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Made in ca
Secretive Dark Angels Veteran



Canada

Looking to pick the brains of my fellow Archons and share some ideas/experience on running Drukhari in Kill Team.

So far, I find that a mix of Kabalites and Wyches works best. I think that the real strength of the Kabalites is their special/heavy weapons and you can only get two. I find that Wyches on their own get gunned down.

Kabalites:

- The basic trooper has a decent stat line. Their Splinter Rifles are nice in that they wound on a 4+, but I find them struggling against power armour. I still take basic Troopers, though, as they can hold objectives well enough.

- Kabalite Gunners are a must but you are limited to a maximum of two. The choice of weaponry is perhaps the the most important decision for the whole list. Splinter Cannons dish out the shots and have good mobility, but their lack of AP leads to frustration against power armour. I still keep them on the roster, though, in case I meet hordes. I was putting Sniper on the Splinter Cannon dude, but now the Blaster or Dark Lance get that.

- My Blasters have always performed, taking down key tough targets (gotta love high damage) but also getting killed as they draw fire as high payoff targets themselves. I always take at least one. I tend to use my CPs on the Blaster Gunners. I use Decisive Shot to get the first shot if required (if they had to move for a shot or if I do not have the initiative). Fire and Fade is also great if they will then face lots of potentially lethal return fire. I'll try to bank CPs in the first turn to allow me to do both in the second or third if required. You can't do this too often, but otherwise the Blasters get nailed against shooty armies.

- The Dark Lance can struggle on a congested board, but it can also dominate from afar against expensive models. Its too bad we cannot take the Heavy specialism, but I guess then we'd never take anything else! I think, though, that two Blasters is best if you face power armour.

- The Sybarite makes an uninspiring but useful Leader. He camps depth objectives and stays alive, maybe using his Phantasm Grenade Launcher with the Stategem if things get desparate.

Wyches:

I have been going Wych heavy, taking six of these ladies with four Kabalites as back-up. They are a bit random due to rolling for Combat Drugs. If you roll up the +1 Strength they you are rocking, but otherwise you deal with what you get. The basic Wych is a threat, but they can be lacklustre againt T4 opponents with power armour. The Splinter Pistol is actually useful as I find most fights drag out a round or two. The 4++ in the Fight phase is great, but watch out for enemies with pistols themselves. I have lost several Wyches to Reiver heavy bolt pistols in close combat (no save)!

- I Always take the three Wych Fighers and pay for their weapons as they get that important -1 AP. I mix things up, although I think that the Hydra Gauntlets are the best. I've been giving Zealot to the Hydra Gauntlets. The Impaler scares Primaris, and I could see giving Zealot to her.
- I find that The Hekatrix with an Agonizer is the safest investment, as the Powersword struggles against all those T4 opponents unless you luck out on the Combat Drugs. The Blast Pistol has not done great work yet, but I keep plugging away. The Hekatrix gets Combat if I've taken a Kabalite Sybarite as Leader.

To sum up the Specialisms for me, the Sybarite gets Leader, the Hekatrix gets Combat, one of the Wych Fighters gets Zealot and the Blaster or Dark Lance get Sniper.

On board tactics are fairly simple so far. The Kabalites are the fire base while the Wyches assault. We have the bodies for objective control missions, and our special weapons can sometimes work wonders.

I am very keen to hear how other Drukhari players are fairing. Like any good (is there such a thing?) Drukhari I am not above stealing good ideas and I have no loyalty to my own!


All you have to do is fire three rounds a minute, and stand 
   
Made in au
Hissing Hybrid Metamorph






I’ve had a strange amount of success with this little band.

- (Leader) Sybarite w/ Blast Pistol, Power Sword, Phantasm Grenade Launcher
- (Sniper) Kabalite Gunner w/ Splinter Cannon
- (Scout) Kabalite Gunner w/ Shredder
- (Zealot) Wych Fighter w/ Shardnet and Impaler
- Wych Hekatrix w/ Blast Pistol, Agoniser, Phantasm Grenade Launcher
- Wych w/ Shardnet and Impaler
- 4x Kabalite Warriors

Granted I haven’t faced Marines with it yet, but it’s a lot of fun.
   
Made in ca
Secretive Dark Angels Veteran



Canada

Tiberius,

I like the look of Scout on the Shredder guy! I might try a more heavy Kabalite list going forward.

I had three fun 100 games over the weekend at my FLGS. I think we have a handle on the rules now!

Game 1 - Sweep and Clear vs Orks

I took six Wyches (including a Hekatrix with Combat and two Fighters, one with Impaler and Zealot and the other with Hydra Gauntets) and four Kabalites (Sybarite Leader, Shredder, Splinter Cannon Sniper and a Kabalite). The Orks had two Deff Guns, a Big Shoota, a Comms Ork, four Boys, a Nob, two Kommandoes (including the Leader) and one Grot.

Highlights - nailing his Comms guy with a burst of Splinter Cannon, getting my 2nd Turn charges in.

Lowlights - Inflicting only Flesh Wounds in the first Fight Phase, having my Wyches progressively snipped in half by his Nob Power Klaw over three turns.

In the end my list was Broken with the Wyches wiped out. I was able to outshoot his firebase with my own guns (the Shredder was useful), but I should have ignored his guns and manouevred my Kabalite gunners to support my Wyches. I thought that the Wyches would prevail in the Fight phase due to their Invulnerable Saves, but I had a hard time wounding. The Wyches did take three Boys down in the Fight phase, but I failed the all-important saves against the Power Klaw, which rolled enough Damage to help ensure Out of Action results. I think that a heavier Kabalite presence in my list would have been smarter. Going close combat against the Orks was playing their game!

Game 2 - Ruin by Ruin vs Admech

I took the same list as the previous game. He had seven models, including a Ruststalker and a Vanguard with one of those Transsomething Arqebus snipers. This week's mission was to control more Ruins than the opponent along with a choice of up to three Secondaries.

Highlights - Killing Vanguard with Splinter Pistol fire, locking up viturally his entire list in combat in Turn 2, Impaling the Ruststalker,

Lowlights - spending all my CPs two turns in a row to shoot first with my Splinter Cannon against his Arqubus and getting a single Flesh Wound, losing my Hekatrix and another Wych to the Litany of the Electromancer

The mission worked to my favour, as I could leave my Leader and Warrior on Ruin holding duty while the Wyches and Gunners went forward to neutralize his own ability to secure Ruins. By Turn 4 I had a large lead on VPs and he was Broken with only two Shaken models left. The Wyches and Gunners worked well as a combined unit. My Combat Drugs were the +1 WS, which meant that once I was in combat I was hitting plenty. The Impaler did well - the flat 2 Damage is nice and Zealot worked well. The Hydra Gauntlets also did well due to their re-rolling of wounds.

Game 3 - Ruin by Ruin against Necrons

I took the same basic list but with Blasters on the Gunners. He had six Necrons with plenty of Tesla.

Highlights - getting through his Overwatch unscathed, locking him up on turn 2 in close combat

Lowlights - not killing very much, having a Blaster shot cause 3 wounds and come up against that Prime Reaninimation Protocol

By the end of turn 4 I was way ahead on VP despite having killed only one Necron and having lost three of my own troops. The +2 movement Combat Drugs that I rolled up actually worked well, allowing me to seize the mid-field right away and set me up for a great set of Turn 2 charges. The mission helped me, and I shudder to think of going Kill Points against Necrons. My Leader and other Warrior were stellar - camping in the ruins close to my deployment zone and ensuring that I got the max VPs for the first three turns. The Kabalite Gunners were a good mobile support unit for the Wyches and took some of the early fire.

Going forward, my 20 man (or woman) Roster will have the ability to take more Kabalite Warriors in place of the basic Wyches for when I go against close combat armies. Thanks for reading, and I look forward to hearing from other Drukhari!



All you have to do is fire three rounds a minute, and stand 
   
Made in us
Kinebrach-Knobbling Xeno Interrogator



California

Just built my first box of Kabalites and I'm building the Kill Team Box Terrain to get some games in. Plan on also picking up a Start Collecting Box for Wyches and additions to my 40k Army.

I plan on taking:
Kabalite Leader with Splinter Rifle to sit back
Dark Lance Sniper for a shot at D6 Damage and AP we lack
Comms Blaster (+1 Hit for Dark Lance but may go with Combat on Wych)
Zealot Wych Fighter Hydra Gauntlets
Hekatrix with Blast Pistol and Agonizer
Wych Fighter with Shardnet and Impaler
Wych Fighter with Hydra Gauntlets
Kabalite Warrior
Kabalite Warrior
Wych

Figure this gives me 10 bodies with a good mix of range and melee (5 and 5). I may swap the base Wych for another Kabalite as I have three points to play with, but it couldn't hurt to keep one back around the Sniper and Comms Kabalite for a screen of sorts.

I'm curious to hear how Drukhari are working out for everyone else.
   
Made in be
Mysterious Techpriest





Belgium

Hey all I'm an AdMech player and have had great success so far, but I'd like to try something else and play the Drukhari in KT, as I don't have enough points to play them in 8E anyway. I was wondering what was your experience with them so far ? After a bit of reading their rules I've concluded that CC and speed is their primary strength, as most Combat Drugs and PFP benefit CC, so I guess we should build around a majority of well-equipped Wyches, supported by Kabalite Gunners ?

Also, I'm planning on buying the Drukhari Starter Set for KT tomorrow but I was wondering if their new Tactics were any good ?

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Fixture of Dakka





Did the tactics for Drukhari turn out any good?

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in be
Mysterious Techpriest





Belgium

 DarknessEternal wrote:
Did the tactics for Drukhari turn out any good?

I just bought the box, here's the Tactics, translated as best as I could:

- Lightning Reflexes: 1 CP, when one of your models is targeted by an enemy attack in the Shooting or Fight phase, your opponent must subtract 1 from their Hit rolls against this model until the end of the phase.
- Architect of Pain: 1 CP, chose a model from your KT, until the end of the round it has +1 on the PFP table.
- Hyperstimms: 1 CP, chose a model from your KT that has the Combat Drugs ability, until the end of the round the model doubles its bonus, and at the end of the round rolls a D6 and suffers one MW on a 1.
- Murderous Rivalry: 2 CP, use this Tactic at the Hammer of Wrath section of the Fight Phase, the first time your turn comes to fight with a charging model, you can, in place, chose 2 models of your KT that ended their Charge move within 4" of each other. You can resolve their attacks before any other player choses a model to fight with.
- Bloodied Grace: 1 CP, use when a Wych of your KT must consolidate after a fight in the Fight phase, you can move up to 6" in place of 3".
- Hunt from the Shadows: 1 CP, use when an Obscured model from your KT is targeted by and enemy attack in the Shooting phase, until the end of the phase you can add 1 to this model's saving throws.



Automatically Appended Next Post:
Concerning Combat Drugs. As I read it it says "before the battle, roll on the table below". As "before the battle" is rather imprecise, do you think we could chose the mission, roll on the table, and THEN building our KT from our roster ? It could be nice to make the most out of the Drugs. I don't think it's unfair, seeing as AdMech can chose their bonus each round.

This message was edited 1 time. Last update was at 2018/09/12 15:35:44


40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in be
Mysterious Techpriest





Belgium

You guys still there ?

So far I've had 4 games, all won. 1 against Harlequins that was close, and 3 today against Necrons, won fairly well. My favourites are my Shredder, Comms Splinter Cannon, and Combat Hydra Gauntlets.

The Splinter Cannon deals so many shots there's bound to be at least a wound, and can fire easily at little clusters of enemies. The Shredder is great to eliminate a single target without going multi-damage like with the Blaster, which can be hazardous against Necrons and their RP for example, but needs to get in range and that is dangerous. I would like to try to have the Shredder have Veteran for the free movement before the game starts, but I like my other specialists too much.

The Wyches are really great, their Drugs are all really good (except Splintermind maybe, a little less useful), and I even managed to kill a Deathmark with a Plasma Grenade. Hydra Gauntlets are really effective, but for some reason my second Hydra Wych always dies before managing to charge.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in es
Wicked Wych With a Whip





Hi guys!

I just bought the Drukhari intro pack and some Kabalite for building my 3rd KT. I really love the flavor of the faction and I can't wait to play with them

I also played with Necrons and with Thousand Sons, and I don't really care about the best KT possible, I want to play with a fluffy army with versatile dudes, and Drukhari seem to have a lot of different weapons and be nasty in different ways.

Any help is appreciated

The Bloody Sails
 
   
Made in be
Mysterious Techpriest





Belgium

Denegaar wrote:
Hi guys!

I just bought the Drukhari intro pack and some Kabalite for building my 3rd KT. I really love the flavor of the faction and I can't wait to play with them

I also played with Necrons and with Thousand Sons, and I don't really care about the best KT possible, I want to play with a fluffy army with versatile dudes, and Drukhari seem to have a lot of different weapons and be nasty in different ways.

Any help is appreciated


Hi ! What do you need help with ?

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in es
Wicked Wych With a Whip





 Aaranis wrote:
Denegaar wrote:
Hi guys!

I just bought the Drukhari intro pack and some Kabalite for building my 3rd KT. I really love the flavor of the faction and I can't wait to play with them

I also played with Necrons and with Thousand Sons, and I don't really care about the best KT possible, I want to play with a fluffy army with versatile dudes, and Drukhari seem to have a lot of different weapons and be nasty in different ways.

Any help is appreciated


Hi ! What do you need help with ?


Any info is helpful!

For example, I wanna play my first Drukhari game with:
- Sybarite leader (phantom, agonizer, blast)
- 2x Gunners with lance and blaster (1 sniper)
- Hekatrix (phantom, agonizer, blast)
- 3x Fighters with the specials (2 combat and zealot)
- 2x regular Wyches.

99pt

My opp will be AdMech with Rangers and a couple infiltrators.

Any major flaw with my list? Maybe dropping some weapons for an extra body...
How do you use your CPs?

Thanks!

The Bloody Sails
 
   
Made in be
Mysterious Techpriest





Belgium

Denegaar wrote:
Any info is helpful!

For example, I wanna play my first Drukhari game with:
- Sybarite leader (phantom, agonizer, blast)
- 2x Gunners with lance and blaster (1 sniper)
- Hekatrix (phantom, agonizer, blast)
- 3x Fighters with the specials (2 combat and zealot)
- 2x regular Wyches.

99pt

My opp will be AdMech with Rangers and a couple infiltrators.

Any major flaw with my list? Maybe dropping some weapons for an extra body...
How do you use your CPs?

Thanks!

Well first as all KT players should do, you should write a full Roster of 20 guys (if you have a box of Kabalites and Wyches this'll do easily), so that you can cherry-pick the best guys for the mission's objective, and the army you're facing. Then you have to remember you can't have the same specialist twice in your KT, it's your Leader + 3 different Specialists. You can however have the same Specialist multiple times in your Roster, to pick the one who best fits the mission.

In my roster for example, I used to have my Kabalite Gunners with Dark Lance and Splinter Cannon both as Comms. As I can't play them both at the same time it's fine and I won't hinder myself. Now that the Comms can't buff himself anymore I'll switch them to Snipers however.

For the Gunners with either Shredder or Blaster, Veteran is nice, as the Tactic allows you a free movement before the first turn, so that your reduced range is less of a problem. Scout is fine too.

The Fighters are best used with Zealot and Combat as you said, and in my experience all their special weapons save the Razorflails are good. Razorflails are redundant as you will start hitting on 2+ early in the game via Drugs or PFP anyway, so having the Hydra Gauntlets' reroll Wounds is better to make up for your average S3. And the Impaler is good to deal with multi-wounds models, you should always take one when facing Infiltrators as they have 2W.

You should use Zealot on a model which would benefit from the +1S, I gave it to my Hekatrix with Power Sword so that it can still wound MEQ on 4+. I give Combat to one of my Hydra Gauntlets Fighters, so as to be sure there's at least a Flesh Wound after my attacks.

It's just my opinion but I don't believe giving a pistol and CC weapon to your Sybarite is a sensible choice, in KT you want your Leader to be cheap as you'll mostly have him safe in a corner to ensure a steady flow of CP. With the extra points you save by keeping him basic you can have more powerful models. The Phantasm grenade launcher is fine though, as you can fire it at the same time as your Splinter rifle, and you can use the stratagem to ensure a Mortal Wound on a threatening model.

I believe Drukhari works best with a majority of Wyches, supported by Kabalites' special weapons. Almost all of their boni from PFP benefit CC so you might as well invest in CC more.

I only had a few games with Drukhari, but the stratagems I used the most were the one that gives your opponent -1 to Hit on a model of yours, the +1 save when your model is Obscured, and the one to shoot after Falling Back to fire 6 Splinter Cannon shots in a Harlequin at point blank. That one was fun Fire and Fade can be very useful to protect your Gunners from getting shot back, or to move a model closer to an objective, or in safety if you have a Wych in the open for example.

If you're going to regularly face AdMech I can give you some advice as its my main faction both in 8th and KT. They will most probably outshoot you by far so you have to be very aggressive with your Wyches to lock them them early in CC. Their Arquebus will make short work of your own Gunners especially if he have a Comms with Omnispex nearby to have +1 to Hit and ignore Obscured, but if it moves it can't shoot this turn, so don't give him good LoS on your more precious models.

Don't underestimate the Infiltrators however, they're quite tough with their 2W/4+/6++ and hit hard. He'll probably give them Tasers to wound you on 2+ and proc more hits on 6+ to Hit to drown your 4++. Also, if they manage to survive a round of CC, they'll shoot you at point blank with their pistols, if it's the Tasers you'll have to eat 5 shots at S3 with your 6+ so be careful.

Hope that was helpful !

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in es
Wicked Wych With a Whip





That was helpful! Thank you!

Really interested about the CP part and the weapons of my leader and Hekatrix. Maybe I can drop the special weapons of the Sybarite and the Blast Pistol and the PGL of the Hekatrix to add another vanilla Wych!

I'll test the weapons on Friday.


The Bloody Sails
 
   
Made in be
Mysterious Techpriest





Belgium

Ah yes I didn't notice the PGL on the Hekatrix, not super helpful seeing as she has to chose between her pistol and the PGL in the shooting phase. Better on the Sybarite. Run him with his Splinter rifle and the PGL to keep him cheap.

Be careful with the Dark Lance, it will be your opponent's n°1 priority target as he costs lots of points and is really dangerous. Use Fire and Fade to protect it, or the other stratagems that give -1 to Hit or +1 save. I used the Splinter Cannon until now and I love it, lots of shots with that. I concede it doesn't have the same role though.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in es
Wicked Wych With a Whip





 Aaranis wrote:
Ah yes I didn't notice the PGL on the Hekatrix, not super helpful seeing as she has to chose between her pistol and the PGL in the shooting phase. Better on the Sybarite. Run him with his Splinter rifle and the PGL to keep him cheap.

Be careful with the Dark Lance, it will be your opponent's n°1 priority target as he costs lots of points and is really dangerous. Use Fire and Fade to protect it, or the other stratagems that give -1 to Hit or +1 save. I used the Splinter Cannon until now and I love it, lots of shots with that. I concede it doesn't have the same role though.


Thank you man!

I will play my first game with Kabalites and Wyches like that then:

- Sybarite Leader with Phantom Grenade Launcher and Splinter Rifle (9p)
- Sniper Gunner with Dark Lance (12p)
- Gunner with Blaster (11p)
- Combat Hekatrix with Agoniser (11p)
- Fighter with Razorflail (11p)
- Fighter with Shardnet and Impaler (11p)
- Zealot Fighter with Hydras (11p)
- 3x regular Wyches (24p)

Total 100 pt

Unfortunately, I'm not sure If I can make it to build the Kabalites for tomorrow, so maybe I have to play 10x Wych for the first match
Anyway, wish me luck with my drugs roll.

This message was edited 1 time. Last update was at 2018/10/05 05:37:22


The Bloody Sails
 
   
Made in pt
Fresh Meat





I've only played 3 KT games so far: 2 2-player games and 1 4-way. The 2-player games, respectively against Space Marines and a newsreader-heavy KT went just fine. The 4-way was a take prisoners scenario against Death Guard, Deathwatch and Tau and I finished second. So I can't really complain about this faction burn in looking to tweak my roster for an upcoming campaign...

The current KT loadout, which comes to exactly 100 pts is:

- Sybarite with splinter rifle and phantoms grenade launcher (Leader)

- Wych Fighter with Hydra Gauntlets(Zealot)

- Kabalite Gunner with Dark Lance (Sniper)

- Kabalite with splinter rifle (Comms)

- Kabalite Gunner with shredder

- Hekatrix with agonizer, blast pistol and phantom grenade launcher

- Wych fighter with hydra gauntlets

- Wych fighter with shardnet and impeler

So far, I've stuck with a KT roster, not worrying about a command roster proper (partly because I don't want to paint an additional 101 dark Eldar but adding a few more options might be wise...):

- the hekatrix stays as she is, making her a specialist feels like too many eggs in same basket

- dropping the comms on occasion

- making the shardnet a combat specialist

- more kabalites?

- more wyches?

This message was edited 1 time. Last update was at 2018/10/05 02:50:14


 
   
Made in es
Wicked Wych With a Whip





Hi guys!

I just came from my first game with Drukhari, and my first game in the campaign. I've lost the game 6-7, but I'm pretty happy with the result.

A little context:

I had no roster yet, I went with my buddy to the shop and applied for the campaign, today was the last day so we had to do it pretty fast. The dude at the shop told us to make a roster with 12 minis so we did. Fast, I made this one:

- 1 Sybarite PGL (Leader)
- 1 Gunner Dark Lance (Sniper)
- 1 Gunner Cannon (Sniper)
- 1 Gunner Blaster
- 1 Gunner Shredder

- 1 Hekatrix Agoniser (Combat)
- 1 Fighter Hydra (Zealot)
- 1 Fighter Shardnet Impaler
- 1 Fighter Razorflails
- 1 Wych
- 1 Wych
- 1 Wych

My List:

For the game, I brought everyone minus the Shredder and the Cannon (bad decision, maybe).

My Opponent:

A friend of myne with AdMech. He brought to the game 2 Ruststalkers, and all the others were Rangers, with one Omnispex and the 3 special weapons (plasma, arquebus and the other (6str -1ap thing).

The mission:

We rolled for the Intelligence mission, 5 counters of 1, 2 or 3 points.

The game:

My inexperience with the army was key here, I normally play with more resilient Kill Teams (1kSons and Necrons), so here I was dumb enough to let my Wyches die to his better weapons. The Killzone was the ruins one, with a lot of holes for his sniper and plasma to kill my wyches and pretty hard to maneouver for me. The 3 points marker was the open, so my girls were never going to survive for more than a turn.
At the end, I lost a Wych for the campaign but I won a lot of experience (in game, and outside the game!) Pretty fun army, a lot more than my other two, my favourite part the Tactics, for sure!



The Bloody Sails
 
   
 
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