That's how I always imagined Dark Eldar should be and I'm completely wishing they'd stay as threatening in the future. And I have never been a DA player and probably never will be 😂I just like when the enemy have units that make me think "Ok, if we miss, we die" when trying to take them out (old movie Navy Seals reference 😅).
This happened to my Screamer Killer - almost lost complete control of the centre of the board if it wasn't for a Deadly Demise that destroyed almost the entire squad of Incubii
I just used this tactic today. Took 10 Incubi with Drahar. Charged Kaldor Draigo and 10 Termins. Used Drahar's precision to kill Kaldor, then killed 8 of the Termins. It was brutal.
It was a little obvious to do this with the new detachment rules but seeing the numbers behind it really makes my day. Playing an army with artillery however, this is somewhat less threatening. Pretty hard to hide Raiders from an Exorcist. Overwatch heavy flamers can also take a bite out of it if you don't take the enhancement. Drukhari were always my second faction, I'll take a closer look at them when the codex comes out.
Nightmare Shroud: Makes it impossible to make Overwatch against the unit that has it if it has disembarked from a transport in that turn. Overwatch heavy flamers are unable to be a threat to them under those circumstances.
@@nielsjensen4185 I did say "if you don't take the enhancement". The thing is though, it's one per army, a lot of people will field a minimum of one of these units if you have two units then they can't both be immune to overwatch.
@@WoWisdeadtome You know, you should follow your own advice rather than getting pissy for being told off. You never even bothered to read the first nine letters before you interpreted it as being aimed at you. Please do tell me how it was my fault that you replied to a post that was never even addressed to you? Just because I have apologised has no bearing on me being conflict-averse, quite the opposite as giving an apology for a mistake like that is strength.
As a drukhari player I love that we are no longer one dimensional Lance spam. However I found units of 5 incubi in venoms better than a unit of 10 in a raider. Mainly because raiders can be clunky to hide at times. Venoms also have the added bonus that a unit can embark into them at the end of the fight phase. Which could help bring those incubi back to safety for a pounce the next turn.
I’ve been abusing this since the dataslate and I’ve won 2 tournaments with dark eldar so far but don’t forget about wraithlike retreat you can use it to get back in the transport right after you fight to make them harder to kill or the venoms ability of you can stay wholly within 6 of it
Seems pretty strong, but if you factor in the cost of the raider and Archon it does get a bit pricy. Worthwhile trading targets would be very limited. Plus paper boat goes pop.
Theres obvious solutions to this: Kill transport on overwatch (unit disembarks and is battleshocked so cant charge via strat and dies to shooting easy next turn) Kill transport with no los (they lose +1 to wound dropping their dmg substantially Fight first (lol) Fight on death (at least they will get wiped back) They unit costs 150+20+75+80= 325 with the relic char and transport. Requires 1 cp to threat range (potencially another to secure the charge or a pain token) as well as a pain token in an army with access to only 3 starting tokens. Lastly in needs good position for the raider and another cp in order for them to reembark... Now if the enmy does simple goes forward against this well he gets the pain...
One counter could be to screen your expensive shit with some cheap fodder? Like minimum squad sub 50 point units that would normally be your objective monkeys.
I think this setup if played smart basically lets you take over 1/3 the board. delete the big threat or clear the large horde thats supposed to hold that side objective then even if it gets wiped your opponent has to either give up that zone to 250-345 points. i think this gets even stronger going second as you can either get this off turn one if they move into the midboard or you can pull the trigger on turn 2 after you know where they deepstrike.
drukhari completely anahilated my tyranid monster last week, killed 3 monsters per turn with just incubi alone, let alone the 1-2 kills from all the dark lances. I did not stand a chance. luckily both drukhari and tyranids which were both 45% winrate armies were treated equally in the balance dataslate.. :) ... oh wait..
Put archon with incubi, put incubi in transport, max move said transport, spend cp, charge incubi out of transport, spend 1 pain token on said incubi, kill stuff……thought this was basic common sense.
I've done a bunch of practice rolls against standard terminators without buffs, and this combo wipes out a 10 man squad of them with damage left over for a character that's attached. Insane how cheap they are for how effective they can be.
Huh. I guess…congrats to Drukhari players for finally having a combo that lets them punch after spending all edition at the bottom of the rankings? lol
This is where instead of overwatching the unit getting out, I overwatch the vehicle and kill it with my land raider redeemer before anyone gets out of it. ngl super interesting to see drukhari have options
It just occurred to me that the damage output of the Archon is not insubstantial in this detachment. Giving him lance means that he hits AND wounds infantry on 2+ with a re-roll on the wounds. Ap 3 (4 when boosted) makes sure they stick against most non-invulnerable armour.
the +1 to wound wouldn’t change the anti-infantry 3+ the archon has, that just means he’ll auto wound infantry on a 3+ anything else would use the S3 he has which would be affected by the +1 to wound, he’s also ap-2 base making him only able to go to ap-3 not -4
@@SleepySlann lance only gives +1 to wound on a turn the unit charges, it doesn’t affect the ap of weapons, the archon would only go as far as ap-3 which is still plenty enough to kill most infantry, even against ones with an invuln might end up forcing a few wounds though just from the anti infantry and forcing them to make the saves
+1 to wound against non Infantry targets is huge though as he gets full wound rerolls when leading + pain token. So the Archon damage is indeed significant even if it's not how you imagined :)😊
@@meteorrunner after the archon the strat would cost 3cp sure, but the captain ability lets you ise a battle tactic stratagem for free, my recomendation is to use the archon ability if the custodes player uses fight first (it becomes 3cp) or resurrect (becomes 2cp) as both of them are not battle tactic, you could also spend it on the reroll, as a failed invuln save that kills a 65 points model (allarus termi) becomes way more painful if you cannot rerroll it (it is battletactic but would hurt a lot, as it is less avoidable)
@alpharius7755 good insights! Cheers. I always forget about the different categories of strat. -1d might not be a massive deal anyway. My Incubi managed to deal 26 unsaved wounds to a brutalis dreadnought, and that was without the Archon attacking. Granted, my wound rolls did spike a bit in that instance.
please make a video about CSM - they got a big nerf, but how to play them now? I'm a new player in 40k, I don't know how to make an army or what to buy. From what I see after the tournaments, CSM doesn't exist?
Hi so for Dimensional Corridor does the monolith need to be already on the battlefield to use this stratagem or deep striking it still allow you to use?
Another minor drawback of this combo is that it’s kinda redundant. The amount of damage done by 5 is more than enough to kill more or less anything, especially combine with some scourge shooting.
ok im a complete noob and wont act like i know anything.. ok if they do this charge could the custodes fight first after the drukari's charge? idk how that works
Yes, if they pay the cp for it or use Trajan's ability. Fight first allows you to fight in the first sub-phase of the fight phase, and the defender always goes first in every sub-phase. So if a defender has fight first they'll be able to... fight first
No, core rules limit of only plus or minus one to wound and hit. If you had drazhar and Lance against something with a minus 1 to wound then it would be repevant, as all modifiers stack but can’t effect more than +/- 1.
I run a custome chapter with BT rules. If I see a list of lots of broken stuff I move some stuff around in my list a bring the helbrecht one shot army. If someone is gonna fuck about with a casual game, I am gonna make em regret it
@@therealkeelia2780 some tailoring is fair. If I am playing for fun and I see it is fun I can tone it down for the opponents army so we both have fun. If you are meta scumming i will crack open my strong combos and we will have a more even game.
@@notknightbean list tailoring is never fair and is pretty much the scummiest aspect of 40K. Meta or not list tailoring is bad and reserved for bad players.
@@notknightbean list tailoring is never fair and is pretty much the scummiest aspect of 40K. Meta or not list tailoring is bad and reserved for bad players. List tailoring disgusts me.
@@therealkeelia2780 i don’t make lists to win every game dude. I move stat blocks of similarly pointed models around to have fun games. If I see a knight army I shift out some anti infantry units for anti tank. If I see an tyrannid hoard I focus less on anti tank. It is an advantage of having a good sized collection.
The real power is in the stratagem to reembark in the transport after a move for a CP when you wipe the target. Smart positioning can make the unit safer for another turn. However, Raiders are very difficult to hide and very easy to kill. And Incubi cannot jump screens. Screening + overwatch threats to the Raider etc make it hard to trade up against a good opponent who has positioned well. In true Drukhari fashion, this wombo combo will absolutely punish someone out of position but be overly exposed if the opponent plays smart. Personally: I think this brick is too fragile at too high of a price. I am much more scared of 3x5 in Venoms with characters (super easy to hide) as they get free reembark if the venom is near at the end of fight phase or with the strat + access to a reactive move stratagem in the opponent's turn to play keep away from counter charges etc. And they are a less devastating loss if a trade must be made.
They are so glass cannony... Even the tiniest bit of overwatch will seriously fuck up your day and bring your combo from godlike to toothpicks scratching at steel. Not to mention if your enemy has a character that resurrects and or fights before death
Hmm wonder if they’ll adjust nightmare shroud to end of phase instead of turn. Kind of strong to essentially shut off all overwatch. Just like the dev wound bomb from necron immortals.
I don’t know where Drukhari stands now in the meta but I really hope they aren’t too strong. Going from being one of the weakest armies in the game to one of the strongest would NOT be good. It would highlight how laughably bad GW is at balancing and play testing.
I doubt they will be at the very top. Maybe they will break 50%. They are still a T3 body army and a very hard army to pilot. But instead of relying purely on shooting and darklances they atleast have some melee threat now.
These guys have clearly been subject to overcompensation rules wise cause they sucked for ages… but that’s a long bomb charge that probably claims its points back turn one and anything they do after that is a bonus right… probably undercosted… good news is they will almost 100% of the time get to pick their fight… and that is its own value
Feels shtty when your 600pts is being clowned like that for 185pts..To kill LR for 260 pts SM need to pay 380pts in dedicated anti tank. Wtf is this bullshit, 9ed again? Similar to 12' nurgle immunity to 500pts shadowsword for a single CP.. luckly they will still get deleted on top table by necrons.
The Nightmare shroud enhancement is honestly just pure bullshit from a lore perspective as well as a game design mechanic. For everything there needs to be a counter, and the counter to melee rush is overwatch.
or screening. or positioning. or fight first. meanwhile nightmare shroud is the ONLY counter to overwatch in any situation where you can't charge through a wall
Nah Im in love with the nightmare shroud. Being able to laugh at shooting, especially from Tau or just flamers in general that cant overwatch is a 10/10 experience.
Shhhhhh, we finally have an army that works. Don’t let GW know Drukhari are worth taking now
We got the cannon back in glass cannon, drinking up everyone else's tears atm like any Drukhari player should.
That's how I always imagined Dark Eldar should be and I'm completely wishing they'd stay as threatening in the future. And I have never been a DA player and probably never will be 😂I just like when the enemy have units that make me think "Ok, if we miss, we die" when trying to take them out (old movie Navy Seals reference 😅).
It's also nice that you get a good portion of the Combo a starter box like the combat patrol.
xD The Blast Pistol not having Blast makes me chuckle a bit.
I had this combo one shot my monolith in a game. Really scary unit
Who would win: 65 million year old super genocide pyramid of death or a few stabby bois?
Damn, that's trully a metal gear rising scene
If its one shoting a 350point vehicle its clearly op… nuff said really…
saw this combo fail to kill my Screamer killer who then ate the whole unit except the Archon
I one shot monoliths like I do primarchs.
Always take down their best unit first chance you get.
we're starting to regain a fraction of our old power. nature is healing.
The CANNON is back in the Glass-Cannon while the One-Piece Boat was just GLASS with no cannon.
This happened to my Screamer Killer - almost lost complete control of the centre of the board if it wasn't for a Deadly Demise that destroyed almost the entire squad of Incubii
3 days late Auspex.
I got my taste of Drukari 24" wipe charge.
Lost 6 Aggressors and a Gravis Captain in turn 1. Like, wth man
But we needed to be nerfed, remember. *nod*
@tecguy1229 Did you have flamers on your Aggressors and overwatch by chance?
@@JD-fd6gt Nightmare Shroud prevents the unit from being overwatched. There's *nothing* that can stop this blender from blending you.
@@nielsjensen4185 well except for screening
@@nielsjensen4185 Keeping them from charging important units. Shooting their transports. Drukhari might hit hard, but they can't take a hit.
I just used this tactic today. Took 10 Incubi with Drahar. Charged Kaldor Draigo and 10 Termins. Used Drahar's precision to kill Kaldor, then killed 8 of the Termins. It was brutal.
I like how ad-mech got a codex and still suck while Drukhari got a new detachment and went from 2nd-worst to top 3/5
Really glad i picked this as my first faction, everyone was saying they were terrible when i started painting a couple months ago, and now they're OP!
Oh, what have I just assembled? Is it 5 more incubi, bringing me up to 10?
Lol only 10.
@@redrat123321 You want to buy me some more?
It was a little obvious to do this with the new detachment rules but seeing the numbers behind it really makes my day.
Playing an army with artillery however, this is somewhat less threatening. Pretty hard to hide Raiders from an Exorcist. Overwatch heavy flamers can also take a bite out of it if you don't take the enhancement. Drukhari were always my second faction, I'll take a closer look at them when the codex comes out.
Nightmare Shroud: Makes it impossible to make Overwatch against the unit that has it if it has disembarked from a transport in that turn. Overwatch heavy flamers are unable to be a threat to them under those circumstances.
@@nielsjensen4185 I did say "if you don't take the enhancement". The thing is though, it's one per army, a lot of people will field a minimum of one of these units if you have two units then they can't both be immune to overwatch.
@@WoWisdeadtome "If you don't take that Enhancement," for a unit that expensive? I prefer to think that my imaginary opponents have some skill.
@@nielsjensen4185 If you're not going to read past the first line, don't bother to comment please.
@@WoWisdeadtome You know, you should follow your own advice rather than getting pissy for being told off. You never even bothered to read the first nine letters before you interpreted it as being aimed at you.
Please do tell me how it was my fault that you replied to a post that was never even addressed to you?
Just because I have apologised has no bearing on me being conflict-averse, quite the opposite as giving an apology for a mistake like that is strength.
As a drukhari player I love that we are no longer one dimensional Lance spam. However I found units of 5 incubi in venoms better than a unit of 10 in a raider. Mainly because raiders can be clunky to hide at times.
Venoms also have the added bonus that a unit can embark into them at the end of the fight phase. Which could help bring those incubi back to safety for a pounce the next turn.
I’ve been abusing this since the dataslate and I’ve won 2 tournaments with dark eldar so far but don’t forget about wraithlike retreat you can use it to get back in the transport right after you fight to make them harder to kill or the venoms ability of you can stay wholly within 6 of it
Seems pretty strong, but if you factor in the cost of the raider and Archon it does get a bit pricy. Worthwhile trading targets would be very limited. Plus paper boat goes pop.
Not too hard lol, just point at a Land Rider across half table
Blood angels in sons of sanguineous have been this blendy since the beginning of tenth edition and are still slept on.
As a Templar player I’m glad a new challenger has arrived
Theres obvious solutions to this:
Kill transport on overwatch (unit disembarks and is battleshocked so cant charge via strat and dies to shooting easy next turn)
Kill transport with no los (they lose +1 to wound dropping their dmg substantially
Fight first (lol)
Fight on death (at least they will get wiped back)
They unit costs 150+20+75+80= 325 with the relic char and transport. Requires 1 cp to threat range (potencially another to secure the charge or a pain token) as well as a pain token in an army with access to only 3 starting tokens. Lastly in needs good position for the raider and another cp in order for them to reembark...
Now if the enmy does simple goes forward against this well he gets the pain...
One counter could be to screen your expensive shit with some cheap fodder? Like minimum squad sub 50 point units that would normally be your objective monkeys.
This is why scarab spam returns!
I think this setup if played smart basically lets you take over 1/3 the board. delete the big threat or clear the large horde thats supposed to hold that side objective then even if it gets wiped your opponent has to either give up that zone to 250-345 points. i think this gets even stronger going second as you can either get this off turn one if they move into the midboard or you can pull the trigger on turn 2 after you know where they deepstrike.
drukhari completely anahilated my tyranid monster last week, killed 3 monsters per turn with just incubi alone, let alone the 1-2 kills from all the dark lances. I did not stand a chance.
luckily both drukhari and tyranids which were both 45% winrate armies were treated equally in the balance dataslate.. :) ... oh wait..
Tyranids need more lethality
This video is perfect motivation while I paint 5 incubi currently.
love the ballsack thats tied to the one of the incubi's wings lmao
buddy charged 10 incubi into grimaldus with the 5+ fnp and armor of contempt. he killed 8. he still won the game but, we were both mind blown
so you just put a chaff unit to screen? you lose a 65 point unit of scouts but then murder with aggressors or helbrick?
Or some guard with flashlights. Just sneezing on drukhari is enough to kill them. This really isn't that game breaking.
Good thing I turned my Chosen from Undivided to Khorne. Still a bad trade, but with the Khorne strat, I can at least wipe the Incubi squad back.
yea 10 in a raider is overkill, you're likely gonna see alot of 5 incubi+archon in a venom doing this
Well, guess my 60 or so cultists and renegades guardsmen will be once again sent at the forefront of the assault, right for the meat grinder 3:
Put archon with incubi, put incubi in transport, max move said transport, spend cp, charge incubi out of transport, spend 1 pain token on said incubi, kill stuff……thought this was basic common sense.
I thought 15 incubi would be enough. Guess I gotta grab another 5 for 2 full squads now
I've done a bunch of practice rolls against standard terminators without buffs, and this combo wipes out a 10 man squad of them with damage left over for a character that's attached. Insane how cheap they are for how effective they can be.
Just tried them out in the new detachment. Even with death guard debuffs they were quite good. Not sure Draz is worth it compared to archon now though
Huh. I guess…congrats to Drukhari players for finally having a combo that lets them punch after spending all edition at the bottom of the rankings? lol
Hoping my LR Redeemer just over watches them! Oh crap…nightmare shroud!
Pretty crazy for 150 points killing a land raider in one turn
This is where instead of overwatching the unit getting out, I overwatch the vehicle and kill it with my land raider redeemer before anyone gets out of it. ngl super interesting to see drukhari have options
It just occurred to me that the damage output of the Archon is not insubstantial in this detachment.
Giving him lance means that he hits AND wounds infantry on 2+ with a re-roll on the wounds.
Ap 3 (4 when boosted) makes sure they stick against most non-invulnerable armour.
the +1 to wound wouldn’t change the anti-infantry 3+ the archon has, that just means he’ll auto wound infantry on a 3+ anything else would use the S3 he has which would be affected by the +1 to wound, he’s also ap-2 base making him only able to go to ap-3 not -4
@Ragnarrawr Yes I forgot the anti-rule was an unmodified roll.
His weapon is ap2 base and gets one for lance and another one for being empowered.
@@SleepySlann lance only gives +1 to wound on a turn the unit charges, it doesn’t affect the ap of weapons, the archon would only go as far as ap-3 which is still plenty enough to kill most infantry, even against ones with an invuln might end up forcing a few wounds though just from the anti infantry and forcing them to make the saves
@@Ragnarrawr Ah, you are completely right.
Just shows how much I come across that rule. :)
+1 to wound against non Infantry targets is huge though as he gets full wound rerolls when leading + pain token. So the Archon damage is indeed significant even if it's not how you imagined :)😊
Don’t actually have them break things I don’t think you opponent would be happy
GW will fix this by lowering the points of units in other armies in the next update to sell more models.
Custodes: oh they are getting closer! nice! we won’t have to move😊(spends 0cp for -1 damage)
Archon: makes that strat cost +1cp for the rest of the game
@@meteorrunner it will still cost 0 duh I’m using the captain😂
@@alpharius7755 so it's not a stratagem? My mistake.
@@meteorrunner after the archon the strat would cost 3cp sure, but the captain ability lets you ise a battle tactic stratagem for free, my recomendation is to use the archon ability if the custodes player uses fight first (it becomes 3cp) or resurrect (becomes 2cp) as both of them are not battle tactic, you could also spend it on the reroll, as a failed invuln save that kills a 65 points model (allarus termi) becomes way more painful if you cannot rerroll it (it is battletactic but would hurt a lot, as it is less avoidable)
@alpharius7755 good insights! Cheers. I always forget about the different categories of strat. -1d might not be a massive deal anyway. My Incubi managed to deal 26 unsaved wounds to a brutalis dreadnought, and that was without the Archon attacking. Granted, my wound rolls did spike a bit in that instance.
It's strong 😮
please make a video about CSM - they got a big nerf, but how to play them now? I'm a new player in 40k, I don't know how to make an army or what to buy. From what I see after the tournaments, CSM doesn't exist?
youu can buy anything, nothing too good or too bad
If I kill the transporter in overwatch, are they then still allowed to charge?
No.
Gladius Black Templar player here. Come get me Knife Ears :)
Custodes kill them quite easily
Hi so for Dimensional Corridor does the monolith need to be already on the battlefield to use this stratagem or deep striking it still allow you to use?
the monolith has to start the turn on the battlefield, the stratagem states that at the end of the target section of the stratagem if you missed it
Thank you.
Another minor drawback of this combo is that it’s kinda redundant. The amount of damage done by 5 is more than enough to kill more or less anything, especially combine with some scourge shooting.
and never count cost transport? because for win +1 wound need transport...its strong sure but not low cost
Neat!
ok im a complete noob and wont act like i know anything.. ok if they do this charge could the custodes fight first after the drukari's charge? idk how that works
Yes, if they pay the cp for it or use Trajan's ability. Fight first allows you to fight in the first sub-phase of the fight phase, and the defender always goes first in every sub-phase. So if a defender has fight first they'll be able to... fight first
@@EldenLean thanks!
Can Drazhar stack his +1 to wound w lance?
No, core rules limit of only plus or minus one to wound and hit. If you had drazhar and Lance against something with a minus 1 to wound then it would be repevant, as all modifiers stack but can’t effect more than +/- 1.
I run a custome chapter with BT rules. If I see a list of lots of broken stuff I move some stuff around in my list a bring the helbrecht one shot army. If someone is gonna fuck about with a casual game, I am gonna make em regret it
So you list tailor to win, nice😂
@@therealkeelia2780 some tailoring is fair.
If I am playing for fun and I see it is fun I can tone it down for the opponents army so we both have fun.
If you are meta scumming i will crack open my strong combos and we will have a more even game.
@@notknightbean list tailoring is never fair and is pretty much the scummiest aspect of 40K. Meta or not list tailoring is bad and reserved for bad players.
@@notknightbean list tailoring is never fair and is pretty much the scummiest aspect of 40K. Meta or not list tailoring is bad and reserved for bad players. List tailoring disgusts me.
@@therealkeelia2780 i don’t make lists to win every game dude. I move stat blocks of similarly pointed models around to have fun games.
If I see a knight army I shift out some anti infantry units for anti tank. If I see an tyrannid hoard I focus less on anti tank.
It is an advantage of having a good sized collection.
The real power is in the stratagem to reembark in the transport after a move for a CP when you wipe the target. Smart positioning can make the unit safer for another turn.
However, Raiders are very difficult to hide and very easy to kill. And Incubi cannot jump screens. Screening + overwatch threats to the Raider etc make it hard to trade up against a good opponent who has positioned well. In true Drukhari fashion, this wombo combo will absolutely punish someone out of position but be overly exposed if the opponent plays smart.
Personally: I think this brick is too fragile at too high of a price. I am much more scared of 3x5 in Venoms with characters (super easy to hide) as they get free reembark if the venom is near at the end of fight phase or with the strat + access to a reactive move stratagem in the opponent's turn to play keep away from counter charges etc. And they are a less devastating loss if a trade must be made.
It is sad how Bashee are weak in comparision to Incubi
wtf is "pounce on the prey" ???
They are so glass cannony... Even the tiniest bit of overwatch will seriously fuck up your day and bring your combo from godlike to toothpicks scratching at steel. Not to mention if your enemy has a character that resurrects and or fights before death
Remember when you needed actual anti-tank weapons to hurt a tank? Pepperidge Farm remembers.
Hmm wonder if they’ll adjust nightmare shroud to end of phase instead of turn. Kind of strong to essentially shut off all overwatch. Just like the dev wound bomb from necron immortals.
Add a comment...
Noice
I don’t know where Drukhari stands now in the meta but I really hope they aren’t too strong.
Going from being one of the weakest armies in the game to one of the strongest would NOT be good. It would highlight how laughably bad GW is at balancing and play testing.
I doubt they will be at the very top. Maybe they will break 50%. They are still a T3 body army and a very hard army to pilot. But instead of relying purely on shooting and darklances they atleast have some melee threat now.
Well. They are broken, again.
Yeah but a decent flamer can ruin this combo overwatching these weak bodies.
So they took the Chosen away from CSM because it was too good
And gave it to the Eldar, because they just couldn't stay nerfed.
These guys have clearly been subject to overcompensation rules wise cause they sucked for ages… but that’s a long bomb charge that probably claims its points back turn one and anything they do after that is a bonus right… probably undercosted… good news is they will almost 100% of the time get to pick their fight… and that is its own value
Feels shtty when your 600pts is being clowned like that for 185pts..To kill LR for 260 pts SM need to pay 380pts in dedicated anti tank. Wtf is this bullshit, 9ed again?
Similar to 12' nurgle immunity to 500pts shadowsword for a single CP.. luckly they will still get deleted on top table by necrons.
The Nightmare shroud enhancement is honestly just pure bullshit from a lore perspective as well as a game design mechanic. For everything there needs to be a counter, and the counter to melee rush is overwatch.
or screening. or positioning. or fight first.
meanwhile nightmare shroud is the ONLY counter to overwatch in any situation where you can't charge through a wall
Nah Im in love with the nightmare shroud. Being able to laugh at shooting, especially from Tau or just flamers in general that cant overwatch is a 10/10 experience.