Switch Theme:

[2000] - Drukhari C&C  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Slippery Scout Biker





Seeing as drukhari are unlikely to change from the CA leaks, now seems like a good time to look for feedback. I'll update with more info on meta, plans etc. soon. Still unsure on the Eldar detachment and i'm not sure on having so many wracks, although it gives me 11 CP and allows me to use the black cornucopians stratagem. Also i don't know if the phantasm grenade launcher and mind war combo is too gimmicky to be effective. Cheers for any help.


++ Kabal of the Black Heart Battalion ++

+ HQ +

Archon [77pts]: Agoniser, Phantasm Grenade Launcher

Archon [72pts]: Warlord, Labyrinthine Cunning, Writ of the Living Muse, Venom Blade

+ Troops +

Kabalite Warriors [47pts]: 5x Kabalite Warriors with a Blaster

Kabalite Warriors [47pts]: 5x Kabalite Warriors with a Blaster

Kabalite Warriors [47pts]: 5x Kabalite Warriors with a Blaster

+ Heavy Support +

Ravager [125pts]: 3x Disintegrator cannon

Ravager [125pts]: 3x Disintegrator cannon

Ravager [125pts]: 3x Disintegrator cannon

+ Dedicated Transport +

Venom [65pts]: Splinter Cannon, Twin Splinter Rifle

Venom [65pts]: Splinter Cannon, Twin Splinter Rifle

Venom [65pts]: Splinter Cannon, Twin Splinter Rifle


++ Prophets of Flesh Battalion ++

+ HQ +

Urien Rakarth [90pts]: Alliance of Agony, Diabolical Soothsayer

Haemonculus [76pts]: Electrocorrosive Whip

+ Troops +

Wracks [104pts]: 10x Wracks with two Ossefactors

Wracks [45pts]: 5x Wracks

Wracks [45pts]: 5x Wracks

+ Elites +

Grotesques [210]: 6x Grotesques

+ Heavy +

Talos [294pts]: 3x Talos with Chainflais, Macro Scalpel and Two Haywire Blasters


++ Alatoic Command Detachment ++

+ HQ +

Farseer Skyrunner [135pts]: 2.Doom, 6.Mind War

Warlock Skyrunner [70pts]: 5.Quicken/Restrain

Warlock Skyrunner [70pts]: 4.Protect/Jinx

This message was edited 1 time. Last update was at 2018/12/09 22:50:03




 Desubot wrote:
...but the default one for me is Telepethy. Can be one of the most useful as Psychic shreks kill most things...
 
   
Made in us
Fixture of Dakka





Los Angeles

Too Long, Didn't Read::
Put a blaster in each kabalite unit.
Huskblades the archons
DLs for the gun ships

Spoiler:

 Redluck78 wrote:

Archon [77pts]: Agoniser, Phantasm Grenade Launcher
Archon [72pts]: Warlord, Labyrinthine Cunning, Writ of the Living Muse, Venom Blade
The huskblade is better for damage and AP.

Archon swings with a venom blade, 5 hits does 5 wounds against GEqs (T3, Save5+), and that's 3 to 4 dead dudes. Against MEqs with T4 and a 3+ save, the archon gets 4 wounds, and a little more than 1 dead Space Marine.

Archon with Huskblade swings, 5 hits and and wounds on 3+ vs. GEqs. 3 dead guardsmen, cultists, or guardians, etc, because the AP takes away their save. Versus T4 the huskblade is going to wound only half of them, but the AP means only one-third MEqs will save. The huskblade kills marines better.

The thing is, guardsmen and marines are unlikely to get to your archon in the back field, not the ravager baby-sitting one with Writ of the Living Muse, anyway. Big, fast things are going to get to him, and he'll need D3 damage. I had a great (singular anecdote) game where my huskblade wielding archon put 4 wounds to kill Sammy the Landspeeder. Since the game mechanics tend to shove characters together, the - AP advantage and D3 help him kill them better.

I would take the agonizer off the other archon, and give him the huskblade with which, he can at least wound (light) vehicles on 5s, not 6s. He'll be moving forward and helping chew up enemy speed bumps/infantry. When appropriate, give him the Helm of Spite when facing psychic opponents. While you do have the elf biker gang to deny stuff, the Helm of Spite actually hurts your enemy.

While your farseer has Mind War to snipe a character, I don't see the PGL's leadership loss as a great thing. But, it's only 3 points. Meh. *

 Redluck78 wrote:
Ravager [125pts]: 3x Disintegrator cannon
Dark Lances have better odds of smashing the meta's big targets like the various Super Heavy 'Bades tanks, Morty & Maggy, and Imp Knights. Discans do dominate in killing footers, but that's what the rest of drukhari do, venoms, wyches and all the poisoned shooting. Lances are the only thing killing targets with T6+ and 20 odd wounds. **

 Redluck78 wrote:
Venom [65pts]: Splinter Cannon, Twin Splinter Rifle
Upgrade a blaster here or there for the kabalites to use the venom's maneuverability to character snipe.


**
 Redluck78 wrote:
Talos [294pts]: 3x Talos with Chainflais, Macro Scalpel and Two Haywire Blasters
Haywires will help with the big enemies listed above, along with vehicles, but they won't help against daemons, bugs, and such, thus more of a case, I think, for ravagers to have Dark Lances.

 Redluck78 wrote:
although it gives me 11 CP and allows me to use the black cornucopians stratagem.
I have your CP count as:
Black Heart Battalion 5 CPS
Prophets of Flesh 5 CPs
HQ detachments 1 CP
3 for showing up
... so 14 at game's start.

That said, the PGL + Mind War combo ...
 Redluck78 wrote:
Also i don't know if the phantasm grenade launcher and mind war combo is too gimmicky to be effective.
... is gimmicky because Mind War is best for character snuffing, and you don't necessarily want your archons to get close enough to target an enemy character, which is usually needs to be point blank range. This could work, with an archon in a venom with its small foot print and great maneuverability. But it's a lot of gimmick, IHMO.

I faced a talos and wracks list last at yesterday's RTT (and defeated them). The Talos are resilient, but I don't have further input on that part of the codex.

The enemy used DisCans on his ravagers (two Drukhari lists actually with DisCan ravagers). I beat both.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in it
Waaagh! Ork Warboss




Italy

I disagree with most of Brothererekose suggestions actually.

1) The archon with writ of the living muse does nothing but buff the ravagers, keep it as cheap as possible. Venom blade is his tipycal option. The other archon may have a blaster but it's mostly a HQ tax. He sucks in combat even with the huskblade which is a bit better than the agoniser but if you don't have those 2 points just take the whip. I'd keep the phantasm granade launcher though, because it can cause mortal wounds thanks to the stratagem.

2) Diss cannons overperform dark lances in pretty much every possible scenario unless you face a list with pure knights. Never take dark lances if you make a TAC list.

3) The kabalite the OP listed already have a blaster in each squad.

4) Talos are better as cheap as possible, don't waste points on their shooting, it isn't their role. Haywire is the way to go.

5) 5+5+1+3=14 CPs at start plus and additional 0-2 thanks to the Prophets of Flesh trait which you can trigger by stratagem.

Overall I like the list, looks pretty solid. I'm not a fan of allies or big squad of wracks but eldar HQs are powerful and the prophets of flesh stratagem has its niche.

 
   
Made in us
Fixture of Dakka





Los Angeles

 Blackie wrote:
I disagree with most of Brothererekose suggestions actually.
2) Diss cannons overperform dark lances in pretty much every possible scenario unless you face a list with pure knights.

I think you overlooked a scenario or two ... like any list with many T6+ targets.
like
... Death Guard with Morty and its T7 vehicles, like plagueburst crawlers & foetid bloat drones
... any list with many daemon princes
... Dark Angels mech (Shroud + speeders and talon/fliers)
... elvish flier lists or any list with T6 being prominent.
... Tyranid big bugs

As for pure knights lists, Blackie, I have 3 units of scourges with haywires; they will need a ravager or two to finish off a Castellan.

Okay, I'll stop being disingenuous.
Seriously, nothing else in Drukhari answers to tough, multiwound models (poison!**). Haywires answer to vehicles, yes, but not bugs or monstrous creatures.

So, sir, here's some math hammer making good claim Dark Lances being superior for the many, many T6 threats 40k offers, in far more than knight lists:

9 DisCans - 27 shots. 18 will hit. 2 more with an archon's Overlord bubble.
A T6+ model means out of the 20 hits, 6 or 7 will wound. Say, 3 more with Writ of the Living Muse. Out of those 9 wounds, vehicles won't make their save, perhaps, a few 6+ saves, so 7 wounds get through, yielding 2 each producing 14 points of damage. Meaning one dead rhino (if it is a Wave Serpent, then the DisCans get shanked, hard and the WaveS is only half dead), flier (nevermind minus to hit), a daemon prince, etc. However, that takes all 3 ravagers to bag a tank.

9 Dark Lances - 6 hit, 7 with Overlord bubble.
T6+ means 4 or 5 of those hits will wound, with Writ of the Living Muse. With the nastier minus AP, no vehicle without an invulnerable will save. 4D6 averages 20 to 22 wounds.
Oops. That should be 14 wounds.
5D6 and you're shelling out 17.5 wounds. With all 3 ravagers. That's two average tanks. Dark Lances give Wave Serpent Shields the middle finger ... or two fingers "up your bum" as the British would say. I don't know the Italian equivalent.


Odds are, you'll achieve a tank kill with just the first two DL boats, leaving the 3rd ravager to hit something else. Two ravs ought to get 6 shots, 4 hit, 3 wound, which 3D6 will produce an average of 10 to 11 wounds. The tank/monster is almost dead, needing a a tiny bit more shooting, which can easily come from Drukhari's other guns.

Both DisCan and DL boats are capable of dealing 18 wounds, but the STR on DLs, and the AP are better for *all* T6+ enemies, not just knights.

Counter argument *for* DisCans versus Dark Lances :
Lotsa poxies to face? Plague Bearers? Ogryn? DisCans are more efficient on footers period. There are too many varied Ts and Feel No Pains, and armor/invuln save variants to Math-Hammer out, but yes, if your opponent is vehicle light, the Dark Lances are less desirable.

But, pretty much everything in any army is anti-footer.

In any case, I feel DLs are better on Ravagers FTW.

**
With poison guns everywhere in Drukhari, sure, monstrous creatures aren't safe, but, without loads of scourge and talos haywries (both!) T6 vehicle lists will walk all over Commorragh elves.

This message was edited 2 times. Last update was at 2018/12/12 02:44:16


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in it
Waaagh! Ork Warboss




Italy

Compare diss cannons and dark lances vs T8. 20 hits vs 7 hits means 8 wounds and 5 approssimatively calculating the archon's aura, same AP basically because those T8 units will likely have an invuln. Total of 16 wounds vs 17.5, maybe a couple more if you burn a CP on a bad D6 roll. Not a huge difference, but diss cannons are amazing against footsloggers also.

So basically the same result against tanks but better against infantries. Also cheaper. 3 ravagers and a couple of raiders are 55 points cheaper than the same vehicles equipped with dark lances. We also have haywire blasters, blasters in the kabalite squads and eventually the bomber to finish vehicles off. In fact due the cheaper price you should compare 9 dark lances vs 27 diss cannons + (almost) 3 blasters, now we're comparing the same amount of points and the latter is way more effective against anything.

Yes we have poison, but poison is trash, I don't even field venoms anymore, just raiders. Shredders are good but crappy pistol range. Good luck killing orks or tyranids hords with poison.

Lists that placed high in tournaments tipycally spammed dis cannons only, no lances. And those tournaments lists are designed to be anti knights mostly. Just a few armies have lots of T6 actually, maybe T7 but in that case we would probably talk about SM which are the perfect target for our diss cannons.

Average for 4D6 is 14W (4x3.5), maybe a couple more if you re-roll one bad result. I don't know where your 20-22 come from.

Anyway dark lances are still very effective, if they work for you good

This message was edited 1 time. Last update was at 2018/12/11 08:10:37


 
   
Made in us
Deadly Dark Eldar Warrior



Mayhem comics, Des Moines, Iowa

Disintegrators everytime. It’s more versatility than the lances.
   
Made in us
Fixture of Dakka





Los Angeles

 Blackie wrote:
Average for 4D6 is 14W (4x3.5), maybe a couple more if you re-roll one bad result. I don't know where your 20-22 come from.

Anyway dark lances are still very effective, if they work for you good

Yeah, I dunno where I got 20-22 either.

I re-crunched the numbers and then lost the post. Turns out, versus T8, DisCans *do* work better. it's the volume.

Vs. T 5, 6 & 7, DLs ... odd bit of dynamics, huh?

Who knew?

Well. I might just have to re-think my list. Thank you

This message was edited 1 time. Last update was at 2018/12/15 02:50:00


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
 
Forum Index » 40K Army Lists
Go to: