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Made in us
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 flamingkillamajig wrote:
I'm curious about the rest of the unit and weapon profile leaks. We got a lot but I feel like there are parts either they or I missed.


I mean, it's entirely possible I missed stuff, but I basically went thru the entire rules section of the new book with my old codex sitting on my lap looking for changes.

Some I didn't list explicitly, like the now only acothyst melee weapon list, because there was no real point to it - electrocorrosive whip still head and shoulders above everything else at least IMO.

If you're curious:

Agonizer: S user, AP-3 D1 poison 4+
EC Whip: S 2, AP-2, D1 poison 4+, make 2 attacks for every attack made with this weapon
Flesh Gauntlet: S+1, Ap- D1 if attacking a non-vehicle, a wound of 6 does a mortal
MIndphase Gauntlet: S: user Ap-1 D2
Scissorhand: S: user AP-2 D1 Poisoned 4+, each time the bearer fights it makes 2 additional attacks
Venom Blade: S: User AP-1 D1 Poisoned 2+

Well....actually...

...I mean thinking about it, the downside to the ec whip is its fixed strength 2, so if you do have good strength you can't wound guardsmen on a 3+ or vehicles on a 5+, and there are ways to get acothysts to S4 with Urien Rakarth and Experimental Creations, so possibly every once in a while you may wan the scissorhand instead. But the additional AP makes both of them always better than the Mindphase Gauntlet, and the others aren't even close to being in consideration because the EC whip makes 6 attacks and the Scissorhand makes 5, while all the rest make 3 attacks with only 1 damage.


Automatically Appended Next Post:
Sterling191 wrote:
I'm curious how the Dark Creed +1 to hit shifts those numbers (if at all).


It makes the gauntlet setups even stronger, because all other melee weapons don't care about the +1 to hit after turn 3 (pfp boosting you up to a 2+ws) but the gauntlet continues to benefit even then due to the inbuilt -1 to hit.

The more I am looking at it, the more I am incredibly pumped about dark creed. subfaction-wide +1 to hit would be the most bonkers broken subfaction trait ever, and it is absolutely trivial to Ld bomb any unit in the game down to LD7 by putting either a raider or a venom nearby with grisly trophies. Most targets won't even need that, just by having a unit in melee you will be getting the +1 to hit against everything except necrons and custodes. Even in situations where the leadership malus is totally pointless, which it may sometimes be an incredibly easy means to score 15 secondary points against particular opponents, the +1 to hit can be crazy strong.

I don't even think i'll have to buy into it that much, I want poisoned tongue for my kabal anyway because I want them as safe chaff clearers, rolling with them as a splinterboat makes sense anyway.

This message was edited 1 time. Last update was at 2021/03/25 12:13:25


"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in gb
[DCM]
Ambitious Archon





Port Carmine

Any opinons as to whether the Tantalus and Reaper intentionally lack PfP, and, if not, what is conceivably the soonest GW might address the issue?

Kabal of the Mon-keigh's Paw
Coven of the Screaming Statues
Cult of Veiled Malice

"Death is only a concern if you're both weak enough to be killed and dumb enough not to arrange your own resurrection." PM713
 
   
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Incidentally @Vipoid I want to point out looking at it now, Soul-Seeker the relic pistol for poisoned tongue still ignores the Look Out Sir rule.

18" range, Pistol 2+, S2 AP-2 Dd3, ignores look out sir, ignores cover. in fact, that's the only one that does that, I'm not sure maybe I mixed up that one and the parasites kiss, which has 1 more shot flat 2 damage and 3 shots, but only 12" range and a different special rule. Soul Seeker has not been nerfed,


Automatically Appended Next Post:
 harlokin wrote:
Any opinons as to whether the Tantalus and Reaper intentionally lack PfP, and, if not, what is conceivably the soonest GW might address the issue?


can't imagine it's intententional, maybe they'll change it in the 2-week FAQ. Giving them old FNP would have made them significantly stronger than new PFP, which barely affects vehicles at all.

This message was edited 2 times. Last update was at 2021/03/25 12:23:55


"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
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the_scotsman wrote:

It makes the gauntlet setups even stronger, because all other melee weapons don't care about the +1 to hit after turn 3 (pfp boosting you up to a 2+ws) but the gauntlet continues to benefit even then due to the inbuilt -1 to hit.


Twas my thought as well, but I'd already made some mistakes mathhammering the new loadouts so it's good to hear I'm not off base with that.

the_scotsman wrote:

I don't even think i'll have to buy into it that much, I want poisoned tongue for my kabal anyway because I want them as safe chaff clearers, rolling with them as a splinterboat makes sense anyway.


Major fringe benefit for Poisoned Tongue: they get the redeploy strat. And with the army retaining the capacity to put Wych or Coven units in a Kabal transport you can do all sorts of wacky things with it. The 3+ poison is definitely the main draw, but the strat is just icing so far as I'm concerned. Especially with the ability to shunt something into reserves and later disembark and charge on the drop.

This message was edited 1 time. Last update was at 2021/03/25 14:24:02


 
   
Made in gb
Longtime Dakkanaut




Feel like there's a danger/inevitability you get a FAQ which swaps the EC Whip to 10 points.

As it stands its the only one worth bothering with, and it wouldn't be at 10 points.

I guess its endless escalation, but really think the Agonizer should have been 10 points but 2 damage.
   
Made in us
Omnipotent Necron Overlord






The flayed skull nerf leaves a stale taste in my mouth....Nice how they remove choice from the equation though. Black heart ftw.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
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Calculating Commissar




pontiac, michigan; usa

Is it weird for me to say poison might actually be decent for once. Sure splinter cannons shoot less but imagine the -1 ap and 2 damage vs monster sized units like riptides and you get it at 36”. Not to mention lots of units with good armor have good inv. Saves so high ap may not be needed. Also splinter racks sound great and poisoned tongue should help. This could be good but we may still need decent anti tank and dissies.

This message was edited 1 time. Last update was at 2021/03/25 16:34:18


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
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 flamingkillamajig wrote:
Is it weird for me to say poison might actually be decent for once. Sure splinter cannons shoot less but imagine the -1 ap and 2 damage vs monster sized units like riptides and you get it at 36”. Not to mention lots of units with good armor have good inv. Saves so high ap may not be needed. Also splinter racks sound great and poisoned tongue should help. This could be good but we may still need decent anti tank and dissies.


Yeah, I am 100% running poisoned tongue splinter rack raiders with a splinter cannon as the only weapon upgrade. Good, safe, reliable damage that if my opponent happens to be playing an army that's vulnerable to it gives me the easiest secondary in the world - just carve a GEQ squad in half and watch 3-4 members of the squad run away for that many VPs. And if they don't - still a good unit for putting damage on any non-vehicle.


Automatically Appended Next Post:
Tyel wrote:
Feel like there's a danger/inevitability you get a FAQ which swaps the EC Whip to 10 points.

As it stands its the only one worth bothering with, and it wouldn't be at 10 points.

I guess its endless escalation, but really think the Agonizer should have been 10 points but 2 damage.


Yeah, basically if your wracks are S4 - scissorhand, otherwise - EC whip.

This message was edited 1 time. Last update was at 2021/03/25 17:27:55


"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
Longtime Dakkanaut




the_scotsman wrote:

Yeah, I am 100% running poisoned tongue splinter rack raiders with a splinter cannon as the only weapon upgrade. Good, safe, reliable damage that if my opponent happens to be playing an army that's vulnerable to it gives me the easiest secondary in the world - just carve a GEQ squad in half and watch 3-4 members of the squad run away for that many VPs. And if they don't - still a good unit for putting damage on any non-vehicle.


I'm convinced we're going to see some combination of rules in the PT mini-supplement that will let them push to 2+ poison, even if only situationally. Elsewise the rules carveout where 2+ is the best poison can get, despite there being no other ways to improve said poison, wouldnt be there.
   
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Sterling191 wrote:
the_scotsman wrote:

Yeah, I am 100% running poisoned tongue splinter rack raiders with a splinter cannon as the only weapon upgrade. Good, safe, reliable damage that if my opponent happens to be playing an army that's vulnerable to it gives me the easiest secondary in the world - just carve a GEQ squad in half and watch 3-4 members of the squad run away for that many VPs. And if they don't - still a good unit for putting damage on any non-vehicle.


in the PT mini-supplement


I'll take things that will never ever ever ever ever ever ever ever in a million billion years happen for 500, Alex.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
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the_scotsman wrote:

I'll take things that will never ever ever ever ever ever ever ever in a million billion years happen for 500, Alex.


They've already started that train. Cult of Strife got theirs in Charadron vol1, alongside the fan favorites of...*checks notes* Forge World Metallica and Knight House Raven.
   
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Sterling191 wrote:
the_scotsman wrote:

I'll take things that will never ever ever ever ever ever ever ever in a million billion years happen for 500, Alex.


They've already started that train. Cult of Strife got theirs in Charadron vol1, alongside the fan favorites of...*checks notes* Forge World Metallica and Knight House Raven.


Yeah, like how they started the train of "Specialist Detachments" in the middle of 8th, of which they created like 6, then abandoned it and it was the very first thing invalidated in 9th.

There is a zero percent chance that anything GW does in a campaign supplement is going to be any kind of consistent, universal thing they'll apply evenly across all factions or subfactions. They're cheap, gakky cashgrabs, they throw them on the pile and leave them to rot, alongside the rules for any kind of terrain piece that gets rules or fortification or alternate game-mode.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Tyel wrote:
Feel like there's a danger/inevitability you get a FAQ which swaps the EC Whip to 10 points.

As it stands its the only one worth bothering with, and it wouldn't be at 10 points.

I guess its endless escalation, but really think the Agonizer should have been 10 points but 2 damage.


I was listening to Splintermind recently and I think they made a very good point on this topic.

Basically, they pointed out that SM HQs get upgraded versions of basic weapons. e.g. they might have a Master-Crafted Boltgun, which is like a regular boltgun except with better AP and damage than the standard version.

With Dark Eldar, though (and Xenos in general, for that matter) the Archon is using the exact same crap that the basic Sybarite gets. His Splinter Pistol is a regular Splinter Pistol with no extra AP or damage (AP0 D1, wooo). His Agoniser is a regular Agoniser. His Power Sword is a regular Power Sword. And the only actual unique weapon he gets is indefensibly abysmal and now apparently exists only so one Archon in your army can swap it for the Djin Blade.

It's a shame because there are a lot of things about this book that I really like. But I also really like HQs, and man did GW feth up the Archon.

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



 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.
 
   
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...Stinger pistol, Haemonculus Tools, Archite Glaive, Huskblade...?

AFAIK he only unique things SM captains can get is the boltgun. Relic Blades are on a bunch of stuff.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

the_scotsman wrote:
...Stinger pistol, Haemonculus Tools, Archite Glaive, Huskblade...?

AFAIK he only unique things SM captains can get is the boltgun. Relic Blades are on a bunch of stuff.


The point wasn't that Archons et al. have no unique gear.

It's that their non-unique gear is exactly the same as the weapons on basic troops.

They have no equivalent of Master Crafted weapons or anything along those lines.

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



 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.
 
   
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...but they do though. At least qs much as a mc bolter which is just a d2 bolter.

The succubus gets a +1s power sword. The archon gets a D2 power sword. The haemonculus gets a poison 2+ splinter pistol and a poison 2+ wreck knife.

The relic blade is worse than basic equipment you can have on any sergeant but it's better than a power sword. The mc bolter is similar. All these things are is a way to make a classic power sword/boltgun captain not embarassing.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
Omnipotent Necron Overlord






 vipoid wrote:
the_scotsman wrote:
...Stinger pistol, Haemonculus Tools, Archite Glaive, Huskblade...?

AFAIK he only unique things SM captains can get is the boltgun. Relic Blades are on a bunch of stuff.


The point wasn't that Archons et al. have no unique gear.

It's that their non-unique gear is exactly the same as the weapons on basic troops.

They have no equivalent of Master Crafted weapons or anything along those lines.
A space marine hero is certainly more customizable but pretty much has the same gear as a sargent has access to. Most notibly though - they do have access to jump packs / bikes / excetra.

HEck even an Autarch can take a bunch of different customizations. Archons getting kinda screwed. Perhaps more models will yield more options. There is hope. Space marine chaplain on bike came out over 2 years after the primaris campaign.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Longtime Dakkanaut




Its just a different mindset, but I can imagine a world where Archons could have a -1 AP, 2 damage splinter rifle and it feels so meaningless in the grand scheme of things.

   
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So I came up with a list last night in bed and had to jot it down before turning in. I think it's a pretty decent example of how I think a 9th edition coven army can operate using nearly all the units.

I still leaning toward Dark Tech as being the best faction obcession for a couple reasons. First is timing, I cannot put enough emphasis on how important it is to pressure the enemy ASAP with the new book, prolonged attrition is going to see assets dwindle long before they get to earn their points.

The ability to move and even advance if necessary and then use over charged liquifiers is massive now that they are 12" range. A raider even without advancing will give them a 26" threat range, with aethersails 34" and of course this stacks very well on turn 2 when you can get super speedy, still shoot and charge.

The only element missing is still the cronos who I would like to sub in and vet, but I just feel like his strat and abilities are too much of a gimmick and tempt you to make plays that are unfocussed on the mission and more on trying to advance a units PfP etc.

Dark tech IMHO is the best way to run any grotesque as well. The liquifiers essentially become a better version of the cleaver lol. Same number of hits on average, same AP and damage only 12" range, can overwatch and wound vehicles and GEQ more often. You still have the gauntlets as well on top.

Anyway heres the list, please give feedback or point out any list building issues. Also I havent assigned any WLT or relics so feel free to chime in there too.

Dark Technomancer detachment

130 Drazhar
80 Haemonculus

60 5 wracks 2 liquifiers
60 5 wracks 2 liquifiers
60 5 wracks 2 liquifiers

80 5 Incubi
160 10 Incubi
135 9 Mandrakes
135 9 Mandrakes
215 5 Grotesque 3 liquifiers
215 5 Grotesque 3 liquifiers

120 Talos Gauntlet, Ichor I, Heat Lances
120 Talos Gauntlet, Ichor I, Heat Lances

85 Raider Dark lance
85 Raider Dark lance
85 Raider Dark lance
85 Raider Dark lance
90 Raider Dark lance Grisly Trophies

2000 points

   
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Killer Klaivex




The dark behind the eyes.

I don't know if this is a silly question but do you think 5 Dark Lances and 2 Talos with Heat Lances are sufficient for dealing with vehicles?

Otherwise, I pity any infantry-armies that find themselves up against all those liquifiers (plus 15 Incubi, 10 Grotesques, Drazhar etc.).


 Red Corsair wrote:
The ability to move and even advance if necessary and then use over charged liquifiers is massive now that they are 12" range. A raider even without advancing will give them a 26" threat range, with aethersails 34" and of course this stacks very well on turn 2 when you can get super speedy, still shoot and charge.


Just a point but don't forget Raiders can't Advance and shoot now (since Lances/Disintegrators no longer become Assault when mounted).

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



 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
Perfected Haemonculi Living Sculpture






 vipoid wrote:
I don't know if this is a silly question but do you think 5 Dark Lances and 2 Talos with Heat Lances are sufficient for dealing with vehicles?

Otherwise, I pity any infantry-armies that find themselves up against all those liquifiers (plus 15 Incubi, 10 Grotesques, Drazhar etc.).


 Red Corsair wrote:
The ability to move and even advance if necessary and then use over charged liquifiers is massive now that they are 12" range. A raider even without advancing will give them a 26" threat range, with aethersails 34" and of course this stacks very well on turn 2 when you can get super speedy, still shoot and charge.


Just a point but don't forget Raiders can't Advance and shoot now (since Lances/Disintegrators no longer become Assault when mounted).


I hadn't, I was thinking more of the liquifiers on board but that is a good thing to highlight as I am sure it will take getting used to.

I think the 5 dark lances and 4 heat lances will be enough, maybe borderline normally, however don't forget all those liquifiers also wound any vehicle toughness 7 and under on a 4+ for -2 and 2 damage as well and they even wound toughness 8 and up on a 5+.

Then there are the incubi and drazhar in melee as well as the mortals from the madrakes should they survive turn 1.

I guess thats kind of why liquifiers are just so strong in this book. They do everything well.

This message was edited 1 time. Last update was at 2021/03/25 23:15:16


   
Made in gb
Longtime Dakkanaut




I guess you'd need to play around and see.

You've got a decent assault threat. The issue is that Incubi and I think Grots (with DT anyway) are going to fall over to any half-decent counter-assault. So the game potentially turns into who charges who cat and mouse. Which is where an Archon with Ancient Evil or PoF Vexator Mask to effect who fights when would be handy.

I guess though my preference is a tendency to take a theme and abuse it until it breaks.
So another example with Dark Technomancers:

Haemi 80
Drazhar 135
10 Wracks 110 (3 Liquifiers)
10 Wracks 110 (3 Liquifiers)
10 Wracks 110 (3 Liquifiers)
10 Wracks 110 (3 Liquifiers)
10 Wracks 110 (3 Liquifiers)
5 Wracks 50 (Camping Unit)

5 Raiders 425
2 Talos 250 (Twin Liquifier)
2 Talos 250 (Twin Liquifier)
2 Talos 250 (Twin Liquifier)
(10 points left over, probably 2 gauntlets)

You've undoubtedly got better combat punch - but I'm not sure its sufficient to cover the fact I've got 27 Liquifiers to your 12. I've got 17 heavy damage shots to your 9.

The more I think of it, the more I think liquifier spam has legs. So it will probably be nerfed - but until that happens...

On Warlord Traits/Loadouts - I think you make Drazhar your warlord. Hes good anyway, but rerolling all hits and wounds is faintly broken.

By contrast the Haemi doesn't really have a lot to do. In my case unlocking D3 Wracks coming back a turn might be worth tweaking out 20 points, but... its not screaming amazing at me. So probably Master Regenesist and, for want of anything else, Helm of Spite.

Never quite sure how much a dash of deny helps - and a lot of lists don't include psykers. Historically I've found myself waiting until the key spell is cast.... and then my opponent promptly rolls a 10+ so its almost pointless to try. But it does cause some psychological warfare - and arguably the instilled perils effect means you can pounce on any low-cast roll. You just hit that 5+ smite? Well, hopefully you failed and eat some mortal wounds for your trouble.

Animus Vitae could also be handy, although the value of this relic seems massively skewed depending on whether you are going first or second.
   
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Thats a nasty list but I only have 30 wracks so I'll honestly never field anything resembling that list. I do have 9 Talos and more then the now max 18 grots so I suppose I could go more all in on the covens for liquifiers.

But I also enjoy playing with more variety, hence why I have the mercs in there.

I see your point on durability but thats precisely why I am not running large units. The units are not really more durable now when you swell the unit, in fact I'd argue your worse off as MSU provides a harder mark for the enemy to meet efficiently. I see too many lists running 10 model incubi for example which is a huge over investment. Expect them to die no matter what after they charged in and 5 seems more then enough to kill most things, especially with morale.

The army is back to the play style it originally had when I picked them up in 3rd. You have to learn to be OK with heavy casualties, the speed and power is what makes the army function. In prior editions it was attrition that lost most games, however those editions had 7 turn games. With 5 turns I think you have to just put your foot on the gas.

I initially had the 10 man incubi unit split in 2 however I noticed it brought me to 7 elites. But I figure one 10 model unit and draz are OK for when something extra tough comes along.

I actually agree on the helm, I think its the only option that makes sense for that list anyway. I considered the Animus Vitae but realized its effects are too brief to be worthwhile.

I think I am most excited for making a wych cult list. I have 60 wyches, all the beasts, 25 hellions and 30 bikes. I am just so glad all 3 elements are now viable.

   
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The wonderful Edge Miniatures has finally enabled me to build the talos brick I've wanted to for ages, but been turned off by because I didn't want every single talos to look identical, so as i go through and support every single part Ive worked together a list for it

This is a setup I'm eager to try:

Realspace Raid battalion - Cult of the Cursed Blade, Kabal of the Poisoned Tongue, Coven of the Dark Creed

Archon (Warlord: Eternal Hatred, Relic: Djinn Blade)
Haemonculus (Warlord: Master Artisan)
Succubus (Shardnet and Impaler, Warlord: Treacherous Deceiver)

10x Wyches, 1 of each wych weapon, PGL
10x Kabalites, Splinter cannon, PGL
10 Kabalites, Splinter cannon, PGL
5x Wracks, 2x Liquifiers
5x Wracks, Ossefactor+Hexrifle

Venom, Grisly Trophies
Raider, Grisly Trophies, PGL
Raider, Splinter Racks, PGL
Raider, Splinter Racks, PGL

3x Talos, 3x Gauntlets, 2x INjectors, 1x twin liquifier, 3x Twin heat lances
3x Talos, 3x Gauntlets, 2x INjectors, 1x twin liquifier, 3x Twin heat lances
1x Cronos, Vortex and Probe
5x Hellions, PGL
5x Hellions, PGL

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
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How many points is that?

Also has anyone see this magical strife succubus with 2 damage razor flails and competitive edge WLT that gets like 24 attacks lol?

I don't have the Charadon info so I am not sure exactly whats going on there but I saw a game with her and she seems a tad busted assuming they played it correctly.

   
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Pretty sure you can only max out at 20 unless you hyperstimm, and even then you're generally missing out on the absurd mortal wound output from running Precision Blows (which you need, especially against tougher targets thanks to the low AP and strength). Basically it's a combination of the boosted Succubi base attack, +3 from the WLT, doubled by the Razorflails, and then boosted with +1 Str and +1 damage from the Dark Lotus Toxin relic that Cult of Strife get in the supplement.

Tryptich Whip is generally where you want to go for bonkers attacks quantities since it's got baked in wound scaling and better AP. The good news is that you can actually run both setups in the same army for relatively cheap.

This message was edited 1 time. Last update was at 2021/03/26 03:55:53


 
   
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 Red Corsair wrote:
How many points is that?

Also has anyone see this magical strife succubus with 2 damage razor flails and competitive edge WLT that gets like 24 attacks lol?

I don't have the Charadon info so I am not sure exactly whats going on there but I saw a game with her and she seems a tad busted assuming they played it correctly.


2000, according to battlescribe.

Im assuming that razorflail build uses the grave lotus toxin though idk what competitive edge is.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in us
Longtime Dakkanaut




Competitive Edge is a Charadron WLT for Cult of Strife. It allows a Succubus to make an additional attack for each attack that didn't deal damage (IE: missed, failed to wound, or was saved). To use it however, requires one to put all of a model's attacks into a single target.
   
Made in es
Wicked Wych With a Whip





Got my Codex! Writing down lists already

The Bloody Sails
 
   
Made in us
Shadowy Grot Kommittee Memba






It feels like theres three general battleplans that are feasible: a turn 1 pressure, turn 2 alpha strike, and a turn 2/turn 3 brick based attrition setup.

The first you'd be basing primarily around shooting units with mandrakes to limit turn 1 mobility from your opponent, the second youd base around fast or transported units for a mass turn 2 melee, and the latter would be either talos or wrack based.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
 
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