GW is showing off more and more Drukhari rules ad they’re looking quite improved! What do you think?
13 thoughts on “New Drukhari Rules, Heyohhh!”
I am happy to see the splinter cannon be something different than just another basic poison weapon with more shots.
And a 4+ save and kabalites is a really nice change. The extra attack is ok, but not going to home about it. While kabalites still aren’t great fighting t4 with some armour they will be ok a killing some chaf.
Nah, most Craftworld Eldar have worse saves. Aspect Warriors are 3+ or 4+, Guardians are 5+, and Warriors were originally matched up to be on par with Guardians. However, the newer sculpts for them have them wearing full-body plate, which makes 4+ armor pretty easy to rationalize, and it makes sense for balance reasons.
The splinter cannon change is pointless. Increasing the damage but making them Heavy instead of Rapid Fire doesn’t give them more play. You might see a few more of them on Venoms or Razorwings but that’s it.
The Kabalite change is nice.
This doesn’t give me any hope that GW understands what’s broken about the faction.
The Splinter Cannon gets noticeably more effective against Marines and other multiwound targets with this change, since the change to damage and shots balance out while AP improves- but just as importantly, if you aren’t within 18″ of the enemy you are strictly better, since range no longer affects your number of shots.
Whether this will solve the faction’s issues or not is impossible to know from what they’ve released. Presumably they have gotten a similar sweeping set of changes the way Necrons did, so we really don’t know how good they might be.
I admire your optimism in that regard, given how GW have mishandled every other aspect of Dark Eldar.
Hell, having lost about 2/3 of our HQ section, we’ve been waiting over a decade for GW to give us an actually new model (not just another remake of an existing character).
And from the look of it we’ll still be waiting.
But I’m sure GW were really, definitely concentrating hard on the Dark Eldar codex, you know, as they vomited out Primaris Lieutenants for factions that actually matter.
Splinter cannon now does something other than be a long range splinter rifle. Its a good change, the faction needed more multi-damage options. It does mean anti horde has to get danger close, but gives space for other units potentially like hellions with splinter pods, etc.
We will have to see if they do anything to make infantry held splinter cannons not take the penalty to move and fire, either gear, bespoke unit rule or a detachment perk.
I am happy to see the splinter cannon be something different than just another basic poison weapon with more shots.
And a 4+ save and kabalites is a really nice change. The extra attack is ok, but not going to home about it. While kabalites still aren’t great fighting t4 with some armour they will be ok a killing some chaf.
Yeah I think this is a solid change, personally. Just some AP on them is a big difference.
The change to a 4+ save seems overdue, and a good way to further distinguish their role from wyches.
Yeah, and the are covered head to toe in armor, haha
What was the reasoning that they had a 5+ sv (previously) and a 4+ sv in the upcoming codex?
I thought all Alderai had 3+sv bonesinger armor or whatever.
Nah, most Craftworld Eldar have worse saves. Aspect Warriors are 3+ or 4+, Guardians are 5+, and Warriors were originally matched up to be on par with Guardians. However, the newer sculpts for them have them wearing full-body plate, which makes 4+ armor pretty easy to rationalize, and it makes sense for balance reasons.
Meh.
The splinter cannon change is pointless. Increasing the damage but making them Heavy instead of Rapid Fire doesn’t give them more play. You might see a few more of them on Venoms or Razorwings but that’s it.
The Kabalite change is nice.
This doesn’t give me any hope that GW understands what’s broken about the faction.
The Splinter Cannon gets noticeably more effective against Marines and other multiwound targets with this change, since the change to damage and shots balance out while AP improves- but just as importantly, if you aren’t within 18″ of the enemy you are strictly better, since range no longer affects your number of shots.
Whether this will solve the faction’s issues or not is impossible to know from what they’ve released. Presumably they have gotten a similar sweeping set of changes the way Necrons did, so we really don’t know how good they might be.
They’re much better now, IMO. The AP alone is a huge difference.
Except that Heavy Bolters also become more effective against new marines and didn’t have to give up shots for the privilege.
Come to that, the new Splinter Cannon is literally just a drastically worse version of the Heavy Bolter.
It really should have been Assault 4 with this profile.
Colour me thoroughly unimpressed.
And a Heavy Bolter is just a worse version of a High-Yield Missile Pod. More shots, more strength, usually more AP.
You can’t compare guns one-to-one against each other without knowing their price, availability, and other factors in the codex.
I admire your optimism in that regard, given how GW have mishandled every other aspect of Dark Eldar.
Hell, having lost about 2/3 of our HQ section, we’ve been waiting over a decade for GW to give us an actually new model (not just another remake of an existing character).
And from the look of it we’ll still be waiting.
But I’m sure GW were really, definitely concentrating hard on the Dark Eldar codex, you know, as they vomited out Primaris Lieutenants for factions that actually matter.
Splinter cannon now does something other than be a long range splinter rifle. Its a good change, the faction needed more multi-damage options. It does mean anti horde has to get danger close, but gives space for other units potentially like hellions with splinter pods, etc.
We will have to see if they do anything to make infantry held splinter cannons not take the penalty to move and fire, either gear, bespoke unit rule or a detachment perk.