Showing posts with label new codex. Show all posts
Showing posts with label new codex. Show all posts

Wednesday, January 19, 2011

Codex Thoughts

So it's been a couple months with the codex, unfortunately Christmas/New Years ate up alot of that time, so I didn't get any games in across that time. But I have gotten in about a half dozen games, and tried to change up parts of the list each game to keep trying new stuff. I've tried to stay away from special characters, I only used Drazhar in one list, because there was a phoenix lord on the other side of the table.

I still need to get in a game with scourges, mandrakes, hellions, succubus, archon court, and the fliers. Some of the units have performed dismally, and I may re-visit.


HQ

Archon - this guy seems like a glass cannon, it's a gamble whenever you use him, even more than before. The plus side is he's cheaper, depending on how heavy you go on upgrades. I suspect that I'll find most of the archon type special characters out perform the basic archon very well. I think there would have been a great benefit in an upgrade of some sort that conveyed the Eternal Warrior rule to the Archon. For a viscious eternal overlord of the web way, it seems like they would be easy to kill and replace.

Haemonculus - I was already a huge fan of the haemonculus before, they were great cheap HQs, that came in bunches. They still come in bunches, but they are a bit more expensive now. But with all the new toys you can get, still pretty cheap, these guys are still the jewels of the HQ slot in my eyes. I've particularly become a fan of my webway snipers, a Haemie with a wwp and hexrifle. These guys jump off a transport turn one and drop portals, then go into an overwatch with the hexrifles from there.

Haemonculus Ancient - I'm still trying to find the right spot for these guys, a little faster, another wound and better skill. My initial thought is to load these guys up with the Electrocorrosive whip and make them part of a CC unit, unfortunately they fall to similar issues as the Archon. Alot of investment in points for basically a space marine captain in a bath robe and special toys. I'll need to keep toying with these guys.

Elite

Incubi - Little cheaper, and some nice upgrades. I'm actually liking these guys now, which says alot, because I was a big hater of the old Incubi. They didn't do anything special, and by comparison wyches were always better. With the slightly less godly wyches, and some tweaks to make the Incubi like aspect warriors give it some fluffy effectiveness that just pulls me in. In my eyes, the Klaivex with Onslaught is a must. Whenever you roll wounds and then tell an opponent, oh I get more attacks, it really demoralizes them. They thought they were safe with you only rolling 5 hits, but Oh!, now you have 4 more swings, all with power weapons. Beyond that, demi-klaives are nice, but everything else is just for the heck of it.

Bloodbrides - I know everyone seems to LOVE these guys, and I can understand why, more attacks, more special weapons, they are closest to the wyches of old. But I just am not feeling them. I feel like they are just glorified Dark Eldar Ork Boyz, lots of attacks, not alot of punch. In most cases, you can get the same number of attacks from a wych squad of the same points. I'll definitely give them another go, but it will take alot to convince me of these guys over Incubi, or a normal wych squad.

Grotesques - If I use them, I'll likely convert from the same Rat Ogres I proxied with. Big, strong, tough, and lots of wounds. They draw alot of attention, unfortunately, it's usually the attention that ignores their FNP save. They are a bit prohibitive because of the high points cost, but I found that they really do a job vs. rear armour when accompanied by a Haemie to give them furious charge. I'll likely use them again, but I won't count on them as a major unit, more a distraction. Besides, even though it happens infrequently, it EXPLODES!

Kabalite Trueborn - My first pass through the book I dismissed these guys as the standard veteran squad. But realistically, most of the veteran squads are good and these are no different. These are closer to what the old Warrior squads were, a small cheap squad with 2 heavy weapons. But where they really start to shine is the addition of 4 special weapons and the option for shardcarbines for the whole group. They can get expensive quickly, but some smart shopping gives you a really tough squad to ignore.

Troops

Wracks - I know they show up in the elite slot, but since I abide by always having 1 Haemonculus, these guys will be troops in virtually any army I run. That aside, T4 starting with FNP makes these guys surprisingly tough in a Dark Eldar army. Add the paired poisoned weapon and the Acothyst with an agonizer makes for a flexible close combat unit. Especially with up to 2 Liquifiers making a mess just before you hit assault. One trick I've already warmed up to is a minimum 3 man squad with the Acothyst with a Hexrifle escorting a Haemonculus with a Portal and Hexrifle. I know the Hexrifle catches some flack, but it's a nice cheap assault 1 sniper rifle and I think it's a bargain for a unit that would otherwise be expendable.

Wyches - It's great that they are a core troop all the time now. They lost a little bit of punch because of some changes in the combat drug chart (I'll miss the 12" charge), and they split the wych weapons back into individual upgrades. But they got cheaper for the same basic statline. I'm not sure which if any of the upgrades I'm sold on, I think the shardnet/impaler combo helps bring the wyches a little closer to the tarpit unit they were before. I forsee atleast a squad of wyches in virtually all Dark Eldar armies.

Warriors - Same basic warrior, but with the night vision and Power from Pain. Apparently those are worth 1 pt. I don't think I'd have complained about them being 9 pts instead of 8 if the wyches hadn't seen a reduction, and the Wracks been introduced as another viable cheap troop. As it stands, although it needed to have the Lances limited. I think the increased heavy weapon costs with the increase per model makes these guys a little less desireable. I think the way to go with warriors is an anti-infantry squad, with the rifle and cannon spam sitting on an objective.

Fast Attack

Reavers - Worse save, worse strength, worse unit. The points reduction is nice, but really, with the terrible save and lack of strength to push into close combat, the reavers have two options. Try and move around the board and get side/rear armour tank hunting, which should be familiar to old reaver users. Or use the new gimmick to blast over units to try and hurt them, and give yourself any measure of survivability. With the uselessness that is a 5+ save vs. shooting, the anti-tank role is very limited, because most vehicles steer clear of terrain to avoid getting stuck. That just leaves the gimmick, which doesn't seem that great.

Beast Masters - Although the mix and matching style of the unit can be confusing, this is by far the hidden gem of the codex. Razorwing flocks are ridiculously powerful, mixing in Chymera's gives some great survivability. This is the close combat deathstar unit of the codex, all for much less than your standard deathstar price.

Heavy Support

Ravager - Same basic stats, but the change to move 12" and fire 3 lances make these a much better gunboat then they were before. The disentegrator changes are disappointing, but not as disapointing as them basically becoming star cannons. I understand the theme change behind it though.

Talos - Finally, gone are all those ridiculous rules that made this an arguement waiting to happen. It's an MC now, all of it's attacks hit and pen on vehicles like normal, and it starts with a normal ranged weapon that shoots like everything else. All for the same cost. Add to that some spiffy upgrade options, like chain flails, twin linked liquifiers, or even another CCW to add to the painful number of attacks. This thing is much more beastly than it was before, and people should worry much more about it getting into their lines.

Cronos - The smaller, less assault oriented brother of the Talos. It's still an MC, but with WS 3, and Str 5, close combat isn't it's main goal. However, with an AP 3 flamer, and an upgrade to take a AP 3 large blast template, I doubt there should be much left to assault. Oh, and just for giggles, if you kill any model with either of those weapons, you can give a free pain token to any Dark Eldar unit within 12". I love this thing, run it close enough to the incubi, have it shoot one unit, buff the incubi, and the better stronger faster incubi assault a seperate unit and turn it into paste.


So that's my opinion so far. In all likelyhood I'll give everything else except the Harlequins a try, I don't like the odds of the Hellions or the Jetfighter doing enough in my eyes, but I'm very interested in trying the Bomber with the Str 9 lances in place of a Ravager.

I'm going to be trying a couple new methods for posting over the next week or so, hopefully it will help get updates much faster.

Monday, November 8, 2010

Finally back.

So the bug just hasn't been there for 40K for the last few months. I did a little bit of work on some of my Skaven for fantasy, but couldn't get much into that either. The only Warhammer I've been semi-interested in has been Warhammer Online.

But all of that has changed, from the heart of the Dark City has come a delicious new codex, finally. So that means I have lots of new things to play with, lots of amazing new models to put together and paint. I only got ahold of the codex on Saturday, and the weekend was a busy one, so I didn't have the time to pour through it that I want, but so far I am thoroughly impressed.

First and foremost, I have to comment about the models. I went light, and only picked up 2 raiders, a kabalite warrior squad, a wych squad, Lelith, and a box of Incubi. All of these kits are absolutely stupendous in the amount of detail, and customizablity for the plastic kits. These guys are gorgeous, and even though I had approx 4000 pts from the old book, I'm sure I'm going to get atleast another 2000-3000 of the new models if they keep this quality.

I'm save a full codex review for later this week once I get a better look at it, but I did cobble together a quick list to play with this past weekend. So I'll give the list and my initial impressions.

First of all, the Incubi are awesome. I was always kind of shyed away from them before because they were points prohibitive to me, for no more effectiveness than a good wych squad. But with the "Exarch"-type powers, a small points reduction, they definitely have a good kick. Drazhar is pretty close to what he was before, the Demi-klaives give him some nice boost. I think at one point he was swinging 8 str 4 power weapon, that turned into 12 hits because of Onslaught. The following turn he assaulted a killakan squad and made quick work of it with str 7(thank you pain tokens and furious charge).

Warriors and wyches weren't quite what they were before, they almost fall into the 'just troops' function that many other armies have. But a bit more playing may find me the niche for them.

The Talos and Chronos were terribly looming and caused alot of issues, especially once the Chronos made it close enough to start popping pain tokens off to other squads. In retrospect, the haywire launcher wasn't a good fit for the talos.

All the skimmers were hugely survivable with the flickerfield, I think it's standard gear for anything that can take it. The one thing I did find, was that the flickerfield caused me to play slower, "I'm going to get a 5++ at 12" and can fire" crossed my mind alot, as opposed to the flat out for the 4+ cover.

Beastmasters are never going to get Agonizer upgrades again. It was a mistake, and here is why. The razorwing flocks are quite effective, 5 Wds 5 Rending attacks. These are heavy hitters in close combat, but at T3 they are very prone to InstaDeath. So that's when a handy allocation to the beastmaster is nice, but it's a hard hit when he's 34 points because of the 20 pt Agonizer.

HQ
Drazhar
Haemonculus Ancient - Hexrifle, Liquifier, Electrocorrosive whip
Haemonculus - Hexrifle, Liquifier

Elite
5 Incubi - Klaivex, Bloodstone, Onslaught
/w Raider - Flickerfield, Chainsnares

Troops
10 Warriors - Darklance, Blaster
10 Wyches - Hekatrix, Agonizer
/w Raider - Flickerfield, Chainsnares

Fast Attack
3 Beastmasters 3 agonizers 5 Razorwing flocks

Heavy
Talos - Chainflail, TL Haywire launcher
Chronos - Spirit Bomb
Ravager - 3 lances, Flickerfield

Wednesday, March 17, 2010

Dark Eldar this year?

So I'm not normally a rumor guy, but this one hits close to home. By way of the Dark Eldar Kabal, via Dice Like Thunder there is a small rumor that has started that Dark Eldar will be the next codex after Blood Angels, with a slated release of October.

Now I haven't listened to the Dice Like Thunder webcast yet, but just off the top, it doesn't sound outrageous to slate in the next 40K release for October. General consensus is that the new Fantasy mainbook should be coming in the summer. If you think about it, a June/July release of the Fantasy book, with a release of one or more Fantasy armybooks (Tomb Kings and Ogres are supposed to be upcoming) means we'll probably see only a minor 40 release in the summer (the already announced WD supplement Spearhead and some tanks kits?) that means that fall will likely be the next codex release.

So an October release sounds about right, but Dark Eldar? really we all know that it's not going to be believed until we see some official pictures from GW. Even then, it's gonna take quite a bit of information from GW other than a short incoming article, we all know the whole 'working on Dark Eldar' podcast incident from a few years ago.


Followup: So I got a chance to listen to the Dice Like Thunder podcast, a good podcast to check out if you haven't. As far as the Dark Eldar rumors go, it's very light, as to be expected, it's very early. A few tidbits sound exciting, but as always assume it's mis-interpretted and the rules aren't as good as they sound, assume the worst case of it.

We will get use of deep strike with modified rules. Reavers will hit and run and cause a wound when disengaging. If a model is removed from the disengage wound, then while moving flat out they can perform a bombing run dropping the removed model anywhere along that 24" line, similar to swooping hawks it sounds but only a small blast. If these get moved to troops somehow, this will make the Saim-Hann lists cry.

There will be an upgrade special character with a Haemonculi retinue, who will enslave models he sweeps in combat. Haemonculi retinues? Are you kidding, I'll be happy with this and this alone especially if they keep the destructors similar to the way they are.

Apparently some units will have the ability to turn kills into USRs, could be very interesting.

Talos will become an actual walker with an AV value, with glances being -3, and pens being -2. Depending on the AV, which would be great as 12, but I'd love to see them be 13. If they get some sort of upgrade to ignore or reduce stuns to shaken, they will be very tough to deal with.