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Made in us
Calculating Commissar




pontiac, michigan; usa

So i just got back from the store and far as i can see dark eldar got significantly buffed from what little i've seen. They even had some test games and believe it or not Nids were taking down a lot of people (though it wasn't all the rules but rather some iffy ideas on em).

Bikes are still fairly fast but faster in the move phase. Oddly reavers are shooting platforms now and have 2 wounds each.

A very good thing is that combat drugs allow the old random d6 combat drugs but also a new much better method where you can decide who has what combat drugs but every combat drug must be taken once before you can take the same one again. The following combat drugs i remember are +1 attack, +1 str, +1 tough, +2 movement, +1 WS (keep in mind this is now +1 to hit in close combat so it's actually decent) and +1 Ld (if i recall correctly).

Oddly hellions seem to have a role somewhat. It's similar but they do 2 damage for each attack they do which is not too bad and being allowed to choose combat drugs means you can make them faster or tougher than without the drugs which isn't too bad when you have a huge unit of them going. They also have hit and run so if you want you can fall back and charge right after normally if you want.

Another thing i heard is you can split fire with all the guys in a unit so in many cases small unit spam isn't as needed (unless you do it for special weapons).

Dark lance are really good now oddly. They do about d6 damage and cut through a ton of armor. On ravagers they work like assault weapons so it should be fun (forgot to check the movement on these guys).

Most of our vehicles are like 10-12 wounds and get weaker the more damage they suffer. Usually the general idea is that full health they have 3 attacks (3 weapons can shoot?), half health to above one quarter they have D3 attacks and 1/4 health means they have 1 attack. It's generally that same idea wherever you look. The vehicles we have are only about toughness 5 or 6 though per vehicle so it can still be hurt fairly easily.

Poisoned only hurts vehicles on 6's so people don't need to complain so hard about that. However they wound monsters as easily as they always have if not more easily. Interestingly enough the saving throws don't seem as ridiculous for most units including the wraithknight (3+ armor save 5++ invulnerable if i recall).

I think i read all covens units have a 5+ invulnerable save tacked on but rakarth gets a 4+ inv. save from shadow field.

Most infantry sized heroes across all books seem to be a lot weaker and they can't join units. It's actually pretty likely we won't see any silly shenanigans where a troop sized character takes out a landraider on his lonesome (kinda miss that but not totally).

Most of the covens units seem decidedly anti-infantry rather than anti-monster or anti-MEQ or similar. Another dark eldar player suggests ossefactors are good but if so it's more for a mortal wound or two and it goes through a lot of armor. Basically it's more anti-heavy infantry than anti anything else. However you only get the extra mortal wound on a 4+ i think if the enemy model dies from the attack. Personally it wasn't so hot to me.

Incubi are still anti-heavy infantry and can be fairly decent at it.

Void raven's void mine is silly. It can potentially nuke a whole unit of heavy infantry like it's nothing. Seriously it can hit every infantry model in a squad for at least a mortal wound each. Might need to re-read it but it seems to be good at killing infantry now. It's alright vs monsters and vehicles too. I think it was 3d6 choose the highest d6 for wounds or mortal wounds and that's across the whole unit of vehicles or monsters.

Heat lance is similar to what it was. I think if you're in half range you roll 2d6 and take the highest for wounding or damage or something.

Haywire seems alright but i may need to re-read it again.

Dark scythes are decent. Something like d3 hits and good AP value.

Our flyers are ridiculously fast. In the move phase unwounded they can clear the whole board on like a 6 foot table after dropping their bomb and probably leave the board if they wanted to. Not sure how they fully work. It's -1 to hit flyers so they're somewhat easier to hit flyers but still harder to hit than other vehicles.

Most of the Beastmaster units seem to be cheap far as i can remember seeing. They don't do as much in some cases but are meant to be spammy i guess. Razorwing flocks are very much like a swarm that just spams crappy attacks.

Blasters do less damage than dark lances now. Something like d3 damage in comparison to the d6 damage of the dark lance. The range on the weapons is still the same. As i said on vehicles dark lances are assault weapons so that's cool.

Splint cannons are rapid fire 3 now so at half range they shoot 6 shots. They've gotten worse actually but shardcarbines are just as good.
----------

But yeah thoughts on this so far are believe it or not incubi, dark lances (on vehicles at least) and the flyers are pretty good. Even hellions might have a role. Imagine that hellions not sucking so hard anymore.Scourge are about the same. Scourge's role hasn't changed much and they're still pretty good at what they do.

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Made in ca
Longtime Dakkanaut






I actually did read through some of the DE stuff.

Honestly they look more or less the same as they were before. Everything is kinda meh or just bad.

To be fair, I haven't given any of them a run with the new system so I could be totally off base, but really they didn't end up doing much to anything.

The Archon is still as uncustomizable as ever, can't give him really anything worth taking for combat so who cares.

Still can't take sky boards or wings or jetbikes on HQ's.

Seems like they will perform a bit better, but not as well as they should.

Reavers don't do combat anymore, so I don't really want to take them now...

I don't know. They just seem unfocused and lacking.

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 gb
Sinewy Scourge




Revers do combat better now. They went from 1 S4 How and 2 S3 attacks to 3 S4 AP - 1 attacks plus pistols when locked. And they are much tougher.

For the old cluster caltrops vs new grav talons 3.5 s6 rending hits are great. About 0.5 wounds/HP against hard taGETS better against softer stuff. Couldn't deal with invulnerable. Now they do 2 wounds invulnerable be dammed. Pretty smilar. Much more durable heat lances are also very effective. A full squad costs about the same as a Knight and puts out similar damage. Very good at finishing off super heavies if wounded by the rest of tge army or just crippling them.
   
 
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