Showing posts with label dark eldar. Show all posts
Showing posts with label dark eldar. Show all posts

Monday, 6 October 2014

Grotesque / Wraithguard Conversion [update]

I have been busy at work since the new Dark Eldar codex release working on some new horrors to inflict upon my opponents.  Here's an update on how my Grotesque / Wraithguard conversions are going.

Quad Machine from the Quake 2 Soundtrack provides a perfect accompaniment to painting Grotesques. 



  
I now have 5 fully assembled, one fully painted and two who are a WIP



The best thing about this photo is the Wicket W Warrick mug in the background...


I have been using some of the tips from the Raiders of Commorragh painting guide that came with my new Archon edition.  The book is well worth the investment if you're interested in the painting side of things and contains some ideas for special characters. 

An Abberation with an agoniser is now a pretty gruesome concept (rerolling to wound at AP3 against most marines). I have also been toying with the idea of fielding a Grotesquerie formation from the Covens supplement. This throws a few nice buffs their way.

Add in a Chronos and you have 4+ FNP Grots who reroll all 1s when making their FNP throws.  If you wanted to be even more disgusting you could throw in a Spiritseer and roll on Runes of Battle. Worse case scenario you get some shrouded Grots; best case perhaps +1 S? This would make them fearsome vehicle smashers.

How are you planning to use Grotesques in the new edition?

If anyone wants details on how to make / paint up these models, drop me a private message. 

VECT LIVES!

Stark

Friday, 3 October 2014

Coven Supplement Formations

[EDIT] I have now placed information on the new Coven formations below.  See comments for questions.  Any queries pop them in the comments. [/EDIT]

Like Ronseal... exactly what is says on the tin.

Post any questions in the comments below and I will get back to you asap.

However I am unable to answer the most obvious question (i.e. why did I spend £150 of my hard earned cash on 3 books...)

Stark


Does Urien get any special detachments?

Coven Coterie Detachment 
Urien
 Haemi
Raider (DT)
Venon (DT)
Wracks
Grots
Talos
Cronos

from the above select a min of 2HQ and 2 Elites

Lets you reroll warlord traits
Enemy units within 12" suffer -1 LD

Below are formations

Grotesquerie
Urien/Haemi
2x Grots

After warlord traits roll on the following table  All units of Grots gain the corresponding result:

1 +1 Strength
2 +1 T
3 Fleet
4 Shred
5 Rage
6 FnP 4+

Scarlet Epicureans
Haemi
Cronos
2x Wracks

All Wracks have precision strike (if within 12" of Haemi)
PfP is one turn higher.  Cumulative with other boosts.

Haemi automatically has master Epicurean warlord trait: (if WL is slain by a AP2/1 weapon gain D3 victory points)

Scalpel Squadron
2x Wracks
2x Venoms

If unit from formation gets first blood - D3 VP
All wracks start on venoms and begin in reserve.  They must DS in turn 1 by Deepstrike.

Corpsethief Claw
1x Talos unit (of 5 models)

Every time a unit from this formation destroys an enemy non-vehicle unit in CC gain 1 VP.  In missions where players earn VP for completely destroying enemy units controlling pkayer gains 1 additional VP every time the above conditions are met.

Talos also gain Scout.

Dark Artisan
1 Haemi
1 Talos
1 Cronos

All units must be fielded as a single unit (although this is not usually allowed).  Models with the IC rule cannot join this unit.

Formation's Talos / Cronos add 1 to their WS

If Haemi is your warlord, his trait is all talos / cronos with 12" reroll FnP rolls of 1.

This is ASKING to have a WWP thrown in...

Coventine Fleshcorp

1 Haemi
3x Wracks
3x Raiders

Master of pain rule (+1 to PfP) affects all units in formation, not just those within 12"

Warlord + wracks he is in unit with have FnP 4+

Carnival of Pain
1x of all the above

As long as Urient / Haemon from Grot formation is alive, PfP +1 turn for all units.
All non-vehicle models reroll to wound rolls of 1 in combat.

Haemonculus Covens Cover Leaked

Some dastardly capitalist hoping to make a quick buck from a desperate 13 year old with his parents PayPal details has listed the Covens supplement on eBay before it is released commercially.

 Dr. Dr. I feel like a pair of Curtains!

Come the revolution obviously this capitalist pig will be the first to be liquidised.  In the meantime, we can all have a gander at the new cover.

Enjoy.

If you enjoyed this why not discover why AP3 Huskblades are nothing to worry about?

Thursday, 2 October 2014

Coven Supplement Rumours

Starting to hear some whispers about the new Coven Supplement. The below is taken from thedarkcity.net and should be seen only as a rumour at present.
I will be providing a full update to this on Saturday morning when I pick up my copy of the Supplement.



"From a 100% reliable source wishing to remain anonymous (confirmed by pics):
COVEN Supplement
Power from pain - by turn number.
1 – nothing
2 – Fearless
3 – Fear, Fearless
4 – Fear, Fearless, it will not die
5 – Fear, It will not die, zealot
6+ - Eternal Warrior, fear, it will not die, zealot

This is a straight copy from the book - yes some of the powers are omitted on purpose as they are not listed in the chart every turn

Warlord chart 1 – talos & chronos reroll FNP rolls of 1 within 12”of warlord
2 – warlord plus any grotesques he joins gain it will not die
3 – add or subtract 1 from reserve rolls
4 – If your warlord is slain by an attack/weapon with AP 1 or 2 or with the ID rule, gain D3 VP
5 – Warlord plus wracks he joins gain FNP4+
6 – Warlord gains preferred enemy

Artifacts 10pts – pick one of the following at the start of your turn which lasts until your next turn – IWND, fleet, poisoned 4+, rampage (used each turn)
10pts – fighting in a challenge – opponent suffers -5 to initiative
25pts – 8”range, S1, AP2, assault 1, blast, instant death, no effect on vehicles (used as a grenade in shooting phase)
10pts – Additional D6 attacks at S3, AP- at initiative 10, grant an additional pile in move at this step, no bonus applicable for furious charge, rending etc
20pts – IWND 4+, only wounded by poisons special rule on 6
35pts - +1 to FNP rolls, negate first wound suffered if it has the ID rule but when this happens, the item is lost

Coven Detachment Required – 2HQ, 2 Elite
Optional – 4HQ, 6 Elite, 4 Heavy Support
Units that are available in the detachment – Urien, Haemonculus, Raider (DT only), Venom (DT only), Wracks, grotesques, talos, chronos

Benefits – if this is the primary detachment you can reroll warlord chart from this book. All enemy units within 12”of 1 or more models from this detachment suffer -1LD

7(!!!) formations as well!"

If the above is true I will certainly be taking a primary Coven and combining it with another Combined Arms detachment to benefit from the Archon's leadership penalties too.  Getting enemy units down to low LD levels and then pinning them may even make a Wych charge viable.

If you enjoyed this, why not find out why AP3 Huskblades are nothing to be concerned about? 

http://shitedwarf.blogspot.co.uk/2014/10/im-ok-youre-ok-ap-3-huskblades-are-ok.html



I'm OK; you're OK. AP 3 Huskblades are OK.


A simple bit of guidance that has served me well on many a battlefield: poncy Dark Eldar Lords  should avoid thick jawed, heavy armoured, low intellect instagib specialists.

This will not end well...

Dark Eldar are an army of piratical raiders.  Using them well involves striking where the enemy is weak and applying your full force against part of theirs.  That's the fluff and that's what we do best.

The above is why I am mystified by constant complaints about Huskblades going to AP3... If you were charging your Archon headlong into squads of Terminators on turn 2 then you have chosen the wrong army. In the fluff, an Archon arrives in their position as much out of political astuteness as their abilities in combat.  In the crunch this is well represented through their t3 & 5+ armour save.  

We have all had Lelith Hesperax slice through a Combat Squad only to receive an autocannon in the face.  It is all part and parcel of being Dark Eldar.

If you just want to froth at the mouth while running various beatstick HQs blindly in the direction of the nearest enemy, try the Early Learning Centre option of Space Marines (or use Drazhar).
For the Emporer!

When you could rely on Fortune from an Allied Farseer (i.e. pre 2013) dancing with Terminators was maybe possible (although very cheesy).  This is no longer the meta .  Randomisation is the new black; this means relying on things that you know you can do well with drugs/psychic powers etc. as an extra boost (unless they are Primaris).  


An AP3 Huskblade is not something I will use in all likelihood. For my money the newly poisoned Agoniser is probably better (depending on points cost).  But both will serve admirably in dicing Tac Marines / Fire Warriors / Guardsmen (the sorts of things you should throw an Archon at). 

 Let the opponent deep strike his Terminators and then run away from them.  While they're slogging 6" a turn across the board, zoom away with glee and pick them off with Splinter / Dissies / Ossefactors or well placed insults.  Maybe let your Archon swoop in to clean up the last couple and claim the glory once he's mulched a few captains to feed his Soul Trap.  But only maybe.  And probably only as a last resort.

"And I was like OMG die you Imperial Terminator Scum!"
"And then he was like s8 Powerfist Bitch"
"And then I was like... wtf even is that gtfo.  I need a regen booth :("

There are loads of reasons to be optimistic about the new book. So don't let lobotomised neck-beards and thirteen year olds get you down.  I have played through 2.5 codexes and 2 decades of Dark Eldar.  I am more optimistic about this release than any other before it.

I will be posting tactical advice here over the next few days to help ease your transition into the new codex.  Check back and keep your head up fellow Dark Kin.



Wednesday, 1 October 2014

News from the Codex: [Confirmed]

News!

So, a bright young chap on the Dark City has his copy of the book and has answered a few questions users had.  The original thread can be found here.  The ever zealous moderators have confirmed with photos that he has the sacred text itself...

AP3 HUSKBLADE YOU SAY?!? ENGAGE NECKBEARD RAGE

Here is a summary of his findings:  (I have put big buffs in bold)

  • Cronos & Talos are 1-3 in a unit (but can't mix)
  • Kabalites are now 8pts.  PGL gives soulblight.  This means they have no way to get defensive grades.  Weapons etc. remain the same
  • Razorwwing is 130 points and can only take nightshields.  It is a fast attack choice & Dark Lances cost 5 more than Dissies.  No vector dancer.
  • Agoniser is AP 3 poison (+4) - This is a HUGE buff!
  • Arena champions may only take power swords / agonisers as power weapons.
  • Wyches have 1 attack base.
  • Klaivex powers are gone.
  • Ravagers still AV11, but no Aerial Assault
  • Haemonculus Ancient is in (ie replaces old Haemonculus).
  • 1 formation in the book (grants  6+ cover on first turn/any night fight turn to all units and 5+ to troops).
  • Lhamean loses her ability to give poison to Archon.
  • Grotesques have the same stats but, no longer blow up, have Flesh Gauntlets + CCW and Rampage. Flesh Gauntlets are: S user, AP-, ID on a 6 and poison 4+
  • Scourges can take 4 heavy weapons in a squad of 5; the cost for 4 with HWB is 120 pts.
  • Other squads may not enter the WWP once used.  It grants a non-scatter DS to the HQ + unit + transport he is with.
  • WWP is 35 points Archon/Succubus/Haemon can have it.
  • Transport capacities are the same.
  • No HQ can take a board or bike.
  • Trueborn are still in & can take the same weapon combos from the last dex
  • Mandrakes have stealth, shrouded + baleblast from the start.  Baleblast is assault 2 St 4 Ap 4 Soulblaze
  • Wyches have no haywire (other than Succubus) & dodge only in the fight subphase.
  • Incubi can't get grenades..
  • Clone Field is a 4+ Invun 40pts (Archon only)
  • Venoms can take double Spl Cannon, but can only have Grisly Trophies and Chain Snares
  • Only the Hekatrix, Succubus and Archon have access to HWG.
  • Harlequins are not in the book (other than fluff).
Some additional RUMOURS (not confirmed):
  • Urien is only 140 points.
  • Each Grot can take a liquifier