The Warrior squads are completely pointless. These guys are horde sweepers. Check your target before deciding which one to use. Nope, you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles. Eldar aren't bad in close- the Wraithlord, Wraithknight, Harlequins, Wraithguard, Banshees, Scorpions, etc, all attest to this. Flails give you +D3 attacks and still let you reroll hits, while the Shardnet and Impaler combo forces your opponent to roll on a D3 when you utilize the No Escape rule. The fact that both the Acothyst and the Haemonculus want to get stuck in melee and not stand back and fire Heavy weapons further hurts it.
With the new Codex, this is actually fairly good now - since taking full-strength or at least ten-elf units gives you increasing benefits, dying to morale attrition is a greater risk. Honestly, this might be one of the top 3 most improved units in all of the new edition! She lets Wyches reroll 1s To Hit in melee, which, for her and from turn 3 on for everything will probably mean they will be hitting on 2+ rerollable yay! It's not the be-all and end-all, but I'll admit that I do favour this approach most of the time as well. The upgrade effects are listed in the weapons and wargear section, in the small sub-table at the end. Razorwings are pretty good in that role, but they are limited otherwise. Otherwise, stick to either the Stinger Pod or the Splinter Cannons.
Stupidly cheap at 3 points a pop, and it can be taken by Sybarites, Hekatrices, Dracons, Syrens, Archons, Raiders, and Ravagers. This awesome boat can still transport your Scourges and Hellions and protect them from fire, and give your Scourges a second deployment option to boot. He comes stock with a Huskblade, which you can switch out for an Agoniser, Power Sword, or Venom Blade, and a Splinter Pistol, which you can swap out for a Blast Pistol, or, using the Index, a Blaster. Set your 40kLore flair Set your 40kLore flair via the wondrous. I am going to stuff 12 blaster scourges in a tantalus, and drive it up into the most expensive armor bit the enemy has turn one. That way I reroll the 1s to hit, and dish out 11,09 wounds to save on average. It has no access to Power from Pain though.
The real comparison was between: 5 trueborn in a venom and 3x5 kabalites in a venom and 4x5 kabalites with a blaster in each squad, all in venoms. Remember though you can't just place her on the field and expect everything to die horribly just like most of your units you need to wait for the right moment to place her into your opponents midst, or if they killed one of your units near their frontline bring her in directly infront of them using the souls of your fallen to exact hellish retribution. Both weapons are type sensitive, but the Shredder is worse - there are far more non-Infantry targets you can face than non-Vehicle - and while both weapons work at full functionality at minimum deep strike range, your Scourges are kind of terrible in melee, so you'd better off using the Cannons and just deep striking farther away to avoid being charged. When an enemy infantry unit in melee tries to Fall Back out of combat with Wyches, they can only do so if they win a roll-off with you. The Dark Eldar are very fast-moving, have lots of firepower, and boast some of the most lethal close combat units in the game. Dropping the Agonisers and Grenade Launchers from the Sybarites frees up enough points to take a Sslyth to guard the Archons so there is that too. Gives embarked splinter pistols and rifles exploding 6's.
Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. I find poison somewhat useful against Mortarion, except that it's difficult to get it close enough in enough volume and then survive more than 1 turn. Then bury something in an even unholier number of attacks. No automatic hits, but a more reliable number of shots and with an Archon nearby it's more or less like a very reliable flamer. Kabal of the Black Heart's Obsession. Regal and monstrous in equal measure, each wields the power to enslave worlds and destroy civilisations. With 4 wounds, a 4++ and 5 attacks at S5 -2, I'd say grots are just as strong as they ever were, just in a different context.
Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non- vehicles i. It can only increase the loss by one model on a failed test. This mean that the Archon is the only warlord that can give up slay the warlord as it is the warlord in all regards. Oh dear lord, send those Hellions at multi-wound models and watch the opponent devote all his shooting to killing them which they will. .
So far, I've won the majority of the 8th edition games that I've played. Now imagine what a total of 162 attacks can do to just about anything. It is the key to creation and destruction both. With the rework she's put into an odd spot, her warlord trait allows her to consolidate 6in leading her to want to be in the front lines but her statline leaves a lot to be desired in that regard. I guess the good thing about wargames is the fact you can fight it out with your opponent on the wargames table without the worry of personal injury to yourself - well most of the time anyway! In smaller games taking three Patrol Detachments will get you by just fine Raiding Party, mmmmmm.
There's maybe one unit that get any meaningful benefit from the shooting side, none of our melee units benefit in the slightest, and we're actually slower than Eldar heavy tanks. You may be wondering how you add this piece of terrain to your games. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords. I know not everyone played it by house ruling but now that it's official it'll be necessary to shoot up a unit on a roof a little bit to make room before charging. If you possess the skill, though, your Dark Eldar army can run rings around its opponents, leaving them shell-shocked, terrified and utterly defeated. If you roll randomly, you get what you get and that's that.
All Dark Eldar heavy weapons turn into assault weapons when mounted on a vehicle, so it will hit on a 3+ most of the time. I'd have to say what i used vs orks with the jump is normally just keeping my stuff in multiple areas so i didn't get everything charged all at once. They were absolutely awesome for damage dealing, tanking and board control. Finally, units that either Fly or are embarked on a Flying transport that have this Obsession the rider, not the transport re-roll to hit rolls of 1 for rapid fire weapons. I think it's a good idea to take both instead of committing to either for improved tactical flexibility.
That means you get potential bonuses for two fight phases and two morale phases, but you also telegraph this to your opponent. Included: - 33 Stratagems available to any Battle-forged Drukhari army as found in Codex: Drukhari, along with 3 Stratagems äóñ Command Re-roll, Counter-Offensive and Insane Bravery äóñ from the Warhammer 40,000 rules, available to any army; - 5 Power From Pain cards from Codex: Drukhari; - 36 Tactical Objectives, including the 6 specific Objectives from Codex: Drukhari. But their real talent is in the No Escape special rule. Mind you, they used to be able to tank Lascannons easily. Have you ever seen a need to time down lists slightly for those in more casual environments? Poisoned weapons want to be shooting at enemies with higher than average toughness and low armor saves so.