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Post by Nick P on Apr 18, 2018 8:14:11 GMT -6
Battalion - Kabal of Poisoned Tongue (reroll wounds for close combat and poison weapons)
HQ Archon - blast pistol, huskblade, helm of spite, Warlord - Soulthirst Archon - huskblade, splinter pistol
Troops 5 kabalite warriors, blaster 5 kabalite warriors, blaster 5 kabalite warriors, blaster
Elites 8 Incubi, Klaivex 5 trubeorn, 4 blasters
Transports Raider, dark lance Raider, dark lance Venom, 2x splinter cannons Venom, 2x splinter cannons
Battalion - Cult of the Cursed Blade (+1S, only lose one model when failing morale)
HQ Succubus - blast pistol, archite glaive, traitors embrace, warlord - Stim Addict (+1S, +1A) Succubus - splinter pistol, archite glaive- +2"M
Troops 8 Wyches, 1 shardnet/impaler - +1A 5 wyches - +1WS 5 wyches - +2LD
Fast Attack 10 Hellions - +1S 6 Reavers, 2 blasters, 2 grav talons - +1T
Transport Raider, dark lance
Air Wing - Kabal of Black Heart (count turn number as +1 for power from pain, vehicles get a 6+ FNP save)
Razorwing, 2 dark lances, splinter cannon, razorwing missiles Razorwing, 2 dark lances, splinter cannon, razorwing missiles Voidraven, 2 void lances, void mine, voidraven missiles
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Post by Russell on Apr 18, 2018 8:48:14 GMT -6
doesn't look much different than mike's.
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Post by Nick P on Apr 18, 2018 9:03:00 GMT -6
doesn't look much different than mike's. Part of that is because you have to take all kabalites or all wyches or all covens in detachments now, you can't mix and match. Kabalites = archon, court of the archon, kabalites, trueborn, ravagers. Wyches = succubus, wyches, hellions, reavers. Covens = haemonculus, grotesques, wracks, talos, chronos. Transports, scourges, incubi, and beast packs can go in any of them. Flyers can be either wych cult or kabalite, but not coven. So the only real differences come in the form of how many of each unit you take and what special rule you give them for their Obsession - but the actual units themselves aren't going to see a lot of mix up, especially in battalions, since you NEED 2 HQ and 3 Troop, and each "mini faction" only has 1 HQ and 1 Troop, so there's a lot of redundancy.
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Post by Russell on Apr 18, 2018 9:04:39 GMT -6
I know I'm just bustin your chops. Serious question though, how do you plan on noting which unit has which combat drug? I wouldn't feel comfortable forcing my opponent to remember them all since there are so damn many of them.
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Post by Nick P on Apr 18, 2018 9:43:25 GMT -6
I'm going to use counters of some type, a couple companies make cheap ones on amazon/ebay. I thought the dark eldar data cards might include a card for each drug, but they didn't, much to my chagrin.
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mike
Butts
Posts: 628
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Post by mike on Apr 19, 2018 10:22:59 GMT -6
voidravens are cooool
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mike
Butts
Posts: 628
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Post by mike on Apr 19, 2018 10:23:32 GMT -6
take more hellions. Let me live vicariously through you.
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mike
Butts
Posts: 628
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Post by mike on Apr 19, 2018 10:30:27 GMT -6
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Post by Joelercoaster on Apr 19, 2018 17:32:52 GMT -6
Would +1ws on a succ let you hit on 2+ t1? Although you get that anyway through pfp soon enough.
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mike
Butts
Posts: 628
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Post by mike on Apr 19, 2018 18:16:34 GMT -6
Would +1ws on a succ let you hit on 2+ t1? Although you get that anyway through pfp soon enough. Those drug counters are from 7th, but still relatively clear about what drug goes where. The ws drug is kind of pointless because it moves the succubus's weapon skill from 2+ to 1+ where a natural roll of 1 still fails (after your aura reroll). You still can't reroll 2's that become misses with your glaive in either situation because of the order of operations for modifiers and rerolls. Then I think the glaive modifier is 'fixed' in turn 3 by the pfp +1 to hit roll. BUT you still could barely trigger the warlord trait where you generate extra attacks on a 6+ because of the hit modifier on the glaive. It would have been better to also give the drug the '+1 to hit' ability.
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Post by Nick P on Apr 20, 2018 7:06:43 GMT -6
take more hellions. Let me live vicariously through you. I want to, I have 20 of the suckers, and S6 on them is siiiiiiick - just medium infantry blenders at that point even with the AP0 - every failed save is a dead primaris/terminator/etc. Plus the stratagem where you roll a D6 for each model in the unit that passed over them, and on a 6 its a mortal wound as they lop their heads off? Yeah, that's awesome Problem is short of dropping the trueborn I don't have enough points to boost the unit anywhere, without dropping some CP and swapping the wych cult out to an outrider...which, I mean, I can do, but I kinda like having 14 CP to use screaming jets and all the goodies we have access to
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Post by Joelercoaster on Apr 20, 2018 7:46:22 GMT -6
Isn't a raider the same cost as a dual cannon venom now? Option to put those 5-man units in bigger boats with a Lance, and then drop the blasterborn to increase hellions which are replacing poison /dmg from venoms.
Other note, apparently the drug rule says you can't choose a drug again until you've used then all, but doesn't talk about coding them all again before selecting one for a third time... So you can mass pick +A for example after you've hit everything else once... Does this seem loopholey?
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Post by daniel, why on Apr 20, 2018 21:34:08 GMT -6
I thought trueborn didn't make it to this codex?
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Post by Joelercoaster on Apr 20, 2018 22:06:20 GMT -6
You can still take index units, and wargear only in the index (like the heamy's anti psyker thing). You have to use the most updated rules, but can use older stuff if that's all there is.
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Post by Nick P on Apr 23, 2018 7:00:15 GMT -6
Isn't a raider the same cost as a dual cannon venom now? Option to put those 5-man units in bigger boats with a Lance, and then drop the blasterborn to increase hellions which are replacing poison /dmg from venoms. Other note, apparently the drug rule says you can't choose a drug again until you've used then all, but doesn't talk about coding them all again before selecting one for a third time... So you can mass pick +A for example after you've hit everything else once... Does this seem loopholey? Get you a codex son! But no, double cannon venoms are 75, raiders are 80 base, 85 with dark lance. But to your point, very close in cost! Really the reason I don't have more raiders with 2x units in them is because I only own 2 of the suckers, but I can probably take the guns off a ravager and count it as a raider.
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