Jump to content

A brand new Drukhari player


Ultramarine vet

Recommended Posts

Hello all! So, my girlfriend has started to get into 40k, and she has started a Drukhari army. I'm fairly new to them as well, since no one in my group has ever played them. So I've been reading up on them fluff wise and game wise.

 

What are some of the best ways to play them? What are some of the best units for them? And how do the cult obsessions work? All help will be greatly appreciated!

Link to comment
Share on other sites

Dark Eldar are quite the first army! They've always been more of a glass hammer army, so it might be a bit of a learning curve to start with but the models are great and by all accounts a well oiled DE machine is quite formidable on the table top too... Of course easily said, you've got to get there first :tongue.:

 

My experience with DE is very outdated, and I'm currently repainting them too (another genius move) but if you're familiar with 40k you should be able to get a good feel for the units from their stats and rules. Generally, speedy and shooty for the most part so this is a solid plan to stick to as their main strengths. Scourges for example are a great mobile gun platform, and are heavily armoured too. For DE that is - they have a 4+ save :laugh.:

 

Do you have any preference for models or play styles to start with? For example Kabals for Warriors and the "core" DE forces? The Coven forces are a bit more niche, but can add some durablity whereas Cults have fewer options that are of course very squishy but very stabby. Going for all three is a good idea I think, but is an investment in many ways so best to start with a Kabal usually :smile.:

 

Speaking of, any ideas on colours? Or perhaps a DIY army?

Link to comment
Share on other sites

Play style wise they are usually considered a fast and fragile army that hits really hard, with a plethora of disintegrators, lances, and haywires.  However, the coven is the exception with units that are tough and hit hard, a good number of talos can give your opponent fits to remove.  Stick with prophets of flesh when it comes to coven, you CAN get some mileage out of the -1 damage, but the 4++ is much more beginner friendly.  Your HQs will spend most of the game on foot, so can be vulnerableish to snipers if you don't utilize terrain.

 

Unit wise Ravagers, Venoms, Razorwings, and to a slightly less extent void ravens carry the army by and large, with talos and scourges getting an honorable mention.  Kabalite warriors get a minor shoutout just because they help build out your battallions while being able to bring some blasters, and sit in venoms.  Wych cult can be hard to use so for a new player I would probably suggest coven instead if they want melee.  If deadset reavers are solidish and can be used to tie up vehicles easily turn 1, with red grief wych cult.  Mandrakes can bring a fun twist, incubi with drazhar can do some work, but again more a fun twist thing. 

 

Generally DE/Drukhari revolve around the main units I listed, and then you just bring the units that you think will be fun around them.  They are a lot less flexible if you are talking about bringing a competitive army, but for a new player, just make sure you have reasonable core using what I mention above.  The army only has a few truly bad units, but the fragility can make even some of their ok units seem rough for a new player, like wyches.  So on the positive you can't go too wrong, but the army also relies pretty heavily on a large number of certain units to do well.

Link to comment
Share on other sites

Dark Eldar are quite the first army! They've always been more of a glass hammer army, so it might be a bit of a learning curve to start with but the models are great and by all accounts a well oiled DE machine is quite formidable on the table top too... Of course easily said, you've got to get there first :P

 

My experience with DE is very outdated, and I'm currently repainting them too (another genius move) but if you're familiar with 40k you should be able to get a good feel for the units from their stats and rules. Generally, speedy and shooty for the most part so this is a solid plan to stick to as their main strengths. Scourges for example are a great mobile gun platform, and are heavily armoured too. For DE that is - they have a 4+ save :lol:

 

Do you have any preference for models or play styles to start with? For example Kabals for Warriors and the "core" DE forces? The Coven forces are a bit more niche, but can add some durablity whereas Cults have fewer options that are of course very squishy but very stabby. Going for all three is a good idea I think, but is an investment in many ways so best to start with a Kabal usually :)

 

Speaking of, any ideas on colours? Or perhaps a DIY army?

To answer your last question, she does pretty much want a DIY army. For color schemes, I have suggested a metalic blue or sea green would look cool. So far, she is gonna go with the Kabal. I think that's the best choice, and I think you would agree. Lol.

 

I have also watched some battle reports, and it seems that sticking all the squishy guys in transports is the way to go? I think it makes sense too with their fluff, seeing as they like to zoom around everywhere.

 

So far, she has picked up a good amount of troops. But also, she got 2 Voidraven bombers. They look really really cool, and judging by it's stats and abilities, it looks like it can do some great damage! The Kabal of the Black Heart looks really good, especially their stratagem that blocks an enemy stratagem, which I think is a really big game changer.

Link to comment
Share on other sites

DIY is always fun (I may be biased) :tu: Grin has some great gameplay points that will see you right starting out, a Kabal is definitely the easier route and feels more classic DE :) A metallic blue or sea green would look great so a good start all round!

 

I think Raiders are probably a main unit for most armies, keep your infantry mobile and safer - not to mention providing some nice heavier fire power. I think the old advice of sticking to lances still applies, DE don't struggle for anti-infantry after all. I don't have the bomber yet, came out a bit later after I started my collection and I thought I should be good :P Looks great though, as does the fighter :)

 

I will likely borrow the Black Heart rules too, they're nice and give you some extra treats. It would be nice if there were more to choose from but the three different faction types must complicate things. Sounds like there's plenty to get going with though, so once the colour scheme is finalised producing a couple of Kabalite squads is a good next step :tu:

Link to comment
Share on other sites

Honestly?

 

The DE Poisonblade Box is awesome. Pick up Drazhar and you've got a battalion, plus you've got the Razorwing and the Talos as your power units.

 

Or, forego Drazhar and get the start collecting box, which is the basis for your Cult Component. Add a Haemonculus and a unit of wracks, and you round out your raiding force- a patrol each for Kabals, Cults and Covens; you get +4 CP for that. This isn't as viable as it used to be, because battalions got a CP bump, but I still have a soft spot for it in my ancient, blackened heart because it just fits DE fluff so damn well. Nothing stopping you from taking a battalion in addition to 3 patrols; the DE were clearly intended to break the 3 formation guideline- there raiding force is actually worth +8CP when it includes 6 patrols.

 

That's the two easiest ways to get a playable army on the table. If you go with the raiding force build, you learn how cults, covens and kabals work both individually and collectively. Play as individual patrols, then play each of the three possible pairs, then finally the united force. Especially cool if you have Kill Team. Paint a patrol, play it against a friend who has models or paint two patrols, you play one and let a friend without models play the other.

 

This spreads your painting responsibilities evenly throughout a steady supply of games. It also allows you to to make an informed choice about how to grow your army- it's very easy to upgrade any of the three factions when you've already got a patrol. 

 

As for strategy, I can't advise you- I'm fairly new to DE myself, and I don't so much build armies as grow them via campaign play. Kind of a fusion 40K + SIMS + RPG. If you want to know more about how I'm doing that, check the Commorragh Campaign Begins thread- there will be an update soon. I promise (Pics are taken, just not yet uploaded).

 

Happy hunting. Destroy the strong and enslave the weak. Keep your rivals within Commorragh and without constantly guessing. We shall look for you across fields of slaughter and suffering.

Link to comment
Share on other sites

DIY is always fun (I may be biased) :tu: Grin has some great gameplay points that will see you right starting out, a Kabal is definitely the easier route and feels more classic DE :) A metallic blue or sea green would look great so a good start all round!

 

I think Raiders are probably a main unit for most armies, keep your infantry mobile and safer - not to mention providing some nice heavier fire power. I think the old advice of sticking to lances still applies, DE don't struggle for anti-infantry after all. I don't have the bomber yet, came out a bit later after I started my collection and I thought I should be good :P Looks great though, as does the fighter :)

 

I will likely borrow the Black Heart rules too, they're nice and give you some extra treats. It would be nice if there were more to choose from but the three different faction types must complicate things. Sounds like there's plenty to get going with though, so once the colour scheme is finalised producing a couple of Kabalite squads is a good next step :tu:

Yes! I ran some squad on squad tests with 10 Kabalite warriors against a SM tactical squad. They inflict some significant casualties for my marines, so they should prove very deadly. And I agree on the lances, they are super solid weaponry and very needed for tank destruction.

 

The Kabal of the Blackheart did shock me when I first heard it. I myself rely heavily on stratagems, so that can really hurt.

 

Once she finds how she wants them painted and we have a couple warriors finished, I will post pictures!

Link to comment
Share on other sites

Honestly?

 

The DE Poisonblade Box is awesome. Pick up Drazhar and you've got a battalion, plus you've got the Razorwing and the Talos as your power units.

 

Or, forego Drazhar and get the start collecting box, which is the basis for your Cult Component. Add a Haemonculus and a unit of wracks, and you round out your raiding force- a patrol each for Kabals, Cults and Covens; you get +4 CP for that. This isn't as viable as it used to be, because battalions got a CP bump, but I still have a soft spot for it in my ancient, blackened heart because it just fits DE fluff so damn well. Nothing stopping you from taking a battalion in addition to 3 patrols; the DE were clearly intended to break the 3 formation guideline- there raiding force is actually worth +8CP when it includes 6 patrols.

 

That's the two easiest ways to get a playable army on the table. If you go with the raiding force build, you learn how cults, covens and kabals work both individually and collectively. Play as individual patrols, then play each of the three possible pairs, then finally the united force. Especially cool if you have Kill Team. Paint a patrol, play it against a friend who has models or paint two patrols, you play one and let a friend without models play the other.

 

This spreads your painting responsibilities evenly throughout a steady supply of games. It also allows you to to make an informed choice about how to grow your army- it's very easy to upgrade any of the three factions when you've already got a patrol. 

 

As for strategy, I can't advise you- I'm fairly new to DE myself, and I don't so much build armies as grow them via campaign play. Kind of a fusion 40K + SIMS + RPG. If you want to know more about how I'm doing that, check the Commorragh Campaign Begins thread- there will be an update soon. I promise (Pics are taken, just not yet uploaded).

 

Happy hunting. Destroy the strong and enslave the weak. Keep your rivals within Commorragh and without constantly guessing. We shall look for you across fields of slaughter and suffering.

I went on GW, and saw the Poisonblade Box set, and I did suggest that to her so she can get the Kabal of the Blackheart goin. And she does have Drazhar as well, so we are definitely on the same page. Lol. I think that box set is the last thing we need and then she can throw the army onto the table. I myself am very excited, I have never really battled Drukhari.

 

We will check out Commorragh Campaign Begins as well!

Link to comment
Share on other sites

Play style wise they are usually considered a fast and fragile army that hits really hard, with a plethora of disintegrators, lances, and haywires.  However, the coven is the exception with units that are tough and hit hard, a good number of talos can give your opponent fits to remove.  Stick with prophets of flesh when it comes to coven, you CAN get some mileage out of the -1 damage, but the 4++ is much more beginner friendly.  Your HQs will spend most of the game on foot, so can be vulnerableish to snipers if you don't utilize terrain.

 

Unit wise Ravagers, Venoms, Razorwings, and to a slightly less extent void ravens carry the army by and large, with talos and scourges getting an honorable mention.  Kabalite warriors get a minor shoutout just because they help build out your battallions while being able to bring some blasters, and sit in venoms.  Wych cult can be hard to use so for a new player I would probably suggest coven instead if they want melee.  If deadset reavers are solidish and can be used to tie up vehicles easily turn 1, with red grief wych cult.  Mandrakes can bring a fun twist, incubi with drazhar can do some work, but again more a fun twist thing. 

 

Generally DE/Drukhari revolve around the main units I listed, and then you just bring the units that you think will be fun around them.  They are a lot less flexible if you are talking about bringing a competitive army, but for a new player, just make sure you have reasonable core using what I mention above.  The army only has a few truly bad units, but the fragility can make even some of their ok units seem rough for a new player, like wyches.  So on the positive you can't go too wrong, but the army also relies pretty heavily on a large number of certain units to do well.

I have watched a Drukhari battle report, and man, the Talos look great in combat! I looked them up, and they have great stats offensively and defensively. She will definitely be getting a Razorwing, Venoms, and raiders for sure.

 

Question. What's the difference between Wyche Cult and Coven? I can safely assume they both like melee. Lol

Link to comment
Share on other sites

Wyches are fast and fragile; covens are slow and tough. Wyches can swarm the enemy with Red Grief Wych Cult Reavers from almost anywhere on the board. Seriously- they threaten 28- 38" for charges. Red Grief  also have a strat that lets them consolidate back to a transport, and if they make it within 3" they can embark even if they disembarked earlier in the turn.

 

So your raiders full of wyches to touch down out of LOS 14- 29" from a tasty looking unit. While Reavers wait out of LOS 28-38" from the same unit. On your next turn, disembark from the raider out to your max 3", advance 8+ d6. Move your raiders up to with 6" of the anticipated melee. Fire all assault weapons (which is EVERYTHING), then charge with your Reavers, and whack'em with the grav talons to weaken them further before the actual fight.

 

Now that they are engaged, charge the wyches in with no fear of overwatch, and resolve the Reaver's fight first to thin the numbers even more if necessary before the wyches hit. The idea is to leave the kill to the wyches so that there are more of them to return to the transport and embark as consolidation. 

 

Another neat trick is to pick and objective between two pieces of LOS blocking scenery with no more than 26" between the blind spots. Park a unit of Reavers it one point and use Eviscerating Fly by whenever an enemy moves on it.

 

If you are seen by a gunline before you can engage, all your wyches die.

 

Covens, on the other hand advance more slowly, but they use their inured to suffering to get close enough to hurt the enemy.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.