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Grimdark wrote: So... if all I wanted from a Dark Eldar force was lots of cool looking pirate/raider units skimming around the battlefield shooting poisonous stuff (warrior and trueborns) with some wytches, ravagers and reavers (bladevane was so cool. Not saying good, just cool). Maybe a beastpack if I find good looking proxies.
How does it look like? Would I need some Eldar help for anti-tank?
I could maybe pick up two units of haywire scourges, but I'm mainly into Deldar for the non-coven stuff
do you want to win in a competitive enviroment or just play around. DE can provide a lot of fun, zooming around here and there if you arent going to be facing IG parking lots or serpent spam. If you are looking for a tournament list, well you probably will have to wait to see, but from the looks of it the answer would be no.
Automatically Appended Next Post:
AdeptSister wrote: So how do Kabals compete again? The supplement sounds 100% better.
perhaps they aren't supposed to
This message was edited 1 time. Last update was at 2014/10/02 18:17:48
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
2014/10/02 18:19:41
Subject: Re:Dark Eldar rumors - pics and video page1
Sorry if its been posted, just really excited about a couple of these.
From: The Dark City.
Formations
1 - urien or haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T, fleet, shred, rage, 4+ FNP
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat
Im really!!!! crazy want to do the 5 Talos with Scout and bonus VP for melee kills. Outflanking 5 T7 MC's with FnP with guns sounds crazy. A simple redeploy of 6" with Haywire guns could still be good, Pop a Vehicle turn 1, chance to charge turn 2, if no, get another shot off. Even tho thats a 600 pts unit lol.
The 1st one looks good too! That means those Grots are S6 T6 4+FnP. With 3A +CCW/Flesh gauntlet and charge (rage +2), out manned, your looking at 6+D3 attacks on the charge thats Poison 4 (Most likely will need 3's to wound due to S6) With Shred and ID! rerolling Charge distance.
This message was edited 1 time. Last update was at 2014/10/02 18:22:28
ClockworkZion wrote: So Bloodbrides can't all roll with Haywires, just the unit Champ. So Haywire Wyches are in fact dead.
Ergo, Wyches are dead. Can see why they'd want to change them from an anti-tank unit (was effective but faintly ridiculous), but sounds like they haven't given them anything to compensate. Would love to know how sales of the kit do now...
That Coven supplement sounds insanely good! Cannae remember, can you ally with yourself & take detachments from the main codex & supplement?
2014/10/02 18:24:01
Subject: Re:Dark Eldar rumors - pics and video page1
jamopower wrote: Hellions were great in fifth edition with Baron buffs, pain tokens and the majority cover rules still in effect.
Also medusae in venom have been one of my favourite units for a long time. Sad that the medusae were actually also nerfed. +10 points and the strenght d6+1 and apd6 was better than s4 ap3. Only bonus is that you don't have to pay the llhamean and ur-ghul tax anymore.
I think they're better now, more reliable, and much cheaper. And easier to take.
This message was edited 1 time. Last update was at 2014/10/02 18:24:09
2014/10/02 18:26:54
Subject: Re:Dark Eldar rumors - pics and video page1
Amishprn86 wrote: Sorry if its been posted, just really excited about a couple of these.
From: The Dark City.
Formations
1 - urien or haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T, fleet, shred, rage, 4+ FNP
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat
Im really!!!! crazy want to do the 5 Talos with Scout and bonus VP for melee kills. Outflanking 5 T7 MC's with FnP with guns sounds crazy. A simple redeploy of 6" with Haywire guns could still be good, Pop a Vehicle turn 1, chance to charge turn 2, if no, get another shot off. Even tho thats a 600 pts unit lol.
The 1st one looks good too! That means those Grots are S6 T6 4+FnP. With 3A +CCW/Flesh gauntlet and charge (rage +2), out manned, your looking at 6+D3 attacks on the charge thats Poison 4 (Most likely will need 3's to wound due to S6) With Shred and ID! rerolling Charge distance.
One mistake there. The Grots are not S6 T6 etc. You get one of those traits dependent on the D6 dice roll.
I do what the voices in my wifes head say...
2014/10/02 18:28:53
Subject: Re:Dark Eldar rumors - pics and video page1
jamopower wrote: Hellions were great in fifth edition with Baron buffs, pain tokens and the majority cover rules still in effect.
Also medusae in venom have been one of my favourite units for a long time. Sad that the medusae were actually also nerfed. +10 points and the strenght d6+1 and apd6 was better than s4 ap3. Only bonus is that you don't have to pay the llhamean and ur-ghul tax anymore.
I think they're better now, more reliable, and much cheaper. And easier to take.
I agree with this except for the cheaper part. I don't see how you think a 15 point unit that went up to 25 is cheaper.
Amishprn86 wrote: Sorry if its been posted, just really excited about a couple of these.
From: The Dark City.
Spoiler:
Formations
1 - urien or haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T, fleet, shred, rage, 4+ FNP
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat
Im really!!!! crazy want to do the 5 Talos with Scout and bonus VP for melee kills. Outflanking 5 T7 MC's with FnP with guns sounds crazy. A simple redeploy of 6" with Haywire guns could still be good, Pop a Vehicle turn 1, chance to charge turn 2, if no, get another shot off. Even tho thats a 600 pts unit lol.
The 1st one looks good too! That means those Grots are S6 T6 4+FnP. With 3A +CCW/Flesh gauntlet and charge (rage +2), out manned, your looking at 6+D3 attacks on the charge thats Poison 4 (Most likely will need 3's to wound due to S6) With Shred and ID! rerolling Charge distance.
I still have to laugh when people act like outflank on a durable combat unit is good. People were drooling over out flanking thunderwolves in the spacewolf release. I don't get it. Just redeploy them 6" and move and possibly run turn one, outflank is random and easily countered. Then there is the issue of having 600+ points off the table that can't assault when it arrives
This message was edited 1 time. Last update was at 2014/10/02 18:31:54
jamopower wrote: Hellions were great in fifth edition with Baron buffs, pain tokens and the majority cover rules still in effect.
Also medusae in venom have been one of my favourite units for a long time. Sad that the medusae were actually also nerfed. +10 points and the strenght d6+1 and apd6 was better than s4 ap3. Only bonus is that you don't have to pay the llhamean and ur-ghul tax anymore.
I think they're better now, more reliable, and much cheaper. And easier to take.
I agree with this except for the cheaper part. I don't see how you think a 15 point unit that went up to 25 is cheaper.
The tax isnt there anymore. It use to be the max you could get was 5 medusa, but you had to take 1 sslyth, 1 urgul, and 1 lhamean.
Now you can just take 3-5 medusa
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Formations
1 - urien or haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T, fleet, shred, rage, 4+ FNP
The 1st one looks good too! That means those Grots are S6 T6 4+FnP. With 3A +CCW/Flesh gauntlet and charge (rage +2), out manned, your looking at 6+D3 attacks on the charge thats Poison 4 (Most likely will need 3's to wound due to S6) With Shred and ID! rerolling Charge distance.
One mistake there. The Grots are not S6 T6 etc. You get one of those traits dependent on the D6 dice roll.
It sounds good, but remember that with a posioned weapon, they are already going to get shred against anything T4 or less. Another case of GW not bothering to look at their rules, just handing them out in redundant fashion.
Xeriapt wrote: Feels like a bit of a dirty tactic making the supplement have a bunch of rules and formations that sound really good.
Heres the codex, but, if you want the good stuff you have to buy this other book too.
I honestly don't think the coven supplement is necessary. You can make a better all around army with the codex. Coven has zero access to FA.
Doesnt have any FA, but then it also doesnt have to take any troops
This message was edited 1 time. Last update was at 2014/10/02 18:36:16
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
2014/10/02 18:36:28
Subject: Re:Dark Eldar rumors - pics and video page1
jamopower wrote: Hellions were great in fifth edition with Baron buffs, pain tokens and the majority cover rules still in effect.
Also medusae in venom have been one of my favourite units for a long time. Sad that the medusae were actually also nerfed. +10 points and the strenght d6+1 and apd6 was better than s4 ap3. Only bonus is that you don't have to pay the llhamean and ur-ghul tax anymore.
I think they're better now, more reliable, and much cheaper. And easier to take.
I agree with this except for the cheaper part. I don't see how you think a 15 point unit that went up to 25 is cheaper.
The tax isnt there anymore. It use to be the max you could get was 5 medusa, but you had to take 1 sslyth, 1 urgul, and 1 lhamean.
Now you can just take 3-5 medusa
Sure but then say that. The unit was broke for many reasons, not just the tax.
also;
5 medusa + 1 sslyth, 1 urgul, and 1 lhamean from the old book was 135
5 medusa now is 125. So if all your interested in is the medusa it is cheaper now sans tax even if fewer models.
Xeriapt wrote: Feels like a bit of a dirty tactic making the supplement have a bunch of rules and formations that sound really good.
Heres the codex, but, if you want the good stuff you have to buy this other book too.
I honestly don't think the coven supplement is necessary. You can make a better all around army with the codex. Coven has zero access to FA.
Doesnt have any FA, but then it also doesnt have to take any troops
I was referring to options more then slot semantics.
This message was edited 2 times. Last update was at 2014/10/02 18:39:05
If I'm not mistaken, one can take a Detachment from the main Codex and then the second one from a Supplement, since they're both the same faction. Just fulfil the slot requirements and go!
Drukhari - 4.7k
Space Marines - 3.1k
Chaos Space Marines - 2.9k
Harlequins - 0.9k
2014/10/02 18:42:12
Subject: Re:Dark Eldar rumors - pics and video page1
A friend of mine has been in the process of commissioning a Baron led hellion army (60 hellions, Baron + a few other bits and bobs) to be painted over the course of this year. His last few hellion units should arrive later this month. Lucky guy! Just in time for his army to no longer work!
I guess we will be using the 5th edition codex when play.
I am yet again questioning why I play this game. First it was 7th edition causing me doubt. Then the IG codex, and now this.
2014/10/02 18:43:00
Subject: Re:Dark Eldar rumors - pics and video page1
Xeriapt wrote: Feels like a bit of a dirty tactic making the supplement have a bunch of rules and formations that sound really good.
Heres the codex, but, if you want the good stuff you have to buy this other book too.
I honestly don't think the coven supplement is necessary. You can make a better all around army with the codex. Coven has zero access to FA.
Doesnt have any FA, but then it also doesnt have to take any troops
I was referring to options more then slot semantics.
I think not having FA is a hiderance. No scourges, reavers, or razorwings certainly hurts.
but not having to take 2 troops means you dont have to waste points on warriors or wyches.
I can see 2X5warriors in venoms being pretty stock in non coven lists. Not sure if you add the blaster or not.
You could also use 10warriors+cannon with splinter racks in a raider.
Otherwise I dont see any viable way to take troops.
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Glad to see those new rumor confirmations. Need to decide if I am still selling the army or not. A non-scattering DSing Tantalos with whatever I put inside along with a detachment of 5 scouting talos, reduced price warriors loaded up in venoms and a DSing Scourge unit with Haywire? This sounds pretty good.
This message was edited 2 times. Last update was at 2014/10/02 18:44:07
If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM!
2014/10/02 18:45:50
Subject: Re:Dark Eldar rumors - pics and video page1
jamopower wrote: Hellions were great in fifth edition with Baron buffs, pain tokens and the majority cover rules still in effect.
Also medusae in venom have been one of my favourite units for a long time. Sad that the medusae were actually also nerfed. +10 points and the strenght d6+1 and apd6 was better than s4 ap3. Only bonus is that you don't have to pay the llhamean and ur-ghul tax anymore.
I think they're better now, more reliable, and much cheaper. And easier to take.
I agree with this except for the cheaper part. I don't see how you think a 15 point unit that went up to 25 is cheaper.
Reliability is one thing, but the potential of them firing s5+ ap 3- templates kept opponents on their toes. As an added bonus you can clip vehicles, 2d6+1 armour penetration has knocked a hull point off every now and then. And having two (that are the max amount fitting to venom) gives enough reliability. Having both of them shooting blanks is very unlikely. And about the price. With the tax, the two medusae unit is 90 points, now you get four for 100. The exactly same unit actually costs more points now. The extra bodies are useful though, my llhamean hasn't seen too much tabletop as she is usually the first one to suffer the fiery death in the wreck
Feel the sunbeams shine on me.
And the thunder under the dancing feet.
OOPS! yes it is a D6 roll for those, But still good!
And I like Scout mostly for the 6" move, But sometimes you need that out flank (IG back table Parking lot comes to mind) Ive had nice things happen due t out flank, Not its not the best, but sometimes its what you need....
Col. Dash wrote: Glad to see those new rumor confirmations. Need to decide if I am still selling the army or not. A non-scattering DSing Tantalos with whatever I put inside along with a detachment of 5 scouting talos, reduced price warriors loaded up in venoms and a DSing Scourge unit with Haywire? This sounds pretty good.
Who has 5 Talos? I have 2 and I never used more than 1 in a game just for fun.
The DSing Tantalos is going to offer some fun. But how many people have a Tantalos and where did the rules go, it seems they were pulled by forgeworld for a possible update.
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Col. Dash wrote: Glad to see those new rumor confirmations. Need to decide if I am still selling the army or not. A non-scattering DSing Tantalos with whatever I put inside along with a detachment of 5 scouting talos, reduced price warriors loaded up in venoms and a DSing Scourge unit with Haywire? This sounds pretty good.
Who has 5 Talos? I have 2 and I never used more than 1 in a game just for fun.
The DSing Tantalos is going to offer some fun. But how many people have a Tantalos and where did the rules go, it seems they were pulled by forgeworld for a possible update.
Xeriapt wrote: Feels like a bit of a dirty tactic making the supplement have a bunch of rules and formations that sound really good.
Heres the codex, but, if you want the good stuff you have to buy this other book too.
oh you mean their day one dlc? With the 4 pages that could have easily been added into the main book? Ork players told you about this months ago. Lets not pretend this isnt the new modus operandi for them here on out.
This message was edited 1 time. Last update was at 2014/10/02 19:10:42
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
Xeriapt wrote: Feels like a bit of a dirty tactic making the supplement have a bunch of rules and formations that sound really good.
Heres the codex, but, if you want the good stuff you have to buy this other book too.
I honestly don't think the coven supplement is necessary. You can make a better all around army with the codex. Coven has zero access to FA.
I have to agree with you. At first I thought it was lame that there was virtually no bleed between the two books. Other supplements (Orks, wolves) brought a lot of tasty stuff for those factions to use.
But the more I think about it, the more I like this way better. I have exactly zero coven units in my dark eldar force right now, and I plan to keep it that way. Did coven units get really awesome? Yes, certainly. But it's not like having them absent in my list is ruining some great synergy that would otherwise be present if I had the supplement. This is the way supplements should operate, IMO- related to the main codex, but different enough in playstyle and units that they effectively stand alone.
I AM a bit annoyed that the covens get like 9 formations and my kabalites get zero. And it does seem that the edge in power is definitely on the side of the covens, but that I can forgive. I don't think they completely blow them out of the water.
Xeriapt wrote: Feels like a bit of a dirty tactic making the supplement have a bunch of rules and formations that sound really good.
Heres the codex, but, if you want the good stuff you have to buy this other book too.
oh you mean their day one dlc? With the 4 pages that could have easily been added into the main book? Ork players told you about this months ago. Lets not pretend this isnt the new modus operandi for them here on out.
Sounds like there might be as many as 10-15 pages of stuff!? (amazing I know).
Though I'm interested in the extra fluff it should bring.