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Kill Team Tactica - Drukari


Orpheus108

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Greetings All,

 

So I'm slowly building a kill team from every faction. So far, Death Guard, Adeptus Astartes, Imperial Guard, Genestealers Cult, Mechanicus, Death Watch.

 

And now im looking at Drukari, they are a glass cannon which i dont mine. I jyst dont know much about them to play and how they play. The mix between wyches and kabalites? Or using just one or the other as the new kt box set is just wyches.

 

So I'd love to hear other people's experiences in them, team building and what works.

 

Cheers

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I'm running some for the first time tonight, I'll let you know how it shakes down. Here's what I'm packing, 2 points shy of 100:  

 

+ Leader  +

Sybarite w Agonizer, Blast Pistol
 
+ Specialists +
 
Hekatrix w/ Blast Pistol, Hekatarii Blade: Combat
Kabalite Gunner w/ Dark Lance: Sniper
Wych: Zealot
 
+ Non-specialists +
 
Kabalite Gunner w Blaster
Kabalite Warrior x4
Wych x2
 

Basically I'm going to have the Sybarite with all the Kabalites as base of fire holding objectives while the Hekatrix and Wyches run around killing as much as possible before folding.

 

edit: I'm on the fence on bringing the agonizer over a power sword for the Sybarite.

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Here's the team I've been using:

 

Sybarite leader, blast pistol, agonizer, phantasm launcher

 

Kabalite sniper, blaster

 

Kabalite, splinter cannon

 

Hekatrix combat specialist, blast pistol, agonizer, phantasm launcher

 

Wych zealot, shardnet & impaler

 

Wych, shardnet and impaler

 

Wych, hydra knives

 

2x regular Wyches

 

After 7 games, I'm pretty settled on this list. If hobby wasn't a factor - if it didn't mean replacing a model I'm attached to with a model I'd have to spend a lot of time converting - I'd probably swap the hydra knives/gauntlets for another shardnet & impaler.

 

I have a preference for better models over more models. That said, here's my reasoning behind this setup.

 

Phantasm launchers are great. You can use them to try to ensure a model with a flesh wound will be shaken next turn. You can spend 2 CP and cause mortal wounds. Because they're Assault, you can advance, shoot, and then use Fire & Fade to travel 15+D6" in one battle round (one inch less than that for the Sybarite). And the rest of the time, you can just take opportunistic pot shots with them, in case you roll that 6 and actually wound.

 

I'd like to see clarification on this, but I believe that if you use Torment Grenade and then hit more than one target, you roll to cause a mortal wound on each of them.

 

I use agonizers instead of power swords so that I'm never in melee combat with something scary and wounding on 5s. The better AP of the power sword doesn't do anything if you don't wound first.

 

I love blast pistols. In a game with a lot of swingy single dice rolls, where your models can get taken out of action or bogged down because they struck first but only caused a flesh wound, blast pistols are a delightful way to make that enemy model go away. With a 6" range, I find that I have to engineer situations where I can use them. I almost always use them while in combat (which also avoids that pesky long range penalty).

 

You can't shoot a pistol in combat if you charged or were charged, but you can after pile in or (especially) consolidate moves. One thing to be careful of is that this will remind your opponent that you can shoot pistols in combat, and you really don't want that to happen to your Wyches, because they won't get their dodge save. You can prevent it by charging more models in. So for example, the Hekatrix consolidates into a new model after combat. In the following movement phase, a Wych charges that model. Then in the shooting phase you can shoot them with your blast pistol, but they will not be able to shoot back because they were charged.

 

Maybe I need to give Kabalites another chance, but I feel like they're not worth taking apart from the two gunners. Part of it is splinter rifles give somewhat diminished returns in Kill Team, so I think if you're bringing Kabalites, you need to bring a lot of Kabalites. But more than that, for 1 point more you can bring a Wych, who gets combat drugs, a 4+ dodge, plasma grenades (which are ridiculously good), and benefits significantly more from Power From Pain.

 

I prefer the blaster to the dark lance because I can move and shoot without taking a penalty, it's a point cheaper, the superior range of the dark lance is liable to be negated by terrain anyway, and I want to bring a splinter cannon.

 

Honestly, my blaster-toting sniper has been terrible in nearly every game, on account of comically bad dice. In my last game he mostly missed, but did shoot an Ork twice, failing to wound once and only generating a flesh wound the second time. But the same thing would happen with a dark lance, so I'm sticking with the blaster.

 

In my first game of Kill Team I thought, "Shredders are good now!" and brought one (and a dark lance instead of the blaster). It turns out that shredders are not, in my opinion, good in Kill Team. They're usually shooting at long range, possibly at models in cover, with a variable number of shots which may not be enough to compensate for all those penalties to hit. Meanwhile, instead you could have a blaster.

 

The splinter cannon is fantastic. I know you're giving up a potential dark lance to take it, but I think it's worth it because it's so reliable. I find that the splinter cannon almost guarantees an injury roll every time I shoot it, which makes it more dependable than a darklight weapon, even if it's more likely to generate flesh wounds.

 

Finally, shardnet & impalers pack a surprising punch. They're the only Drukhari weapons in Kill Team other than darklight with a damage characteristic greater than 1 (and occasionally even darklight weapons will roll a 1 for damage).

 

 

That's my team and the probably deeply flawed logic behind it. I hope it's useful or interesting to someone.

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Great feedback folks.

 

On the Kalabites v Wytches front, I just had my first game running 5 kalabites (one comms), a blaster and splinter cannon (sniper). Also a sybarite and 3 wytches (one zealot).

 

All wytches died in overwatch or pistols after a charge. Lesson here, charge in some chump troops to soak those lucky sixes!

 

Was playing against pure primaris list, and wounding on 4+ with my 5 kalabite's 10 shots was very handy. Star player was the blaster though. With comms support and command rerolls she took out virtually everything she aimed at each turn.

 

Splinter cannon was less impressive, rolling all 6 hits, but 1 wound -_- ... Probs best against hordes.

 

Overall, my opponent found them a tricky faction to counter. 11 bodies, all with a good chance of wounding and the PfP bonuses were useful too.

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I honestly don't think the poison is that great. Wounding everything on 4+ means you have S3-4 in Kill Team unless you play against Plague Marines. That's basically what everybody else has as well.

Tough luck on getting so many of your guys killed in overwatch and pistol shooting (can you even shoot pistols the turn you got charged? Need to check on that).

 

The only one time I've played against a Drukhari Kill Team it was against a full Kabalite team with my T'au team with 3 Stealth Suits and I wasn't that impressed. I got lucky and took out the blaster with my Rail rifle Sniper turn 1 before it got to shoot but all the regular guys while constantly wounding thanks to my opponent rolling never worse than 4 didn't take out more than a Drone and a few wounds on my Stealth Suits while I just steamrolled through the Kabalites one by one. My Stealth Suit even killed one in melee after he charged it with two Kabalites lmao.

 

End score was me tableing the Drukhari and having suffered 1 wound on a Gun Drone resulting in OOA, 1 wound on a specialist Stealth Suit, 3 wounds on my Leader Stealth Suit resulting in a Fleshwound.

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I honestly don't think the poison is that great. Wounding everything on 4+ means you have S3-4 in Kill Team unless you play against Plague Marines. That's basically what everybody else has as well.

Tough luck on getting so many of your guys killed in overwatch and pistol shooting (can you even shoot pistols the turn you got charged? Need to check on that).

 

You can't shoot a pistol in melee if you charged or were charged.

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Also, some things to remember about overwatch:

 

Overwatch is measured from the charging model's starting position. You can avoid overwatch by charging from a position the target doesn't have line of sight to, or even from outside the weapon's range.

 

A model which advanced that turn cannot react to charges, including firing overwatch.

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