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New cult-curious Drukhari player


Natus

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Greetings, fellow despotic brethren! I own the DE Codex but I don't have the 9th Edition rules, yet, so I'm not quite sure how to form a complete army. As I was gathering some of the core foot units, I was curious if the Wych Cults could be the vanguard of a *viable* Drukhari force. I rarely see Wyches in 9th Edition Drukhari armies, and I suppose it's possible that they're too delicate to rely on. I'd be interested in any feedback, as I'm now modelling and painting more than procuring, at this point. Thanks!

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Welcome to Commorragh! Wyches are great models but as you've noted they are rather squishy on the table top :confused: While 9th has improved the lot of combat this was relatively speaking not particularly difficult :tongue.: They absolutely need transports, but generally speaking the army wants to be mechanised anyway as a bit of a glass hammer.

 

Most run Kabals as the main force as this is where the options are, plus it is how DE raids work in the lore (organised by the Archon and bringing in support). This means you can dip your toes into a Cult as much as you like as a supplement, you can easily build a vanguard element from a Patrol :smile.:

 

Hopefully Wyches can get solid help when the new codex comes but for now that's plenty of time to work on models :wink: Have you thought about what colour schemes you may like? One of the advantages of DE is that it's multiple armies in one so you can do a unifying scheme, or paint your Kabal, Cult and Coven differently (and that's before you get to the mercenaries like Scourges!) :biggrin.:

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Welcome Natus!

 

As WarriorFish has already noted wyches are very squishy (anything on foot especially), they need to be mechanised to do work.

That's not to say they're not viable or fun, I think Wyches do have a place in the Drukhari toolbox. They're a great unit to get stuck into the enemy backline that the enemy don't want to be there (Devestators, Guard HWTs etc) with their No Escape rule they can really tarpit units. The shardnet and impaler is a way to really lean into this too.

 

For me the sweet spot is to find a unit you're not likely to kill in one round of combat but that you also won't be killed by on the return so something like this happens:

 

You charge a unit, you kill most but not all of the members they kill a couple in return

They attempt to fall back and you roll off thanks to No Escape, the opponent loses

In their turn you finish the unit and repeat the process

 

Obviously that's best case and it won't always happen.

 

Reavers are also very interesting IMO and probably the Cult's strongest unit, they've got great options for speed and can be pretty sturdy when built correctly. Hellions are expensive for what they can do and are something I'm trying to fit into lists just because I love the models

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 Have you thought about what colour schemes you may like? One of the advantages of DE is that it's multiple armies in one so you can do a unifying scheme, or paint your Kabal, Cult and Coven differently (and that's before you get to the mercenaries like Scourges!) :biggrin.:

 

Thank you very much for your advice! Once I get the full rulebook I'm sure I'll have a better idea how to compose my army....currently, I'm just guessing. 

 

As for my scheme, it will be Slaanesh-influenced. Normally, Drukhari armies seem very sleek and well-ordered. Time for a...change! ;)

 

Welcome Natus!

 

As WarriorFish has already noted wyches are very squishy (anything on foot especially), they need to be mechanised to do work.

That's not to say they're not viable or fun, I think Wyches do have a place in the Drukhari toolbox. They're a great unit to get stuck into the enemy backline that the enemy don't want to be there (Devestators, Guard HWTs etc) with their No Escape rule they can really tarpit units. The shardnet and impaler is a way to really lean into this too.

 

For me the sweet spot is to find a unit you're not likely to kill in one round of combat but that you also won't be killed by on the return so something like this happens:

 

You charge a unit, you kill most but not all of the members they kill a couple in return

They attempt to fall back and you roll off thanks to No Escape, the opponent loses

In their turn you finish the unit and repeat the process

 

Obviously that's best case and it won't always happen.

 

Reavers are also very interesting IMO and probably the Cult's strongest unit, they've got great options for speed and can be pretty sturdy when built correctly. Hellions are expensive for what they can do and are something I'm trying to fit into lists just because I love the models

 

This is great! Thank you! Where you went Hellions, I went Scourges, though lord only knows if they will work in that army composition. 

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I also collect Slaanesh CSM and Daemons, so I know that could mean a lot of different things :laugh.: Bright colours, mixed up I presume? The models are great so will be a good canvas for anything I think :smile.:

 

I really like Scourges and think they will be good on the table top so I am looking forward to seeing them when you get round to it, but I recommend doing what I'm doing and focusing on the bread and butter first. That way you can field the army sooner, and move on to the more exciting units without pause :thumbsup:

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Skari was recounting a recent GT winner who ran essentially maxed out Fast Attack options by being 1 Kabal and 2 Wych patrols, using Beast units to functionally exceed the FA unit limit.  I believe it was 36 Reavers, 19 Hellions, 15 Scourges and one of each Beast unit.

 

I run two Wych Patrols, as well.  There has never been a better time to be a Wych.  Overwatch is limited to once per turn, Tau notwithstanding.  Primary objectives are mostly in the center of the field.  Wyches are surprisingly flexible between their Cult, Combat Drug and weapon combinations.  I would even argue that we are on the right side of the dismal Morale Phase change, because Wyches want to keep enemies locked in combat instead of evaporating.

 

Custom Cults are really powerful right now.  I like using Berserk Fugue on both Patrols, and Slashing Impact on one, Test of Skill on the other.  But, i certainly see a use for Acrobatic Display and trying to tarpit enemies.  Having a 6++ against Pistol fire is good, too.

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I would also keep an eye out for Cult of the Cursed Blade as things move forward.  The rumored +1S on Power Swords will be a big boost if it applies to Drukhari.  There is some weird Agonizer vs Power Sword math at work, but it mostly applies to Monsters.  Against Vehicles the S5 PS wins.  It is also hard to look away from S5 Hellions with a meta that is getting more T5 Gravis models and Outriders.

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