Dark Eldar 8th Edition Codex: Leak Compilation
Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition Dark Eldar codex rumors and leaks. As with the other compilations the Warhammer 40k 8th edition Dark Eldar codex will feature both Games Workshop community info and any other Internet leaks and rumors as they come!
Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Dark Eldar Codex will be added, without notification.
Pre-orders March. 31st Release Date April. 7th:
- Dark Eldar Codex: $40
- Datacards: $15
Updated Unit Point Costs:
-splinter cannon 10
-heat lance 12
-haywire blaster 8
-disintigrator cannons 15
-splinter wracks 10
-grisly trophies 2
General Warlord Traits:
Specific Warlord Traits:
Warhammer Community Sneak Peaks
In order to keep the ever-fickle denizens of the Dark City entertained, each Wych Cult develops its own distinct fighting style – techniques you’ll be able to represent on the tabletop with three distinct Drukhari Obsessions:
If the new Drukhari codex does anything, it makes Wyches more awesome. You’ll be able to benefit from a reduced points cost AND an extra Attack – pretty nifty, eh? A unit of 10 Wyches will be putting out 31 Attacks for a mere 80 points, and that’s BEFORE you factor in any fancy weapons or synergies.
The Cult of the Cursed Blade ability allows them to tear through anything with a Toughness of 3 or 4 with ease. Indeed, thanks to the wound roll table in this edition of the game, you’ll even be able to reliably threaten Toughness 7 foes with your sheer volume of attacks. We think that Hellions are particularly awesome with this Drukhari Obsession, which (thanks to their hellglaives) can boast a mighty Strength of 5 – enough to compromise vehicles with a sufficient number of attacks.
Meanwhile, your Succubi will be much more threatening. As well as having received a marked points cut and being able to wield the much-improved blast pistol (which, like blasters, have much more damage potential than before), you’ll have some Relics and Warlord Traits to play with. We like the Traitor’s Embrace for shredding anyone that dares to kill you:
As we’ve said, Wyches can put out a LOT of attacks in the new Drukhari codex, and if you dedicate your armies to the Cult of Strife, you’ll be able to put out even more.
You know how we said earlier that Wyches had got MUCH better? We didn’t even give you the whole of it – they’ve also got a 6+ invulnerable save against shooting now:
Take a large block of Wyches in a Cult of Strife army and you’ll be able to eviscerate enemy units – a unit of 20 can dish out 81(!) attacks, and if you manage to destroy an enemy unit, you’ll be able to immediately dish out 81(!!) more:
Drukhari armies are FAST – and Cult of the Red Grief armies are REALLY fast.
You’ll be able to cross the tabletop in no time with this Drukhari Obsession, and we’d recommend using it with Reavers in particular. With an 18? Move characteristic and an automatic 8? Advance, you’ll often be able to charge on the very first turn – and if you really want to make sure that you do some damage when you arrive, combine the Adrenalight Combat Drug (which provides +1 Attacks) with the new Hyperstimm Backlash Stratagem.
The new Drukhari codex brings the Haemonculus Covens to life through three Drukhari Obsessions that suit a variety of styles of play, allowing you to make the most of these gruesome units.
Haemonculus Covens units have always been durable, boasting great Toughness for Drukhari and solid saves. Trying to chew through a horde of Wracks allied to the Prophets of Flesh is going to be very difficult indeed – keep a Haemonculus nearby and you’ll have a horde of Toughness 5 bodies with 4+ invulnerable saves, followed by a 6+ backup against wounds thanks to Power From Pain.
Should your Wrack horde begin to look a bit thin – well, just bring them back with Black Cornucopians:
You’ll want to ensure you have enough Command Points ready at all times to pull this off – for that, you’ll want to ensure you have a Haemonculus with Diabolical Soothsayer in your army:
Remember, Drukhari armies can have more than one Warlord, so by combining Detachments and utilising a Kabal of the Black Heart Archon, you’ll be able to keep even more Command Points available.
The Dark Creed open up a new kind of Drukhari (or indeed, Aeldari) list – one that focuses on crippling the morale of the foe. There are all manner of insidious uses for this on the battlefield, and we’d recommend keeping some allied Hemlock Wraithfighters nearby to reduce enemy Leadership even further. You’ll also want to take some phantasm grenade launchers. You can drop enemy Leadership even more with a particularly nasty Stratagem.
That’s far from the only trick up the sleeves of the Dark Creed, however, and if you’d rather slay enemy Characters from a distance, take a unit of Talos Pain Engines with two heat lances and melt your foe using An Esoteric Kill, Delivered From Afar.
Whether you’re looking to inflict additional casualties in the Morale phase or building an army focussed on driving terrified enemy forces off the table, the Dark Creed is for you.
The Coven of Twelve excels at tearing through enemy armour and are great at tackling more durable foes, either by drowning them in attacks from your Wracks or making every hit with your Grotesques and Talos count.
We’d opt for taking a combination of units, occupying the enemy’s front ranks with Wracks, then firing into their unit with what, for our money, might be the most awesomely named Stratagem in Warhammer 40,000.
It’s not just fun to say in an arch voice – it’s also very effective on the battlefield! Just imagine surrounding your opponent’s favourite tank with Wracks, then destroying it from afar with haywire blasters while they’re powerless to shoot back.
In Codex: Drukhari, your Kabal Detachments will form the backbone of your army, and you’ll be able to choose from no less than four Drukhari Obsessions to dedicate them to – or combine them with a variety of devious strategies…
As the most powerful Kabal, the forces of the Kabal of the Black Heart benefit from treating Power From Pain as one turn higher than it’d usually be. In practice, this allows you to re-roll Advance and charge moves from the very first turn, which opens up all sorts of insidious tactical possibilities. We’d recommend deploying as much of your army as possible in reserve on Raiders, deploying them with Screaming Jets, then charging each Raider into the softest of your opponent’s infantry in order to help screen them from shooting in the next turn, or to deny a more dangerous unit a shooting attack!
Speaking of Stratagems, if you’re looking to make the most of your Command Points, you’ll find this Kabal ideal thanks to the Labyrinthine Cunning command trait.
In short, the Kabal of the Black Heart is the ideal choice if you want to beat your foes through cunning and clever manoeuvring.
One of the most fun things about playing a Drukhari army is poisoned weaponry. What Toughness is the opponent you’re shooting at? Who cares? You’re wounding them on a 4+ anyway (just watch out for vehicles). Monsters and swarms of infantry alike have a lot to fear from massed splinter rifle fire. If you’re looking to make the most of your poisoned weapons, look no further than the Kabal of the Poisoned Tongue. It gets better when you mount up in Raiders, thanks to the return of splinter racks – a simple upgrade that makes this vehicle even more effective as a shooting platform.
Even Characters aren’t safe from your splinter weapons thanks to Soul-seeker, a powerful Artefact of Cruelty that’s ideal for slaying enemy leaders.
This is the ideal Kabal for a traditional Drukhari army; pack as many gunboats as you can and unleash a salvo of splinters on your foes (just make sure to include a couple of dark lances while you’re at it…).
If you’re mounting your army in Transports, you’ll want to make sure to check out the Kabal of the Flayed Skull.
Not only will units firing from Transports be more accurate, but your flying units will be able to negate any cover. We’d recommend taking a couple of Razorwing Jetfighters to take full advantage of this. Should anyone try to challenge your aerial superiority, shoot them down with Masters of the Shadowed Sky.
You’ll get the most out of your Kabal of the Flayed Skull by mounting multiple small units of Kabalite Warriors in Venoms armed with a blaster per unit. As well as offering you loads of Command Points, you’ll be able to benefit from the much-improved weapon profile for this powerful darklight gun.
It’s effectively now an Assault krak missile launcher. For less than 20 points, it’s a steal, but if you’re feeling particularly insidious, take a blast pistol on as many Characters as you can. Having received a similar enhancement, you’ll be able to win any duels your Characters find themselves in by disintegration – the true Commorrite way. If you want to go all-out, Scourges have received a points reduction. Though a unit with four blasters and a blast pistol won’t benefit from your Kabal Obsession, they will certainly melt any armour they come across.
Don’t fancy fielding loads of vehicles? Don’t worry – there’s a Kabal for that. By using the Kabal of the Obsidian Rose, you’ll be able to protect your Kabalites by keeping them at range while benefiting from Rapid Fire at 15? (not to mention 24? blasters and 42? dark lances).
We’d recommend using larger units of 20 Kabalite Warriors. You’d think this would make you vulnerable to a bad Morale test, but well, this is where things get fun.
For a mere Command Point, you’ll be able to transform a potentially devastating failed Morale test into a huge swing in your favour – and best of all, you only need to slay a single model not to fail!
Meanwhile, Kabal of the Obsidian Rose Archons are nothing short of nightmarish to displace. If you didn’t think trying to break a shadowfield was hard enough, consider if you also had to reckon with -1 to your hit rolls?
The Armour of Misery indeed! For extra fun, keep a few Sslyth nearby to intercept the wounds that do get through…
The Drukhari don’t do anything the normal way – we imagine they got bored of conventional warfare several thousand years ago. Additionally, while the forces of say, the T’au Empire or the Imperium, may represent a highly coherent and loyal fighting force working towards a single ideal, a realspace raid usually consists of a pack of nobles from Commorragh taking a brief break from stabbing each other in the back to have some fun.
As such, constructing a Drukhari army is a little different from before. If you want to do a mixed force, it’s easier than ever, and you’ll be able to utilize Drukhari Stratagems (which are incredibly devious and will be covered in more detail in the coming days). If you’d rather commit yourself entirely to one element of the Dark Kin’s forces, however, you’ll find some interesting new options available to you.
The forces of the Drukhari are broadly divided into three categories – Kabals, Wych Cults, and Haemonculus Covens (not to mention free agents like the Incubi or Scourges). Each of these groups has its own set of Warlord Traits, faction rules and artefacts, and a Drukhari army is often made up of a collection of smaller Detachments from each faction – you’ll even be rewarded with more Command Points for doing so.
Similarly, having one Warlord is pretty cool, but why not take three? After all, no self-respecting Hellion would willingly take orders from an Archon.
On the tabletop, your Drukhari army will be able to take advantage of a dizzying level of diversity, harnessing various smaller factions and Stratagems and working around a collection of powerful leaders rather than just one. Your anti-armour needs, for example, could be covered by a trio of Ravagers from a Kabal, while a deadly horde of Wracks from a Haemonculus Coven hold your frontline. You’ll be able to do something few armies can – maintain a staggering variety while still benefiting from powerful special rules.
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