Tuesday, 30 September 2014

Dark Eldar Codex Leaks: Images [Updated]


I am starting to find a trickle of images coming through...  Below are two that have been circulating on a Spanish blog.




The original post can be found here.

There are a few changes here: I have put these in bold below.

Archon:  no change
Drahzar: no change
Haemonculus: WS 5 BS 5 W 3 I 5 A 3 LD 9
Lelith: A 5
Medusae: Sv 3+ (?)
Urien: I 5 W 5 A 4 (?)

The obvious winners here are the Coven units with Urien going up to an impressive 5 wounds and the Haemonculi taking on the statline of the Haemonculus Ancient of old.  I'd imagine this will come with a corresponding points increase.

The second picture is a little too blurry my eyes to make anything out; if you spot something pop it in the comments and I'll add your observation to the blog!

Here is a translation of the Spanish post:

An anonymous reader who wants to remain anonymous has contacted me to give me some breaking news. I think it's quite clear:
"Hi! I have the codex here and I can tell you that asdrubal isn't in it..."
He's also sent me this image. It looks like this reader clears up any doubts. Asdruval Vect isn't in the new Dark Eldar codex and consequently there are only three special characters left: Drazhar, Lelith and Urien. All of the rest are out as they don't have miniatures and Vect, even though he's had a miniature up until now, isn't in it anymore. They've withdrawn the old one and they haven't brought out a new one. What's more, the Dark Eldar don't have a Lord of War. They're the first of the new codex not to have them. The photos have been taken on a phone but they're clear.

I'm afraid he doesn't show up anywhere. It's confirmed then. He also adds this: "Now only the leader of the witches can use disruption grenades" "motorbikes don't do passive (?) damage in turbo" "despite this, a lot of things have had their points reduced. A unit of 5 azotes (possibly undead?) with 4 burning lances costs 120 points"

120 points for a deepstriking squad with 4 heatlances does sound an interesting prospect...

Check back on Fri/Sat when I will be going through my new Archon Edition and Haemonculus Supplement!

A new name

After some deliberation I have changed the name of this blog.  I am sure the literal tens of loyal fans I have will appreciate my reasons for doing so: basically some other berk had a similarly named blog to me.

Shite Dwarf is the future.  The concept can be easily summarised by the below two diagrams.


Exhibit 1: Dwarf



Exhibit 2: Shite

Monday, 29 September 2014

7 steps to win with Corsairs in 7th Ed.

I have always loved the idea of Corsairs.  As I often run Dark Eldar & Eldar together their piratical streak seems to encapsulate perfectly the vicious opportunism of different Xenos factions coming together for personal gain.  This fits perfectly with the approach of the Somalian Space Pirates my DE/E strike force.

The corsair rules are a little old now (IA 11) but they translate wonderfully to a 7th edition environment.  Below are some thoughts on a basic battle plan with them; see my next post for a battle report from where I tried the list out.  Any thoughts or criticism are welcome.



Corsairs: Eldar weaponry - Dark Eldar fashion sense.

Preamble


The following assumes you are familiar with the Corsair rules

So a few things struck me about 7th edition.  The first was the improved jink save, the second was the removal of the reserves limit and the third was the improvements to deep strike.

With this in mind I want to build an army around a Corsair Prince's ability to force night fighting for a turn, with an autarch and the Duke for reserves and deep strike manipulation.



Battle Plan

Here's the battleplan in 7 easy steps.

1.  Start with min units on the board (preferably hidden) enough to make sure I'm not tabled (include the Corsair Prince.


2.  Turn two, deep strike EVERYTHING possible into the enemy ranks. This is done via duke S's rule and also the 3x deep strike the Prince confers.


"Holy shit Sarge, that's no Scourge!"


3.  Possible units to do this with: Kabalites in Raiders with SR, Corsair Guardians with 2x SC and 2x Melta, Scourges with Heatlances (+ ablatives), Talos (benefiting from the Prince's ability?), and then some meaty assault units on raiders - 9x wyches plus Autarch (or something similar)

4.  Hopefully get a DE flier or two on - if current rumours are true, the Void Raven might be quite tasty for this.

5.  Shooting phase the Kabbies let rip into anything soft, Corsairs/Scourges blast vehicles and Corsair Prince brings down nightfight.  This grants the Raiders all a nice 3+ jink for the turn 

(NB if the rumours to the change to night-shields are true, this may be skippable).

Alternate take: use the s9 AP 2 pie plate the Prince can drop to soften up some charge targets for next turn / cream some terminators / pop a parking lot.


Surprise!

6.  The fliers who have arrived missile spam (with the pinning missiles) into as many units as possible.  This combined with torture launchers (can't recall their name) on the Raiders should hopefully leave at least some units pinned ready for a charge next turn - no overwatch.  

Again if the rumours about the new DE armour which grants fear to all enemies within 6" and -2 Leadership is true this would be a great combo.  Use a WWP to DS an Archon behind enemy lines (farewell Duke) & within 6" of as many units as possible.  Shooting the animus vitae to try and get the Wyches all 5+ FnP for a turn 3 onslaught might also be wise.  If you really wanted to start messing with the opponent, throw in some of the terrify available in the Eldar codex. 


7.  Opponent faces target saturation in his own lines.  Do you shoot the Kabbies in Raiders or the assault units who will be charging next turn?  Hopefully some of his units are snap firing due to GtG and any nasty vehicles have been haywire/fusion gunned to death (a Corsair squad puts out 2 melta and 6 s6 shots... YMMV)



This seems relatively fluffy (I love the idea of the lights going down just as DE launch their strike) and would bother most armies. 

Your main danger is the risk of tabling on turn 1.  Hide the Corsair Prince well and maybe sprinkle some wracks in cover?


See my next post for a battle report using this strategy


Saturday, 27 September 2014

Dark Eldar Rumour Summary + new info!

After ordering my Archon edition last night I thought I'd pull together all the rumours into one place so we can see how accurate they have been once the 'dex is released.

Green means it is likely to be true
Orange means I'm sitting on the fence
Red means it's dubious at best

Universal

Pain token changes to DE: this has been confirmed by White Dwarf #35



Changes to combat drugs: I'd imagine this is true as it would fit with the overall simplification of rules we have seen.  1+ to each of the attributes has been rumoured.  +1 toughness would be very nice indeed! t5 Reavers... Also s5 Hellions is always a positive.  Especially when furious charge (if still included in PfP would make them s6 vehicle hunters).

HQ

New Archon Model: all but confirmed by WD 35 during the battle rep.


New Succubus Model: The best image of this has come from the previews of the enhanced codex on Apple's iTunes store. 

No Vect/Duke/Lady Malys/Baron in the Codex: This looks very likely judging from another screen shot of the enhanced codex.  Interestingly it also doesn't display a slot for LoW.  All we have listed here are the characters which already have models (Lelith, Drazhar and Urien).


However, see this week's WD for a mention of Vect in the codex description.


This points to Vect being a later release.  My money would be on him appearing as part of a Campaign (I have seen unconfirmed rumours of a DE v BA box approaching).  These would also tally with the false rumours of DE being part of the new DV boxset.  This also means that....

Vect is a week 3 release: this now looks false according to the above image.

Lelith and Drazhar have rampage: yet to see anything confirming this.  It doesn't seem ridiculous though.


Vehicles

Void Mine is now a 5" Blast: again this looks to have been confirmed in today's WD.  It's hard to imagine anything other than a large blast doing this.


Raiders + Ravagers have Deep Strike: this has been posted inter alia on Faiet 212.  I've soured the photos and haven't seen any confirmation of this.

Flickerfields only for Venoms: again, no confirmation of this anywhere.  Iff the rumour about night shields granting stealth is true, this may hold some more credence.

Razorwings moved to Fast Attack: the only source I can find ton this to confirm the anonymous post on Faiet 212 comes from the Batrep in WD.


Here we have a detachment 'Kabal of the Poisoned Tongue' fielding 3 Void Ravens and 1 Razorwing.  This points to one of two possible (actually three) things.  The first is that the VR can be taken in squadrons, the second is that the RW is now fast attack.  The third is that this is an unbound army.  Included for completeness is the Guard army they faced.


To me this looks like a battle-forged list.  Of course it could be that DE are playing unbound against them, however given that both armies are split up into 'detachments' of sorts, this seems unlikely.  See also the related rumour below (Beast Squads).

Fast Attack

Beast Squads now have a minimum of 12 models: in the list given above a slightly odd beast pack of 3 beastmasters and 4 khymerae are fielded.  Unbound or bound this points to this rumour being false as even in unbound lists basic squad requirements remain intact.  The only counter to this is that WD sometimes use illegal combinations in their lists.

Hellions have been reduced by 3 points per model: In the images for the datacards included with the Archon & Dracon codex sets the Hellions datacard shows a squad cost of 65 points in the corner.  Given a minimum squad size of 5, this points to 13 points.  A 3 man squad comes out at a non-integer with this points cost.  Of course the minimum could (unlikely) be more than 5, but this would just represent more of a points dip.  I haven't seen this posted anywhere else.


Elites:

Mandrakes reduced in points cost, gain stealth and shrouded, lose their invun and can baleblast as standard: I haven't seen this supported by any evidence and it smacks somewhat of wishlisting.  It's still a possibility though.


That's all for now... if you'd like me to look into any other rumour let me know in the comments!

Best,

Starkadder





Tuesday, 23 September 2014

Dark Eldar Wishlisting.


I am a longtime DE player and with the new codex imminent (judging by reports on Faeit 212) I thought it was a good time to do some wishlisting for the new release.



Wyches: +1 WS

I used to run a full wych cult army back in 3rd edition when wych weapons halved the weapon skill of all models you were in combat with. With the right combat drugs you could reliably pull of a 24" charge from a Raider!

Sadly wyches in their current form mainly see playtime as expendable tank busters riding in venoms.  This is a great combo, but it would be pleasant to see them used in a wider variety of ways.

Making them WS5 base fits with the fluff (I've never understood why years after years of training they are less dexterous than your average Kabalite) and doesn't mess up the crunch.  10 Wyches charging 10 Smurfs will go from killing 1.7 to 2.2 marines on average with no change to the number of wounds in return: hardly an earth shattering increase.  It also means your average guardsman will need a 5+ to strike in return.  This is hardly Wardian and fits with the fluff.


Wracks: More ranged weapons @ 12-18"

Wracks have the potential to be a great fun medium-to-short range assault choice.  I have previously used a squad in a Raider with a Haemonculus for this role - they would zoom forward (usually at a target in cover I wanted to clear) and apply searing acid liberally to their opponent before charging in.

I'd love to see this arsenal expanded to include some 12-18" shots which could weather an opponent slightly before they charge in.  The Ossefactor may well fill this role: we shall have to wait and see.  From the description of it, I suspect it may be a blast weapon (as it mentions causing damage to models surrounding the one it hits).

Power mauls for Wracks is something I would welcome.  I've seen scepticism about how competitive it would be for the price point, but if nothing else it will give us access to a reasonably mobile and tough unit who can pop open AV11 (and maybe up to AV12 if we still get furious charge) while still posing a nightmare to most infantry (SMurfs excluded).

Anti-Armour Options


MEGAZORD GO!

In general I think we are one of the better armies at taking on heavy armour.  Haywire wyches are deadly but require a bit of skill to use.  One of my favourite lists is 6x HW wyches in venoms backed up by the Duke + some bloodbrides on a Raider with a dissie.  Fluffy, fun to play and reasonably competitive against most things (wyches for tarpitting / vehicle smashing; venoms for infantry shredding).

However it would be nice to have a few options when it comes to dealing with armour.  Dark Eldar excel in taking out one or two very heavy vehicles, but when faced with a field of relatively low cost vehicles it becomes a bit more different.  A lot of this is down to our reliance on poison: where other armies can spam s4 shots into light armour we don't really have an option to do this.  Lance spam is an option but is unreliable unless backed up with farseer support.

Wracks with power mauls is one way in which this gap could be filled as derailed above. The unit could threaten most things on the board (fliers excepted) and has no major redundancy.

Another option I'd like to see is a wider availability of haywire blasters. If trueborn got access to these it would open up a lot of options for us. A second improvement here would be in the Scourge load out. Currently 10 winged aristocrats gets you 4 haywire blasters with the other 6 shardcarbine shots being wasted whenever you fire at vehicles. I think this is the single biggest reason Scourges don't see much competitive play. 

Scourges: Skyfire

Previously I've mainly relied on presienced Ravagers to take on enemy fliers or failing that used our speed to stay out of their LOS. 

With a new codex I am strongly hoping we will have decent options within our own codex to deal with flying threats. 

Obviously our own fliers present one solution to this conundrum. However I'm still on the fence when it comes to using planes. 40k was always a skirmish game (Armageddon for big battles) and having significant air support seems to counter that. Most new codexes have had some land based anti-air support and I'm.hoping ours is no different. Scourges may be in with a shout here - perhaps some sort of wargear that grants them skyfire? This would again fit with the fluff and provided it was costed correctly (most land based AA has come with a hefty points cost) wouldn't be OP.

My thoughts... Any suggestions for what you'd like to see?