking of using sylvaneth tree renevants on 25 mm bases for mandrakes.




 
   
Made in no
Liche Priest Hierophant





Bergen

operkoi wrote:
Nice idea, i'ce been thinking of using sylvaneth tree renevants on 25 mm bases for mandrakes.


Thos would look awsome. But looking at the base they legs will not fit on a 25 mm base.

Would be fun to have one come out of a floorboard or something. Would do nighthaunt better then nighthaunt. :-)

   
Made in us
Fixture of Dakka






 vipoid wrote:
 Amishprn86 wrote:
 vipoid wrote:
Out of mild curiosity, has anyone used an army containing 20-30 Mandrakes?


Ive used 3x5 but thats it b.c thats all i have lol.


Well, that might be a wiser way of running them anyway.

Have you had much success with them?


Yeah they work great and I love them. I always take 1 unit of 5 no matter what, i like 2 units but i just don't have the points for 3 a lot of the times for what I want.

   
Made in us
Mounted Kroot Tracker







I'm also interested in using Mandrakes as a harassing unit, but am waiting for the new Warcry Shadowstalker warband to come out for conversions. I think they fit the aesthetic perfectly as Mandrakes in a Wych Cult army.



Would it be silly to put 5-man Mandrake units in Venoms, flying around and Baleblasting things?

This message was edited 1 time. Last update was at 2020/08/28 23:18:51


   
Made in gb
Killer Klaivex




The dark behind the eyes.

 harlokin wrote:
A Mandrake themed army sounds awesome, I wish we had Kheradruakh.


I'm sure it's no secret at this point that I'd love to have a generic Mandrake HQ to play with.

Though failing that, I just wish they could get a bit more support from our regular HQs (or even just our Kabals/Covens/Cults). It seems a shame that they have no synergy with anything else in the army.


 harlokin wrote:
The Dryad counts-as look really nice, and are a very inexpensive option. From a geeky point of view I like the idea of them as the word "Mandrake" relates to plants.




I hadn't considered that.


 Amishprn86 wrote:

Yeah they work great and I love them. I always take 1 unit of 5 no matter what, i like 2 units but i just don't have the points for 3 a lot of the times for what I want.


Ah, that's good to know. I might try and start with that then and see if I want to scale up.


 Oaka wrote:
I'm also interested in using Mandrakes as a harassing unit, but am waiting for the new Warcry Shadowstalker warband to come out for conversions. I think they fit the aesthetic perfectly as Mandrakes in a Wych Cult army.



Oh man, so many choices when it comes to proxy models.


 Oaka wrote:
Would it be silly to put 5-man Mandrake units in Venoms, flying around and Baleblasting things?


Not quite the same but early in 8th I had a 5-man Mandrake unit flying around in a Raider with my Archon. I'd done it mainly as a fluffy thing, as I had similar ideas back then, but on a much smaller scale. Plus I just liked the idea of my Achon being accompanied by a unit that could both fight and shoot. I'd often deep strike said unit to try and get it into a good position early on.

As for performance, I'd say it was okay at best. It would sometimes do a decent job of holding an objective, but generally it only ever held ones that were barely contested to begin with - it was typically other units that did the real dirty work of forcing enemies off heavily contested objectives. At the very least, it never really felt like I was getting my points' worth out of the unit.

However, I think it's important to note that the issue with regard to cost-effectiveness lay less with the Mandrakes or their transport and more with the useless meatsack of an Archon they were stuck guarding. Partially because he practically doubled the cost of the unit whilst adding very little firepower (I'd had hopes of using him to snipe enemy Characters with Soul Seeker, but reality brought a swift end to that idea), and contributing bugger-all else. It also meant that I tended to be much more cautious with the unit in general, as I was typically trying to avoid giving up a Warlord point, so it generally only entered melee against soft targets (whereas my 'spare' Archon was entirely expendable and thus could be thrown in a suicidal manner at any target I liked).

I think the tactic is definitely worth at least testing, albeit just with Mandrakes (and ideally multiple squads for redundancy).

Incidentally, I might actually have written up battle-reports for a few games with that unit (this was back in 8th, but still). Would you like me to see if I can find them?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

There's a lot of stuff in the dark eldar range that could use more background, new options or a host of models added to them.

I wish we could get half the crap they talk about in the lore. In one case we hear about a gas that forces the occupants of a vessel to laugh in terror while being unable to stop the ship plummeting onto an imperial spire below or something (wtf made this gas the Joker?). In another in the psychic awakening book for us in a battlefield scenario dark eldar were surgically altered so much they could pose as imperial guard in order to mislead imperial guard forces into attacking the ynnari. In another some mist shoots off into the air that forces the enemy forces to tear each other apart. In yet others there are all sorts of traps and similar or subtle things done in order to take down their enemies. For instance the kabal that terrifies the enemy due to hijacking radio comms of the enemy to terrify them so they can gain more from their souls for later. The options are truly endless but more for Coven and Kabal units. That said the beastmasters different beast options (they could get more of em), coven units in general (they should have more types or similar things to scourge which are heavily modified dark eldar) and maybe give kabals some super heavy skimmer outside of forge world much like the tantalus.

Basically if the things i suggested in my previous paragraph were put in from game terms we could have units attacking other units possibly based on the melee strength and weapons of that unit or possibly doing flat out mortal wounds. We could also have a paralyzing ability against some units so they can't move or maybe it'd prevent them from attacking or something. Think of it like at best a once a turn psychic power that needs to work right to go off. In the surgically altered dark eldar route it could be useful as ambushing units or allowing us to place a few enemy units in other spots after deployment. Think of it a bit like the gsc ambush or the reveal where each of your units are based on blip tokens. In the terror option you could make it so that enemy leadership starts lower or that morale checks are double the results they normally are or something similar. Also give some useful mortal wounds causing abilities due to fear based morale checks. That would be fantastic for us.

Ofc i'm asking for too much here. Asking for stuff GW will actually give us they'll most likely remake an old finecast model that had little wrong with it (probably lilith or mandrakes but hopefully grotesques) and then give it zero new weapon options, maybe make it look a fraction better and then increase the price by 20 dollars if it's a unit of 3 or 5. At this point i'd just like to see new grotesques. If they do them we might have the smallest chance of new weapon options. The did have liquifier options so if they are changed like wracks they might get the ossefactor option too. I'm not sure how viable that'd be tho.

This message was edited 1 time. Last update was at 2020/08/29 20:23:24


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Made in us
Fixture of Dakka






IMO we need to fix what is broken now and add back mobility options for our characters are the two most important things.

We actually have a very rich and diverse line of units. We are just limited b.c GW thinks units without traits and PFP or things like Docs, Rites, Tides, etc.. and without stratagems, re-rolls, are worth more than other units with all of those buffs b.c "We can DS for free" or "We get +2" movement"... yeah GW +2" or free DS is SOOOOOOOO worth triple the damage for the same points.

   
Made in us
Calculating Commissar




pontiac, michigan; usa

I build all but 3 of the 36 reavers bikes I'd been planning for months to build. I feel like 9th is gonna help ruin this typical loadout from large blast units but only a tank and artillery imp guard list would scare me.

Spoiler:


Is there a way to show off my 33 reavers without ruining the thread with its gigantic size. I'll be able to present the last 3 when I make in a couple days.

This message was edited 4 times. Last update was at 2020/08/30 17:59:18


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