These are going to be a complete menace because of how fast they are (and army wide Advance and Charge from turn 2), and can do some real damage with both melee and shooting six of them with two heat lances is genuinely worth considering the +1 BS drug, especially if youre able to keep them hovering in a Raid Masterminds hit re-roll aura. A regular Archon gives re-roll 1s to hit to their Kabal, and all INCUBI units (including Drazhar, who well assume has somehow fit into the raid in the first place), A Raid Mastermind gives re-roll 1s to hit to all REALSPACE RAIDER CORE units, which means lots of things that normally dont get them (Covens and Wych Cult units, all the Blades for Hire except Mandrakes, and now, A Black Heart Raid Mastermind with Writ of the Living Muse gives re-roll 1s to wound to all KABAL OF THE BLACK HEART CORE and also BLADES FOR HIRE units so. The Cult of Strife is still aggressive this time around, though in a different way from before. Today sees the second Xenos Codex of 9th Edition go up for pre-order, bringing the elegant and sinister forces of the Drukhari up to date for the exciting new world we live in. Scourge with Special / Heavy weapon: Drukhari Haywire Blaster . Most of the units in the book fall into one of these three categories. With these conditions met, all the units in your detachment gain the Realspace Raiders keyword, and your Archons re-roll aura changes to affect all Realspace Raiders Core units rather than just and Incubi units. What this means is: Pushed to its logical conclusion, with a build which youll see in the list section is not particularly extreme, this means that you can have a Black Heart Archon standing in range of a unit of Mandrakes, a unit of Talos, and a unit of Kabalite Warriors, and all three of those units benefit from different combinations of his auras and of course he himself doesnt, but he does get the free hit re-roll from the Obsession. As with the other types of faction theres some other cool stuff here youve got your charge re-rolls, your extra hits on 6s, lots of good stuff. Suffice to say I do like the . Wings: Precision Blows is absolutely wild, and combining it with the Tryptych Whip and the +1A drug is truly stupid and needs only a minor spike to just straight up instakill most characters, no matter what defences theyre packing. As ammunition it uses crippling electromagnetic energy drawn from the highest aeries of Commorragh which is later released in a horrifying burst. Your other options are a similarly mixed bag: Scarlet Epicurean gives your Warlord -1 damage, which is neat and might help keep your Haemonculus alive, and the Flensing Blade is a pretty neat relic melee weapon for character hunting, but youve usually got better things to spend your limited relic slots on. Lets just say that Im thrilled by this book, which is a huge improvement over the 8th edition one which wasnt a bad codex for its time but was definitely showing its limitations by the last year or so of 8th edition. Theyre still pretty good with the right Obsession, but if you just want the ability to ferry stuff around the Raider is now in much closer contention. So I crafted this list using the models he had collected and after reading some tacticas and I was wondering if. This takes either vehicle to 6A, which is not bad for chipping off the odd wound here and there, especially once Flensing Fury switches on. With a complete range re-launch back in the early 10s, the vast majority of their models are a) in plastic and b) look amazing, which cant exactly be said for their uptight Craftworld cousins. Finally, they pick up the Fleshcraft ability (as a replacement for the old stratagem), which lets them slap d3 lost wounds back on a Grotesque or Coven MONSTER within 3. Even better, if one of those poisoned weapons manages to kill something, its unit subtracts 1 from Combat Attrition tests until the end of the turn. Not the uhm. Eviscerating Fly-by is also back and needs its own mention, because it got a major buff. They also keep their excellent redeploy stratagem which now lets you put things into Strategic Reserves for free, and ignore any limits on reserves when doing so. Its also super relevant in the current metagame because it effectively bypasses Disgustingly Resilient the change to the weapons damage is applied at the point an unsaved wound is assigned to a model, and the attack sequence here never gets that far. Their special rules also remain, meaning they have a 4+ invulnerable save in melee and the same modified version of No Escape as Succubi get. Second, it gives them always-on transhuman, except that it doesnt work against attacks with a strength of 8 or higher. More interesting is the ability to let Blades for Hire count the round as one higher for Power From Pain Drazhar and his Incubi are already scary as hell now, and giving them the ability to Advance and Charge is going to be nasty, especially if the Writ-carrying Archon is now busting into combat with them to supply hit and wound rerolls instead of hanging out at the back watching his boats. Had a game agsinst a Drukhari that deep struck four groups in. We know this wont stop certain members of the community from loudly insisting they be allowed to play 10pt Reavers until once again told not to, but just know that well be shaking our heads disdainfully. Transports still good. One final thing worth calling out here is that some of the upgrades have changed a bit, and Chain Snares in particular look like a decent way to dump 5pts now, just giving you +3A. What this meant was that Drukhari list-building became pretty boring by the end, with endless slight reshuffles of the same few units, and heavy limitations imposed by how thin the roster is if youre looking at it from the point of view ofonly Kabals oronly Cults or only Covens. One day, we will see a pistol relic that competes with other things you could take on the same unit. We (as in the elf-lovers, everyone else is cowering) are absolutely over the god-damned moon with this book, and cant wait to get onto the tabletop with it. Master Succubi are probably going to be the most commonly seen of the three possible Masters simply on the back of Bloodbrides being complete nightmares, and the base ability is also really good being able to step out of combat after fighting, or dash onto an objective, is potentially huge. In terms of the old stuff, there are returning versions of a lot of strats, with the key ones being: Experts may recognise that as pretty much the sum of the key Drukhari toolkit, and that isnt even exhaustive theres basically no stratagem we can ever remember using that isnt still here in some form. Before we talk about the good stuff, lets cover off the beasts quickly. Most Succubi will wind up taking the Precision Blows trait, which allows them to deal mortal wounds equal to the damage characteristic of their weapon on an unmodified 6 to hit. This is still an army that rewards high skill and husbanding your fragile resources carefully, but unlike the anaemic position of Drukhari at the end of their 8th edition life, youre now very well rewarded if you can get it right. Credit: Corrode. Given that full wound re-rolls are still on the table with The Torturers Craft this can give you some spectacular turns with Grotesques in particular though for that matter, Wrack melee is no longer negligible. Finally, Ancient Evil lets you choose a unit within engagement range and make them ineligible to fight until all of your units have fought certainly decent if youre planning to get into it. This is great, especially for Wych Cult units throwing out lots of attacks; no more will your Wyches pile 20 wounds on a Space Marine unit only for them to ping off their power armour. Even as I was reading through it for the first time, my mind was instantly aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention. Even as I was reading through it for the first time, my mind was instantly aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention. Commorrite weapons receive a raft of changes and Dom learns all about the twin-linked Drukhari Haywire Blaster! This faction feels like its aimed at people who want to go wide on Wyches, where the stinging punishments it inflicts will rack up over the course of the game. Not only have their Klaives picked up an extra strength and damage, their Tormentors have completely changed: now, they single out an enemy unit within engagement range and roll 2d6 against the targets Ld. This gives them a 5+ invulnerable out of the gate and a 4+ from round 4 forward, which will seriously improve their durability, especially if theyre near a Twisted Animator Haemonculus who can give them +1 toughness and bring back d3 models per round. On the subject of Ravagers, and to a lesser extent Razorwings, theres some clear mental hangover going on with these, and it seems like they didnt get the same kind of fundamental rethink that was applied to other units in the book. Talos (90 Points) 1x Macro-scalpel 1x Talos gauntlet 1x Twin Drukhari haywire blaster Tantalus (added in cause it's not on the app yet) comments sorted by Best Top New Controversial Q&A Add a Comment More posts you may like. This particular Gordian Knot has been sliced through in decisive fashion by Realspace Raiders, which puts those issues to bed in a way which is simultaneously thematic, flexible, and has a few hidden limitations that are just meaningful enough to make it not be a de facto requirement for list building. 1. Potentially extremely worth it against Tyranids, though and if you see an opponent put down a Hierophant across the table from you, you are a coward fornot trying to take it down with a Succubus in melee. Warhammer 40k 40K Top List Of The Week: March 20th - Drukhari Air Superiority Adam Harrison 4 Minute Read Mar 20 2019 Advertisement Take a look at who's winning, losing and this week's top championship list in 40K - brought to you by BCP. The following is a list of the special weapons commonly employed by the Drukhari: The Drukhari are experts in the many applications of poisons and toxins. Like other Covens units they do benefit from the improvement to a 5+ Feel No Pain, but theyre still overall a little less tough than they were. It will not be missed. Vects personal Kabal is back with a vengeance, bringing a useful set of options that make them a solid pick. This section contains all of the datasheets that you will need . You also cant re-roll hit rolls when doing this. Archons improve to a 4+ armour save like all Kabalites and their Overlord ability now affects CORE and INCUBI (though youll frequently trade this out for REALSPACE RAIDER CORE, which is usually even better). Screaming Jets and Webway Portal (no longer mutually exclusive, huzzah, though Screaming Jets is now one use only). Poisoned Weapons are, naturally, still here, and they now specify an unmodified dice value that they trigger on. Psykers are treated as playthings in Commorragh, and given the twisted, sadistic nature of the Drukhari, this necessarily involves pain and torment for the psyker. and you have an extremely strong first cult. Given the number of attacks Wyches can put out, this can be absolutely punishing. The flip side is that this is much, much better on weapons that auto-hit like liquifier guns and Cronos blasts, as theres now no risk to doing so at all. The Red Grief is obsessed with The Speed of the Kill, gaining +2 to advance rolls and allowing their units to re-roll charge rolls. The biggest thing here is that the 6+ ignore wounds has changed to a 6+ invulnerable save, which improves to a 5+ in round 4. Unlike a lot of mortal strats in 9th this isnt capped, which makes it absurdly good 20 Hellion squads look extremely competitive now, and this lets them do an average of 10 mortals to an INFANTRY squad. Incubi rule now. The points increase theyve taken on the base model since 2018 is more or less mitigated by the weapons getting generally cheaper than they were a 5-model squad with a blaster was 47pts when the 8th book landed, and now its 50pts and your guys are all way better, so overall things are looking good for the Kabals. This means that 6s to wound with Hekatarii blades come in at an impressive AP-4, and with 41 attacks from a full squad, anything you charge them into is in serious danger. My plan is to load the Trueborn, Incubi, and Drazhar, into the Tantalus, then move it up aggressively to contest objectives. This is a single Detachment with exactly one Archon (who must be the Warlord), one Haemonculus, and one Succubus, and at least one of each of their respective Troops choices. Drukhari Kabalite Warriors. Writ of the Living Muse has had something of a sidegrade. The unique relic is a little less exciting. Dont forget you can apply this to Raiders too, making them pretty frustrating to chew through with basic attacks. Talos havent changed on the stat line, but all of their key weapons have. The dreaded Drukhari blast back into realspace later this month with a new codex, which features new ways for them to terrorise their enemies. There are just. Cancelling out Overwatch matters a lot less now, but choosing a unit and making it ineligible to fight is pretty damn good if you can set it up (though its fair to say competition is now much stiffer on relics). The potential there is absolutely massive, and the sheer psychological impact of having it available is going to be a big deal in some games. The Razorwing remains a reasonably cheap and cheerful shooting platform, benefitting heavily from the dark lance change, but if you just want to pack some extra shots in a Ravager that can also sit back on a home objective feels like a better place to be. You could also try the all-consuming Toxin Crafters for this kind of list, which boosts your poison weapons to Poison 2+ on a 6 to hit and gives you re-roll 1s to wound for them. Find company research, competitor information, contact details & financial data for Drgerwerk AG & Co. KGaA of Lbeck, Schleswig-Holstein. There are three choices here worth talking about. Blast Pistol 1.65 Blaster 3.10 Dagger A 0.30 Dagger B 0.30 Dagger C 0.25 Dark Lance 2.99 Female Torso A 1.79 Female Torso B 1.79 Haywire Blaster 2.99 Head A 0.85 Finally, the stratagem still lets you leap back into a Transport after fighting, with a slight change to how it actually works mechanically definitely still a potentially neat trick. Its still one use only, but now its 0CP, and its effect is very spicy indeed you can use it after your opponent plays any stratagem other than Command Re-roll, and instead of preventing it altogether, it simply increases the CP cost to use it again by 1 for the rest of the battle. Its a lot to explain to someone unfamiliar with the codex, and a lot for either player to keep track of moment to moment in a game. 5 Kabalite Warriors, blaster 50 If that last part gives you a cold shiver as you remember Phoenix Rising, dont worry these have been almost completely rethought, and no longer will all the Kabal traits try and incentivise you to throw Kabalite Warriors into melee. You get a bit less raw power than the other two, but if what you want from your Wyches is speed then this is your best option. What do I think is so great about this? The Drukhari definitely bring the power necessary to take advantage of this ability, and the fact that it competes with Engage on All Fronts creates an interesting tension: do you rely on your superior mobility to score an all-but-guaranteed 3 points per round, or lean into your overwhelming offensive ability to try for 4 or even 6? Its a big win that has me absolutely fizzing with ideas for list-building, and trying out new things that just wouldnt have been possible before. Haemonculi are reasonably tough and fairly dangerous in combat already, and this trait offers you the flexibility game-to-game to choose to lean into the more useful of the two based on your opponents list. Its not terrible, as 3 shots wounding on 2+ at AP-3 that ignore invulnerable saves is pretty scary in the abstract, but fine doesnt cut it in a book as stuffed full of great options as this one is. Given there are 36 possible combinations just from the named subfactions, the breadth of options here is outrageous. They still ignore Light Cover, which is nice, but compared to the big buffs the other Kabals got its a shame to see Flayed Skull losing capabilities. Plus a little variety in weapons will be nice. It also gives all the units in that detachment the appropriate Obsession, and gives you access to strats, relics, and Warlord traits for each HQs respective subfaction. A Beastmaster and some minimum units is pretty cheap but so is just taking more Troops, and its pretty clear that these are mostly meant to be thematic options. Ur-Ghuls and Medusae are unchanged, while Sslyths and Lhamaeans are a bit different. The reason I keep mentioning Drazhar is that it seems like GW themselves sort of forgot about him its fairly rare in 9th codexes that a character can be affected by auras and he gains and loses their effects depending on which way the keywords change. . Ultimately all of these are going to see use, as they all have real power to offer you. Losing customisation here hurts a fair bit no more hexrifles and electrocorrosive whips means these arent going to be big damage dealers, so when you take one (as you frequently will) you should probably be looking at utility builds, for which the Master Haemonculus options are very strong. The Helm of Spite Not having CORE holds these back quite a bit, as you have so much good stuff to choose from, but having one to fly around the back peppering shot isnt going to be too bad and at least dark lances, the iconic Drukhari weapon, are no longer irrelevant. Doubling down on what Wings said, this feels like a set of rules that is designed to actively encourage you to try out new and unusual strategies, and there are plenty of options here to build those strategies out of. Fundamentally if I had access to a kabalite raiding force all of my own, Id be sending them up to Nottingham right now to make sure whoever was responsible for this masterpiece was forced at splinterpoint to work on any and all future Aeldari books. Haemoxytes are pretty flexible, being good at fighting for mid-board objectives in a ten model squad, and a five model unit is also a great home objective holder thanks to the wound shrug. Top stuff. Nearly everything in the book has this, even Ravagers! It now only affects Core units, which means no more buffing your vehicles Ravagers and Raiders will weep at the loss. I couldsqueeze in one more Kabalite Warriors squad for this, but I dont think the trade is worth it. Combat Drugs also makes a return, but now allows you to choose the same drug for two different units without having to use them all. Welcome 40K players. They also come with a power sword by default now, which is weird, though they retain all the old options as well. THE BLEEDING EDGE 1CP Drukhari - Boarding Actions - Battle Tactic Stratagem The Drukhari never venture anywhere without a plethora of blades about their person. First Army list for Drukhari As the title says this is my first army list with drukhari. Just behind the Holstentor (to the east) stand the Salzspeicher: six gabled brick shop-filled buildings once used to store salt transported from Lneburg. Finally,the Tryptych Whip is just plain good. Their stratagem, An Esoteric Kill, Delivered From Afar, is more or less unchanged, but the cost is increased to 3CP on Talos. Scourge with Special / Heavy weapon [22pts]: Drukhari Haywire Blaster [10pts] . Trueborn are very cool but also the most skippable, though it is worth pointing out that ignoring penalties means they can use a dark lance or splinter cannon with impunity, so a full squad flying around on a Raider can be very nasty, particularly with the Black Heart or Obsidian Rose Obsessions which give them a built-in re-roll to hit or wound respectively. The potential for an S9 blast pistol also shouldnt be discounted now that those are very cheap, and your Archon may actually want to be in range to use it. Prophets are no longer the only valid choice a lot of the time but still have some decent things going for them and are likely to see a reasonable amount of use. In certain matchups against say guard who have a lot of t8 vehicles, and necrons which have quantum shielding the haywire blaster will be very efficient. A Master Succubus is a real Show Stealer, and can consolidate 6 in any direction after she fights, even if that move doesnt take her closer to the nearest enemy model (though bear in mind that if shes in base to base contact, she cannot move at all, per the FAQ on the similar Custodes ability). These might just be the single most improved unit in the book, and are just monstrous. As a bonus, Shock Prows are actually interesting now, despite being gated behind a strat, allowing you to either ram another vehicle for d3 mortals or Comorragh Drift into other units and roll for every model in Engagement Range. From the Dark City of Commorragh, hidden deep within the twisting passages of the webway, their reaver-fleets strike forth in a never-ending search for new souls to torment. Doubling down on what Wings said, this feels like a set of rules that is designed to. They also have a fixed loadout, but its significantly improved (at least over their old base rate): the Haemonculus tools now have Poisoned Weapon (2+), and the Scissorhand gives an additional 2 attacks at AP-2, netting them out to an extra attack from their old profile. The following are the most common close combat weapons employed by the Drukhari: Like all Aeldari technology, the heavy weaponry that is employed by the Drukhari utilises an order of technology far different from that employed by the other sentient races of the galaxy. Its an absolute slam dunk, and we firmly hope every army gets this amount of love in their 9th Edition update. Reavers have picked up a whole bunch of support from various cults and get a couple of datasheet upgrades an extra attack and their bladevanes becoming S+1 rather than flat S4, allowing you to drug them up if you need to. Theres a lot going on here, but the takeaway is that youve got a lot more flexibility when building your list than you did previously, opening up a ton of options. Kabalite Warriors picked up an extra attack and improved their save to 4+ very nice given theyre still 8pts a shot. The basic concept here is to pour out a huge amount of darklight, particularly once the Scourges hit the board, while the melee elements break heads and keep things away from the precious boats. Their infinite -- if infinitely dark -- imaginations and sheer skill have led them down a sinister path -- their favourite weapons can set every nerve ending afire with pain, darklight beams, whips that bleed acid and eldritch soul-traps. Its in pretty stiff competition with the Cult of Strife for that thanks to them getting a bunch of extra options in Book of Rust, but there is some real power here. The standout choices here are the two All-Consuming Obsessions: Artists of the Flesh, which gives non-vehicle models -1 to incoming damage, and Dark Technomancers, which lets you enhance your weapons to add 1 to its wound roll and its damage, at the cost of dealing mortal wounds to the bearer if you roll any unmodified 1s to hit for a weapon d3 mortals to monsters and vehicles, 1 to everything else. On to better things. No Escape has also received what is technically a sidegrade but is basically a net upside. 2 mo. Slay From the Skies is dialled back a bit from the previous codex: the bonus to move for VEHICLEs has dropped from 3 to 2, and units no longer re-roll 1s to hit for Rapid Fire weapons. Each upgraded model gains a unique ability and also gains access to a Relic and Warlord trait that can help set them apart from their less-powerful peers. There are now 10 Kabal traits available, of which two are All-Consuming (i.e. The Shardnet and Impaler and Hydra gauntlets each picked up a point of AP to move to AP-2, and the hydras now give +2 strength instead of re-rolling wound rolls. The Drukhari are revealed as the first xenos codex of 2021! Distillers of Fear gives each of your Coven units an aura that lowers enemy units Leadership by 1 and causes them to subtract 1 from Combat Attrition tests. Among that collection was a start of a dark eldar force, and I'm not sure what to do with it. Spirit-Sting is not that relic. And friends, readers, lovers, haters this book absolutely rules. At 75pts for a minimum unit, that makes them exceptional Deploy Scramblers fodder, meaning youll probably see a unit slotted into lots of armies. And if that werent enough, they also change the damage of the first failed save per phase to 0, letting them shrug off damage that would obliterate another model. Solarite [12pts]: Shardcarbine ++ Patrol Detachment 0CP (Aeldari - Drukhari) [25 PL, 6CP, 480pts] ++ Four Imperial Knights had been detected lumbering through a ruined city, likely moving from one battle zone to another. Add to this the fact that you now have a way to reliably get them re-rolls to hit with a Realspace Raiders detachment (and re-roll 1s is enough for them now that theyre WS2+ base) and youre cooking with gas. The Kabal of the Poisoned Tongue lives up to their name their Obsession, the Serpents Kiss, lets them improve the target number of their Poisoned Weapons by 1 to a maximum of 2+. Although varying widely in design and use, all employ a similar technology in their construction. Given they have 6A base, and can take Combat Drugs for a point of S, you can just straight up have 7 S4 AP-2 D2 attacks on this 60pt model before you even start upgrading her, which is vicious. Theres power here in spades, youre provided with an astounding array of valid choices, and the book feels like it actively wants you to experiment with all the different delights it has to offer. Why not. Grotesques get an extra point of strength on their Flesh gauntlets and extra damage on their Monstrous cleavers. Nope theyre CORE. 2x Twin Drukhari haywire blaster. They also get access to the spicy new heat lance profile, which is surprisingly cheaper than the blaster so very good here, since as bikers theyre a lot less bothered about Heavy. The Drukhari employ a number of hand-held weapons designed to eviserate, lacerate and incise at close quarters. Drukhari ++ Patrol Detachment -2CP (Aeldari - Drukhari) ++ Detachment Type: Kabal of the Flayed Skull + HQ + Archon: Blast Pistol, Huskblade + Troops + Kabalite Warriors 3x Kabalite Warrior: 3x Splinter Rifle .
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