Showing posts with label Drukhari. Show all posts
Showing posts with label Drukhari. Show all posts

Friday, July 14, 2023

Warhammer 40,000 Index - Drukhari Index

Wow!  I must have really succeeded in getting a thin layer of paint and primer down.  It's breaking when I try to use silly putty to mask it.  Going to have to watch out for it.  Looks like I'm done airbrushing for now.

Drukhari isn't an army I've heard much about since 10th edition dropped fully.  And you know the old saying, "No news is good news."  Their Power From Pain mechanic is extremely useful, but just limited enough as to not be overpowered.  And their Detachment Rule just gives them up to three more Pain tokens.  Considering Drukhari spent a decent chunk of 9th being absolute nightmares (fitting, but not fun to play against), this is a good thing.  I've also seen very little of their Index, so let's see what's in store.


STRATAGEMS

I just noticed that the table for how many Pain Tokens they get lists Combat Patrol.  I think this might be the only Index that includes anything on Combat Patrol in the document.  Again, I can't help but feel a sense of rush and disorganization.

Prey on the Weak - 1CP

I'm not a big fan of finishing blow rules on Units, but I think they work fine as Stratagems.

Acrobatic Display - 1CP

I think this was our revealed strat from the Faction Focus?  Either way, it's Fall Back and Advance and Charge.  It's definitely a great strat to have.

Strike and Fade - 2CP

Fire and Fade again.  You know this is awesome.  Moving on.

Alliance of Agony - 1CP

Okay, I know this one got revealed.  This is still an interesting strat, but I'm just not sure 1CP is worth 2 Pain Tokens.

Insensible to Pain - 1CP

-1 to Wound is a very nice layer of protection.  If Covens are as tough as they've been in the past, this could make one painful to shift.

Quicksilver Reactions - 1CP

And here's -1 to Hit!  Though they evidently thought of players layering this with Insensible to Pain and decided that would be bad.  For everything else it's fantastic.

So right off the bat, I'm seeing a problem that might be part of the reason why we're not hearing a lot from Drukhari currently.  Out of their six Detachment stratagems, only one can be used on any Drukhari unit, and even that one excludes Aircraft.  While this fittingly does feel like three allied forces working together, it does mean that it's coming with some of the difficulties allies have had since 9th.  This means that even if their individual datasheets are powerful, they won't have the same level of synergy that other factions benefit from.


ENHANCEMENTS

I'm wondering if with the need for separate themed Enhancements we'll get more than four.  I'd like to see two generic Enhancements, but I'm guessing we'll see one for each subfaction and then a generic.

Crucible of Malediction - 10 pts

Here's our Haemonculus Enhancement.  This one grants a mini Shadow in the Warp to the Haemonculus.  It's -1, so that'd definitely good.  And it comes with the added bonus that Psykers might take some mortals.  Now that it's in the wild, we're starting to see players feeling a little cold on Battle-shock.  But Drukhari use it to get Pain Tokens, and this is pretty affordable.

Blood Dancer - 20 pts

Now for the Succubus Enhancement.  She gets the generic better melee Enhancement.  The real kicker here is that when she's Empowered she gets a whopping additional 2 points of AP!  Considering how good Armour is now, that is huge!

Labyrinthine Cunning - 30 pts

Um . . . no?  The ability itself is good, giving you some CP regeneration when you target the Archon and effectively making Alliance of Agony free, which removes its main drawback and allows you to spam it.  I just don't think that's worth 30 pts.

The Art of Pain - 25 pts

And finally we have our generic Enhancement.  Oh well.  It's an extra Pain Token in your Command Phase.  I think if you've got some points to spend, you go ahead and take this.

The only one you're definitely bringing is Blood Dancer.  If Succubi are anywhere near as good as they were in 9th, you'll get a lot of use out of it.  Crucible and Art of Pain look like optional inclusions to fill points.  I just don't think Labyrinthine Cunning is worth it.


DATASHEETS

Archon - 85 pts

Ugh!  Archons still have that gross Invuln!  Though I've heard my fair share of Drukhari players that say their Archon always fails the first roll, that is still such a disgusting defensive stat.  They definitely need it as they're fragile for 85 pts.  They grant their unit re-roll Wounds of 1, or full re-roll Wounds if Empowered.  And, appropriately, they can Vect a Stratagem.  Looking at their damage output, I'd say they're not bad, but they still feel overpriced to me.

Beastmaster - 120 pts for 7 models (~17.14 pts per model)

The points per model here isn't that useful, as this is one hell of a menagerie.  This is definitely an odd duck, and I'm not sure how I can accurately judge it.  I think it's got value, but it also lacks a lot of focus.  I feel like it can do some damage to anything it hits, but it doesn't look like it's particularly good against anything.  Its a lot of wounds for its cost though.

Court of the Archon - 95 pts for 4 models (23.75 pts per model)

This is another interesting one.  The kicker here is that each model has an effect that can benefit the whole unit.  So while the unit remains intact, it's incredibly powerful.  This is especially true if you've got the Archon with it.  It's going to need that Fights First, though, because it's also very fragile.  

Oh wow!  But it can join Kabalite Warriors!  That's crazy!  Okay, this might have turned me around on the Archon.  A brick of Kabalites with an Archon and Court might be stupid hard to deal with!  Note that none of these are Characters, so they can't get sniped.

Cronos - 50 pts per model

Oh I really like these.  They look like they could use a little more oomph in combat.  But they seem durable and can recycle your Pain Tokens.

Drazhar - 105 pts

That's an interesting combat profile.  He definitely looks like he could put some work in, and is pretty tough.  But he feels a bit pricey.

Grotesques - 105 pts for 3 models (35 pts per model)

Oo~  I'm liking Grotesques too.  Like Cronos, they also seem nice and tough, plus they get a 4+ Fight on Death.  Again, I wish they hit a bit harder.

Haemonculus - 75 pts

Well there's some potentially reliable Battle-shock.  We've also got some pretty decent character killing potential.  And while we don't know if Wracks are good yet, they make them incredibly tough.  I'm liking Covens so far.

Hellions - 110 pts for 5 models (22 pts per model)

I think that's about right for this level of mobility.  You're definitely going to need it to make sure they're against the right target.  

So far I'm seeing a lot of ANTI-INFANTRY and Character sniping potential in the army.  Dark Lances and Talos looked okay from the Faction Focus, but if they're too dear this could be a problem.

Incubi - 85 pts for 5 models (17 pts per model)

Fittingly, Drukhari seem to have a lot of ability to force tons of Battle-shock tests.  I'm not sure they should be better at it than Daemons or Tyranids, but they're definitely supposed to be a scary army.  And they need those failed Battle-shock tests.  Remember, that even though Battle-shock is a state, you can still fail multiple tests.  And each failed tests grants a Pain Token.

Unfortunately I feel like Incubi might be a overpriced.

Kabalite Warriors - 120 pts for 10 models (12 pts per model)

We saw these in the Faction Focus.  I feel like they're exactly 10 pts too expensive.  Still, you'll need those Dark Lances.  And one of these with an Archon and Court sounds like fun.

Lelith Hesperax - 105 pts

I think Lelith beats Drazhar now, flipping from where they were in 9th.  She's definitely dedicated anti-infantry, but she can absolutely shred nearly any she comes across.  The fact she and her Succubi get Fights First makes her a great threat for Heroic Intervention too.

Mandrakes - 5 models for 70 pts (14 pts per model)

I kinda like these.  They've got a great deal of mobility and some potential to do some nice damage with Baleblast.  They seem like an interesting piece of tech.

Raider - 90 pts

Okay, I really like the Raider.  I think this will really help you get some work done.  It's too bad it can't fit a 15 man Archon, Court, Kabalite brick.

Ravager - 95 pts

I'm not as big a fan of the Ravager, though I still think it's pretty good.  Also, while I'm not a big fan of rules that focus on units Below Half-Strength, I'm much more a fan of units that can get that initial burst of damage off.

Razorwing Jetfighter - 170 pts

Nice!  We've finally got an Aircraft that's focused ground targets, and it's the one named after dedicated anti-aircraft.  Still, this feels a tad overpriced.  I don't think it's bad though.

Reavers - 75 pts for 3 models (25 pts per model)

This another that I think just might be properly costed for its mobility.  The heat lances look really good too.  The ability to perform strafing runs is okay, but it's not the main reason you're taking these.

Scourges - 120 pts for 5 models (25 pts per model)

Okay, I was about to get really down on these, then I saw their equipment rules.  That is a lot of powerful shooting to have this kind of mobility.  I think these are great.

Succubus - 70 pts

Yeah, the Succubus still destroys things.  You'll probably always take one of these with Blood Dancer to help you tear through any enemy Infantry you come across.  Fantastic!

Talos - 90 pts per model

That's a lot for these.  While they're much better than Cronos, they're almost double the cost.  And I think they might be tipped over into over-costed.  They might still make a decent Distraction Carnifex though.

Urien Rakarth - 105 pts

That's a lot for one good shot and the ability to heal Coven units.  Granted, he does heal a flat 3 wounds/models per battle round.  And he's decently hard to kill, himself.  But again, I feel he's a bit overpriced.

Venom - 80 pts

While they've got some interesting mobility, and I like that they let you Combat Squad your units, I feel you're paying a premium for it.  Sorry to all the Drukhari players that still have a bunch of these from previous editions.

Voidraven Bomber - 195 pts

Wow that bomb is swingy!  While this can put out a decent amount of damage for an aircraft, it feels unreliable for how expensive it is.

Wracks - 65 pts for 5 models (11 pts per model)

Again, a Battleline Drukhari unit just feels overpriced.  Still, many of the other Coven units are good, and I think it might be worth taking one or two of these with a Haemonculus and maybe Urien.  Their ability to generate Pain Tokens is definitely nice.

Wyches - 110 pts for 10 models (11 pts per model)

And we're 3 for 3.  Wyches also just feel a bit too expensive for what they do.  However, they really benefit from having Lelith or a Succubus with them, far more than the other Battleline units.

Tantalus - 230 pts

Okay, I think I really like this.  Especially since its carrying capacity lets you take that full Archon unit.  I think this could be a lot of fun to play with.


FINAL THOUGHTS

I think Drukhari are in an interesting place.  They've got some very nice synergy within their subfactions, with their Battleline units getting much better when lead by their respective leaders.  But they seemed to put a lot of the cost of that synergy on the Battleline units themselves.  They've also got a lot of mobility, as they always have, and can absolutely shred infantry.  But they need to take specific tech to deal with anything bigger, and they pay a premium for a lot of it.  I'll be very curious to see how the faction develops as players explore them.

Monday, May 29, 2023

Faction Focus: Drukhari


Warhammer 40,000 Faction Focus: Drukhari

I was wondering when Aeldari was announced as a pure faction for 10th Edition what the fate of their dark cousins would be.  At this point Harlequins definitely seem to still be a part of the Aeldari faction, though we still don't know the rules for how they'll be played in 10th.  But, for now at least, it seems the Lords of Comorragh will remain an independent faction with their own rules.

Let's see what horrors they have in store for us . . .


POWER FROM PAIN

The intro discusses how the three aspects of Drukhari work together to accomplish their goals, so it looks like we probably won't be seeing separate rules for Kabals, Cults, and Covens yet, if they keep them at all.

For now, Power From Pain returns, a mechanic 9th Edition Drukhari shared with their AoS sisters.  But now, instead of being a cumulative buff over the course of the battle, it's a token based mechanic.  You gain Pain at the start of Battle, each time you destroy a unit, and each time you inflict Battle-shock.  In a standard Strike Force game you'll be starting with three.

You know, with both Daemons and World Eaters losing their points mechanics, and Votann being simplified, it seemed like 10th was moving away from this kind of book keeping.  Now they're introducing it where I feel the system was much more simple before.  Honestly finding this a little bit strange.

And this is a much more restrictive and less powerful set of buffs for it too.  Admittedly, re-rolling Charges is always useful, but this faction used to have army wide Advance and Charge.  The flat re-roll hits is pretty nice though, especially when their more disciplined cousins just get to re-roll one dice.


REALSPACE RAIDERS

So our first detachment for 10th Edition is the Realspace Raid, implying we could see more dedicated detachments in the future.  I do hope they keep that in some form when the Codex comes out.  This is a very simple mechanic too, you get another Pain token if you have at least one of a sub-faction's leaders, to a maximum of 3.  This can double your starting Pain total.  Being able to front load an army's power is always useful.  Looks like Drukhari will have some serious alpha strike potential.


THE VENOM

Venoms have been potent in many editions of the game.  I seem to recall they were particularly nasty in 8th Edition.  We're getting the full rules for them here, so we can get a better idea for how good they'll be in 10th.

It's interesting the model itself gives you the ability to Combat Squad your units.  If you have one, you can take one squad of Wyches or Warriors and split them.  One part of the unit will be embarked on the Venom, the other can either be deployed or embarked on another vehicle.  I'm noting the rule reads, "Before the battle, at the start of the Declare Battle Formations step, you can select one Kabalite Warriors or Wyches unit from your army."  It's my understanding that rules like this don't stack.  So this means you can split one unit if you bring a Venom, not one unit for each Venom.  I'm curious to see how this actually works out when I have my hands on the full rules.

Oh wow!  It comes with Stealth.  We still don't know for sure what that does, but if it's a -1 to Hit at ranged that will still be quite powerful.  The embarked models also get to fire, which is definitely a plus.

Like many models in 10th Edition, it's a little bit tougher but also a little slower.  The Invuln has gone down a pip but now works against melee.  The Bladevanes are also staying at WS 4+.  It also looks like Splinter weapons are getting a slight boost, wounding Infantry on 3s now instead of 4s.  Other than that a lot of this is what we've come to expect.  The splinter rifles are losing a shot of Rapid Fire but gaining TWIN-LINKED.  Interestingly, not only is the splinter cannon gaining SUSTAINED HITS 1, but the AP hasn't gone down.

What's really cool here is you can Embark units in the Fight phase.  This means you can embark them in your opponents turn and reposition them on your turn.  If there's a Stratagem to allow them to charge, this could be brutal.


KABALITE WARRIORS

The article immediately calls out that Kabalite Warriors have sticky objectives.  They get the added bonus that you can control the marker either with them, or with a Transport they're on.  Looks like they want to keep Drukhari as fast and agile as they can.  This makes sense as they've always been a glass cannon army.

Kabalites are actually faster in this edition too!  Other than that their stats seem very much the same.  Their weapons seem mostly unchanged, save the standard AP reduction.  The big loss here is that the Sybarite is substantially nerfed.  My guess is that they probably felt it didn't need its current damage abilities with the new Leader rules.

Huh!  And I just noticed they have Aeldari as a keyword.  So while the Aeldari units we've seen don't have any keywords denoting them as anything but Aeldari, Drukhari are still both Drukhari and Aeldari.  I'm guessing Harlequins and maybe Ynnari will have their Keywords too.


WEAPON SPOTLIGHT

We get to see the Talos's haywire blaster.  It's lost a shot to gain TWIN-LINKED, but that's almost certainly a buff.  The re-roll will be very appreciated when fishing for 4s.  Like similar weapons, it's gained DEVASTATING WOUNDS now but lost the extra mortals.  In exchange it's now flat 3 damage.  Its AP has gone down, but that doesn't really matter since you'll be ignoring saves for Vehicles anyway.

We then get a peak at Lelith herself!  She's gained an attack but lost a point of Strength.  In exchange her weapons are now ANTI-INFANTRY and have gone up to SUSTAINED HITS 2!  She will shred most light or medium infantry now and any such characters will need to watch out.


ALLIANCE OF AGONY

The stratagem reveal doubles down on the Detachment Rule.  They really want you to take one of each faction leader for this army.  This is the first Stratagem I'm kind of cold on.  You're basically trading 1 CP for 2 Pain Tokens.  Of the two resources, I feel CP is going to be far more scarce.  Still, if the game isn't going well this might give you a way to catch up.


FINAL THOUGHTS

They finally end with a little tease of Advance and Charge returning for Wyches, if only as a Stratagem.  I think they might need it too.

Drukhari entered 9th Edition with all the devastation and terror befitting their faction.  Between them and AdMech, they devastated formats for nearly a year.  This Drukhari force feels like it might be paying a bit for those sins.  The new army rule will require much more skill to use.  This is honestly better than an army rule that doesn't require much skill at all, but the army as a whole can already require some effort to pilot.  However a lot of that power does seem to have gone back onto the units, which seem to allow for a agile and hard hitting play style. 

Like so much of this edition, I guess we'll have to wait and see.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...