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Drukhari in 10th Edition


TrawlingCleaner

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Greetings Denizens of Commoragh!

 

Similar to other factions' topics, how do you think Drukhari will change in 10th edtion?

 

I'm interested to see how Power From Pain works and if we keep a table of additional rules or if it becomes more simplified (although a table isn't too complicated)

I'm also interested to see if they create a Poison Keyword or if Splinter weapons will be Anti-Infantry and Monster

Will Haywire be Anti-vehicle with Devastating Wounds or will it be a Haywire Keyword?

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I suspect PFP will get turned into a random bunch of buffs each battle round. 
 

But with three subfactions (plus blades for hire) there surely has to be something to distinguish those?

 

Poison is going to be tricky- at the moment the balance of it is wounding non-vehicles at a flat value. But if it is keyed to Infantry what about bikes, monsters, ‘jump troopers’, etc? 


My main concern is if we’ll actually be cannon enough to make up for our glassiness. 
 

Second to that, are we going to be faster and more manoeuvrable compared to those M6, Advance and charge heavy infantry Mon-Keigh.
 

 

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Now that subfactions no longer get flavour rules anyway, there's not reason to track which models are Kabal, Coven, or Cult.

 

Personally, I believe that easy to build or not, that's going to be as dull as playing with carboard tokens, but they've been able to do some other stuff that felt somewhat interesting despite the simplicity, so I guess we'll see. I was nervous about sisters and that turned out okay, so maybe it won't be as bad as it could be.

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My assumption is that Blades for Hire, Covens, Kabal and Cults will retain their keywords (like Admech retained Skitarri) and will have targetted Stratagem(s). I'd love for them to do something akin to the CSM strats where it can effect any unit but if you have one of the God keywords (or Kabal etc in this case) it gives you something extra.

The indexes seem pretty barebones at the moment but I wouldn't be surprised to see our 4 factions get a little something to seperate them more like Combat Drugs etc

 

Even if there aren't Faction bonuses like Combat Drugs etc, the units themselves are very distinct so I wouldn't worry too much about everything becoming a haemogenous blob. Unless you irratate the wrong Archon of course :biggrin:

 

With poison, I'm assuming that it is it's own keyword as it used to be. As @Zoatibix pointed out (and I had totally forgotten) there's also bikes to think about which are now "Mounted" as their keyword. To use the Anti keyword would mean Splinter weapons would have: Anti-Infantry, Anti-Monster, Anti-Mounted and assumably Rapid Fire too. It's probably a lot easier to create a new Poison keyword, that doesn't interact with Devastating Wounds

 

 

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On 5/16/2023 at 12:31 PM, ThePenitentOne said:

Now that subfactions no longer get flavour rules anyway, there's not reason to track which models are Kabal, Coven, or Cult.

 

Personally, I believe that easy to build or not, that's going to be as dull as playing with carboard tokens, but they've been able to do some other stuff that felt somewhat interesting despite the simplicity, so I guess we'll see. I was nervous about sisters and that turned out okay, so maybe it won't be as bad as it could be.

 

I think alot of the players disappointed with no sub-faction bonuses have just been spoiled for choice for the last two editions where sub-factions played a huge part. (The cynic in me also suspects that in many cases they weren't playing a sub-faction for the sub-faction itself, but the mechanical advantage that the sub-faction gave them on the table. I don't have much empathy for their woes)

 

I played Dark Eldar and Orks from 3rd - 6th edition, and back then your sub-faction bonus was unlocking Wracks or Hellions as troops choices depending on the HQ you selected. Not having sub-faction bonuses didn't harm the game back then as much as people think it will: it was just 40k as we knew it.

 

And it'll be the same.

Edited by 2PlusEasy
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The issue, my frater, is that marines have had subfaction bonuses, identities and bespoke units since 2nd.

 

No difference between Cults, Covens and Kabals?

 

Fine, then lets throw Death Companies, Ravenwing, Wolf riders and all their subfaction specialism into a fire too, and we'll all be fine.

 

But if there is a difference between BA and DA besides a paint job (and we know there always will be), then there better be a difference between Order of Our Martyred Lady and Sacred Rose, between Cadians and Kriegers, between Leviathan and Jormungandr and on and on. 

 

8th and 9th taught space marine players what it felt like to be a non-space Marine player since 2nd: "Wait, this faction has too many options- it's confusing for me. All Sisters don't behave the same way- what's with that? It's too much mental load. Just be a Sister for crying out loud and let me outflank you with Ravenwing like the good ole days."

 

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Well GK are 2+ sv heavy infantry that can redeploy multiple units every turn, Advancing is automatically a 6” and gain FLY. So…ghostly Land Raiders, etc.

 

I don’t look forward to playing against that - it’s ridiculously zippy, and difficult to hide from. 

 

I wonder what we will get in our FF on Monday?

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Looks promising overall. Shoot-n-scoot Venoms are still a thing and the rules for re-embarking are good although Venoms now look really fragile with just a 6++. Power from Pain looks decent although it is a "win more" mechanic. I think Dark Lances are going to be the main source of anti-tank since it also works on Monsters unlike Splinter weapons. On the other hand Haywire blasters might be good against things like Knights with an Invuln.

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Keeping 4+ armour is great.

 

Haywire looks like a useful-anti-tank-but-not-anti-everything which is cool.

 

Splinter rifles are decent now that I’ve had a chance to think about them.


PFP…I am concerned about how well it will work during a battle…I think sometimes you’re just going to run out of it, then struggle to get more PTs.


As K’ says above, it’s very much a ‘win more’ mechanic.

 

It feels like something fairly generic that they wanted to be useful to all of the subfactions.

 

My only annoyance - and it’s really annoying me - is the loss of Advance and Charge. We’re meant to be insanely fast. 

Edited by Zoatibix
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On Power From Pain, I think this new version is definitely a fluffier version than the 9th version. In 9th, you didn't have to even interact with the enemy units to advance the Power From Pain rules (or even score  points for that matter). Whilst this version is a Win more mechanic, it also sticks closer to the idea that causing pain is making your army better.

 

Poison losing it's damage output vs Monsters but gaining 3+ to wound VS infantry is a big win for the game overall I think. Having an entire army's base weapons wound all Infantry AND Monsters on 4+ or a 3+ would be bad for the supposed survivability increase. I'm assuming that potent Metatoxins probably makes a reappearance with the inclusion of Monsters too

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My current annoyance is that Venoms have had their Movement knocked down to the same as a Storm Speeder.

 

We’re meant to a fast army - one of the fastest - and this is a small, fragile skimmer but it’s only allowed to be as fast as a heavily armoured and armed vehicle of a technologically inferior species. 
 

We had this several editions ago, and I am really ticked off to see it happen again. :furious:
 

I don’t care for ‘but points’ arguments because we should just be faster than Mon-Keigh.


Edit: oh…and only 2” faster than a smegging Rhino. 
 

I’m still on the fence about Pain Tokens over the course of the game. I fear there will be time we run dry mid game, unless we get wargear/strats that let us generate more.

 

Lastly, as we are quite melee focused I am wondering how melee is going to go for us. Blade artists was spikey, but handy. We obviously haven’t seen Incubi or Wyches, but yeah…are we going to bounce off stuff?

Edited by Zoatibix
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19 hours ago, Dread said:

I'm just hoping to be able to take mine out of the moth balls. The last codex really put a damper in playing them. Won't be long now to find out.

 

I felt the same way regarding the 9th edition book, but I can't say what I've seen so far has made me optimistic for 10th. 

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My impression of the 10th edition reveal is that the young writers read the 5th edition Dark Eldar codex that had the dust blown off it for the first time and said "young Phil (Kelly) was onto something: reset the wheel gents!"

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Has anyone seen much “gloom and doom” about our faction?

 

I keep seeing posts from folks from folks telling people to calm down…but I don’t remember seeing any of the posts they’ve complaining about.

 

Am I missing some hidden Well of Tears and Pit of Sadness? 

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I've seen plenty about Aeldari but next to nothing on Drukhari. Pain Tokens look good but probably not to the level of Fate Dice, Oaths of Moment etc.

I'm looking forward to seeing what we get next week, the rumoured schedule (correct so far) is that Xenos get their Indexes on Thursday next week then everyone gets their points on Friday

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I mained Nids through 9th - I think the index cards were decent enough. 
 

Some odd things like certain units getting weapon options amalgamated while others didn’t, but I was expecting that from an Index/basic reset.

 

There are some interesting little combos in those cards, so I am hopeful we see similar things for e.g. Coven units.

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Weapons being amalgamted has been a game design theme they've been going with in recent years and I honestly welcome it for all of the arbitrary weapons. There's less of picking the wrong arm or weapon and more picking weapons because they look cool. Sybarite weapons on Sybarites is a good example of weapons options (that I would consider) arbitrary, fairly few people are likely to spend the points to buy a power sword when you've got the Agoniser or even buying a combat weapon full stop.

I think some of the wych, wrack and Taols weapons are likely to get Amalgamated too :sweat:

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