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post #91 of 137 (permalink) Old 09-27-14, 09:07 AM
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Originally Posted by ntaw View Post
They sure are, 3 different DE Codices, Voidraven and loads of digital stuff.
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post #92 of 137 (permalink) Old 09-27-14, 11:49 AM
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After looking at it from all angles I'm going to go out on a limb here and say that the Voidraven is the single best looking kit GW have EVER produced, or may ever produce, Absolutely stunning.
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post #93 of 137 (permalink) Old 09-27-14, 02:09 PM
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From natfka:

Quote:
via an anonymous source on Faeit 212
Wyches inv save says it works against all wounds in the Fight Sub Phase.

Dark Scythes are 24" S8 AP2 Heavy 1, Blast, Lance

Liquifier guns are still in the book but they're S3 now, still D6
ap.

Raiders and Venoms are both 55 points base.

Allied wraithguard yeah its a nice combo, with the webway portal you dont scatter.
Archons, succubus and haemonculus all can have it (35 points)
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post #94 of 137 (permalink) Old 09-27-14, 02:14 PM
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And from BoLS regarding the Battle Report:

Quote:
ia Dakka's MongooseMatt (the community thanks you!)

Impressions from the WD Battle Report:
1. The Wyches and Beasts are not part of the same unit. That dream has gone.

2. The three Talos and one Cronos _seem_ to be a single choice (Heavy Support, presumably).

3. Voidravens appear to be Heavy Support, the Razorwing Fast Attack, _if_ this army is battle-forged (there are three detachments, so I am presuming so).

4. As for the result of the battle report, the Dark Eldar got first turn and started with all three Voidravens on the table rather than having them wait for reserves (a special one-off scenario rule, not a Codex one). Meanwhile the Guard have their Tempestus units, plus Valkyries and a bunch of Ogryns arriving in Turn 3. Don't know if the points values are equal, but if they are...

5. Deployment - no one here would deploy as the Guard player did by choice. Leman Russ as close as possible to the enemy? When your objective is to keep your side of the table clear of enemy units?

6. Reading between the lines, i think I see how Feel no Pain works. As said here earlier, they get new benefits every turn.

Turn 1 - Nothing
Turn 2 - Furious Charge, I would guess by the descriptions in the text.
Turn 3 - Feel no Pain for _every_ Dark Eldar on the table.
Turn 4: Not sure yet. If FC is not turn 2, it is here.
Turn 5: Fearless.

If you have a Haemonculus with you (or Urien is close), that unit is effectively a turn ahead. Or maybe, just maybe, the _effect_ is improved by the presence of a Haemonculus. So, Furious Charge gets +2 S, FnP gets 4+. All a bit ambiguous.

7. Voidravens get some sort of Jink that does not affect their firing. Maybe. Again, a bit ambiguous there.

8. The Archon and Incubi gets ambushed by Ogryns and has to be rescued by Wyches and Grotesques. Tempted to say no change there then...

9. Void Mine we have heard about, killing a whole guard unit. However, it should be noted that, elsewhere in the battle, one gets dropped (with precision, they say) on Ogryns, killing just one and wounding another, and a third gets dropped on a Guard Command Squad, killinga bunch but leaving the commander and medic alive. So, not all powerful.

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post #95 of 137 (permalink) Old 09-28-14, 02:49 AM
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More from natfka:

Quote:
via an anonymous source on Faeit 212
combat drugs work very much the same as before with no feel no pain option. They are still random but give a +1 to the stats that really do help, +1attack, strength, inititiative, toughness, weapon skill, or leadership.

warlord traits seem a little hit or miss.
de within 12" have fear
can re-roll the dice for seize the initiative, for night fight, and reserves
warlord gets rage
warlord gets hatred
warlord gets +1 weapon skill
de within 12" have fearless
Quote:

The image above is a released image from the sample images of the new Dark Eldar codex ipad version from itunes.
Quote:
via an anonymous source on Faeit 212
Court of the archon is now between 1 and 12 models chosen in any combination from the 4 types (so can have 12 sslyths if you want etc, thissame exact method is applied to the beastmasters where you now dont even need to take beastmasters if you wanted to), Lhamean 10pts, Ur-ghul 15, Medusae 25 and sslyth 25 and can take a venom or raider. Stats wise they look the same as before, some equipment changed though. The Lhamean now has a Shaimeshi blade, 2+ poison with a 6 to wound causing instant death (there's quite a few weapons with this rule). The medusae's eyeburst changed to a S4 template ap3.

Hellion's are fast attack, no way to change, same for wracks (elites) the only 2 squads that change their role are the kabalite warriors when they upgrade (3pts per model) to trueborn and the wyches upgrading to bloodbrides (3pts), they both are then considered Elites.

The succubus has a new weapon exclusive to her, the Archite glaive which can be used 1 or 2 handed, 1handed is S user, AP3 melee while the other is +1S, Ap2 and two handed.
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post #96 of 137 (permalink) Old 09-28-14, 07:03 AM
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another codex for me to buy, this looks like a great release, i just dont the money for another army yet lol, and i like the old succubus figure more but its nice to see that she is plastic ,



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check out what im working on http://instagram.com/revilo444
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post #97 of 137 (permalink) Old 09-28-14, 02:23 PM
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From BoLS:

Quote:
The first reports from people with the codex in hand are filtering out on various websites. Here is the initial pass from german 40K site 40Kings:
This is translated from German, so you will encounter some odd turn os of phrase:

Gentlemen, this time there is really a premature birth. Rumor has it that quite a few people outside the HQs in Nottingham there that have the Codex Dark Eldar are on your desk. It's also said that this people want to present even a few interesting facts about the new Codex ... Below you will find a first estimate, based on rumors (!), Which are to me so came from here and there to ears.



Style of the Codex:

In principle, such as the new Grey Knights - no new units, loss of some known units for which there are no models, few new rules and basically a rehash of known with a few small changes here and there. Is that bad? No, not necessarily. DE Codex has always been moody and also the last issue had some charm. She was just not very strong game ... Is the new Codex game strong? I would say after the current rumors Location (!): Yes and no. A few gimmicks fall directly into the eye, but there is still no unity that could secure some form of stability or field presence. It remains questionable whether new gimmicks can make the really fat frying in the fire storm of colossi and Serpents ... But I've written anything yet!



Army-wide special rules:

Rumor had it already in the shady corners of the dark city. Power from Pain is a "vast army" become special rules, benefits from each model, that this special rule explicitly leads in profile - so all "normal" Dark Eldar units, Beast, Talos, etc. still do not. The special rule gives, depending on the running play special general rules on the quality FNP, Furious Charge, Rage, Fearless, etc. There may well be something out of it ... if not the support of these special rules would not necessarily be the most formidable representatives of the Codex. Some items or skills give bonuses to the number of moves, so that effects of turn 3, for example, already can enter turn 2.

The Warlord table is very unspectacular. Fear, Hatred here and there, a bit of skill in battle or even a Reroll ... yawn. The funny thing is the "Combat Drug" table to the benefit of all models with Combat Drugs (surprise ...). All effects are central and even throwing dice for all units. The implications are kept very strictly: each one specific profile value is improved by one point.



Changes in the selections:

Some units will be sorely missed in the new Codex, some other losses will be hardly noticed. This radical cuts are really already been made:

Vect is not in the Codex - it will certainly be a supplement released
The Baron is not in the Codex - he will certainly NOT be a supplement released
The poison-Duke is not in the Codex
Remain at known BCMs: Drazhar (fairly static), Lelith (as) and Urien (as well)
Otherwise, the selections are pretty much identical to the previous Codex


Changes in the units themselves:

The main change in the units over the last infusion is probably that the Beast Pack now more than 12 models (of whatever type) must include and the chimeras are simply too "demons" become so only a 5 + ward save can call their own. The flocks of birds have only 3 LP, the Clawed Fiend has for a rich profile for moderate point cost (but no protection mechanism). Funny is also that Tali and Croni (gnihihi) can be used in units of 1-3 and now have generic FNP. Not bad at all.

In addition, now all vehicles automatically "shock troops" are.



New equipment and weapons:

Again: Something New, but a few interesting ideas. The relics of the Dark Eldar are located in the middle of the power scale. A few inconveniences for enemy psyker, a couple of problems for opponents with low morale (unless they are Space Marines ... na thank you) and a few weapons and armor. Nothing exceptional. 35 For there is but the new Webway portal for the Succubus or the Haemonculus that the carrier and its unit (!) Gives shock troops and no deviation in Schocken. This can some games. I have quite a few nasty combinations with this tool occurred.

Also in the vehicle equipment, there are tried and true: Moral reroll, twin-linked Splinter weapons of passengers, etc. But also exciting things such as "Stealth" for vehicles. A 5 + ward save Venom continues to have on board.

New weapons are rare. Some special equipment la Helfrost gun that is singular to have on a platform, has crept in, for example, a 5.5 storm 2 24 inch small template for the Talos. The rocket bomber (which is unfortunately completely overpriced) have changed something and otherwise we still saw the expected change in the Splinter Canon to a 4.6 weapon salvos. Here and there there are new melee weapons with irrelevant properties, also a few other minor modifications of existing equipment were made - the Shredder has now ... Warning ... shred! Good choice!



Conclusion:

Based on the current situation rumors my first impression is bad, a lot of potential wasted. But: At least there's one or the other unit and combination, a small renaissance of the Dark Eldar will mean possibly that is set by the pure available goes from BCM. Unfortunately, the Codex is the currently chosen path away pretty consistently. Much is simplified and adapted a few general special rules is available as a spare. Thankfully, the old Codex quite interesting ... Now it's up to us to find the tournament players, the path in the network of a thousand gates, which will lead to a competitive Dark Eldar army. Quite simply, the be sure not to find. But excluded it is not safe.
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post #98 of 137 (permalink) Old 09-28-14, 03:20 PM
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Quote:
Originally Posted by Zion View Post
Funny is also that Tali and Croni (gnihihi) can be used in units of 1-3 and now have generic FNP. Not bad at all.
If true that is great news. It was the one thing that jumped out at me when looking at the old codex and it's HS slots with units of a single mini. What would be really cool is if you could mix them, with 2 talos for the killing and a chronos for boosting their neighbours.
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post #99 of 137 (permalink) Old 09-28-14, 08:36 PM
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Whole bunch of stuff. First from BoLS:

Quote:
- Huskblades are ap3, cheaper, not a relic
- Racks now work on all Splinter weapons
- Wych weapons nerfed. Hydras confer Shred, Razors reroll To Hit, Shardnet/Impaler reroll 1s on To Hit and To Wound
- Stun Claw is +1S, ap6, confers ID in challenge
- Shadow Field is more expensive
- Incubi are still ap2
- Torment Gren. Launchers can now be fired, 24", blast, s1, unit hit tests Ld, takes a wound for each point it failed, no armor or cover saves, doesnt work against ATSKNF
- Night Shield confers Stealth
- Hex Rifle inflicts ID on Precision Hits
- Soul Trap gives +1s for each usnaved wound inflicted in a challenge
- Reavers no longer attack while moving, now bladevanes are improved HoW. Caltrops inflict D6 rending HoWs, Gravs inflict Concussive
- Spirit Probe now improves FnP of all Deldar in 6" by 1 to a max od 4+
- Phantasm works like TGL, shorter range
- Ossefactor is assault 1, fleshbane, ap2. If something is killed then the victims unit get d6 hits with s equal to t of the victim, ap-, ignores cover
- Liquifier is now s3
- Implosion Msls are s6 ap2 blast
- Chain Flails now only give Shred
- Talos has 3 attacks, same as Cronos
- Borh Haemy and Archon improve PfP, they let a unit add a 1 to the turn number for PrP, this stacks
- Warlord traits are ultra****ty, one gives the warlord +1 ws...
- Artefacts look average too, there is the old Djinn blade which works almost the same, a helmet that gives adamantium will in 12" and perils on any double, a terrible pistol, an ghostplate that gives -2 Ld in 6" and Fear, also one of the items does not work against atsknf. There is also Animus Vitae which is a one use, assault 1, s4 ap2, 8" that if a unsaved wound is inflicted lets all Deldar add 1 to the turn number for PfP effects until the end of the game
- it says that Dodge now works against any wounds inflicted in fight sub phase, I am nit sure if overwatch counts or not
- bomber is 10 av on all sides
- it looks like Venom Blade can only be taken by the Acothyst now
- no flickerfields for anything other than venoms
- sails let a vehicle flat out 24"
- lances on infantry are a bit cheaper Vect or No Vect?
And in an ominous hint - take a look at the this FOC pic from the iTunes store for the Dark Eldar codex. The screenshot is showing off the HQs...



1) Vect is not listed
2) No Lord of War icon is listed

Not a good sign for the 1st Lord of Commorragh!
And Natfka:
Quote:
Ossefactor- 24" s1 ap2 assault 1, fleshbane with calcific spears; if a model is removed as a casualty, the unit suffers d6 extra random hits at strength equal to toughness of the victim with ap-

Hexrifle- 36" sX ap4 assault 1, sniper, arcane payload. any precision shot has the instant death rule

Huskblades are now ap3

Plasma Grenade Launcher-18" s1 ap- assault 1, blast, soulfright

Archite Glaive
one handed- user strength ap3
double handed- +1 strength ap2

Power axes not listed as an option making klaives, archite glaives, and demi-klaives the only ap2 melee weapons.

artifacts
animus vitae is an 8" s4 ap2 assault 1, one use only item that causes all dark eldar to treat the current round one higher for power from pain. Can stack with other effects

archangel of pain
enemy units within 9" must make a leadership at -2 or suffer wounds by each point failed leadership by. no armor saves or cover allowed. marines and fearless units are immune.

armour
4+ save, 6+ invul, and gains fear. all enemy within 6" -2 leadership

Djinn blade
gives +2 attacks ap3 and if you roll a 1 on a d6 suffer a wound with no saves allowed.

helm
friendly de within 12" get adamantium will, enemy psykers within 12" suffer perils on any doubles

Parasite pistol
12" s1 ap5 poisoned 2+ each time a wound is inflicted, gain one wound back
Quote:
via Kirby on 3++
http://www.3plusplus.net/2014/09/dark-eldar-rumors/
- Huskblades are ap3, cheaper, not a relic
- Racks now work on all Splinter weapons
- Wych weapons nerfed. Hydras confer Shred, Razors reroll To Hit, Shardnet/Impaler reroll 1s on To Hit and To Wound
- Stun Claw is +1S, ap6, confers ID in challenge
- Shadow Field is more expensive
- Incubi are still ap2
- Soul Trap gives +1s for each usnaved wound inflicted in a challenge
- Reavers no longer attack while moving, now bladevanes are improved HoW. Caltrops inflict D6 rending HoWs, Gravs inflict Concussive
- Spirit Probe now improves FnP of all Deldar in 6″ by 1 to a max od 4+
- Implosion Msls are s6 ap2 blast
- Chain Flails now only give Shred
- Talos has 3 attacks, same as Cronos
- Borh Haemy and Archon improve PfP, they let a unit add a 1 to the turn number for PrP, this stacks
- it says that Dodge now works against any wounds inflicted in fight sub phase, I am nit sure if overwatch counts or not
- it looks like Venom Blade can only be taken by the Acothyst now
- no flickerfields for anything other than venoms
- sails let a vehicle flat out 24″
- lances on infantry are a bit cheaper
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post #100 of 137 (permalink) Old 09-29-14, 11:57 AM
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all in all, changes look like they have made character units, in particular the Archon, worse.
No more AP2 Huskblade means no more bruiser Archon builds, effectively removing one of the few reliable anti-TEQ combat units.
Artifacts look poor. Guessing the old classic Agoniser+Splinter pistol+Shadow field cheapo Archon will be the only viable way to get one in game.

Arc-Angel of pain looks like a oneshot nuke. Has potential, the sort of thing that would miraculously go off perfectly in a WD battle-rep/internet story.

Talos/chronos as 1-3 I do like, I think we'll seem ore of them now, and having armies of Grotesques and Talos could see some 'Darkzilla' armies possible, however not too competitive.

The loss of Vect to a supplement is a shame, seeing as the Baron and Duke were the only 2 characters worth taking other than him.
I honestly think they should've made the base codex Vect's 'normal' style of DE, then made the Heamon-covens and Dark City entertainment district (Wyches, Hellions etc) the supplements.

Splinter racks now effecting all Splinter weapons will be interesting. Drive-by Splinter cannons may be a viable tactic now.
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