Switch Theme:

Drukhari 8th Codex Tactics - see 9th for new tactics  [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
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

A screenshot on Skari's Youtube feed has Drazhar's new Master of Blades ability adding "1 to wound rolls for friendly Incubi Units within 6" of this model"....not too shabby.

https://www.youtube.com/user/SkaredCast/community

This message was edited 4 times. Last update was at 2019/10/10 11:50:13


VAIROSEAN LIVES! 
   
Made in us
Haemonculi Flesh Apprentice






Yea that's already been spoiled on the Warhammer Community page.Your right though it is tasty, it should make incubi a bit more playable.

   
Made in us
Shadowy Grot Kommittee Memba






 Red Corsair wrote:
Yea that's already been spoiled on the Warhammer Community page.Your right though it is tasty, it should make incubi a bit more playable.


It's also been implied that the whole squad of incubi get Precision Strikes, which would be TASTY and make them an actual anti-elite unit in Warhammer 8th.

Pretty pretty please give me 2 damage on all wounds of 6.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Haemonculi Flesh Apprentice






the_scotsman wrote:
 Red Corsair wrote:
Yea that's already been spoiled on the Warhammer Community page.Your right though it is tasty, it should make incubi a bit more playable.


It's also been implied that the whole squad of incubi get Precision Strikes, which would be TASTY and make them an actual anti-elite unit in Warhammer 8th.

Pretty pretty please give me 2 damage on all wounds of 6.


If precision strike didn't change it would be 3 damage on 6's lol. I don't think it is much to ask for when you see the pure cancer coming out of the marine books lately lol.

   
Made in ca
Storm Trooper with Maglight



Ottawa

the_scotsman wrote:
It's also been implied that the whole squad of incubi get Precision Strikes, which would be TASTY and make them an actual anti-elite unit in Warhammer 8th.

Pretty pretty please give me 2 damage on all wounds of 6.

The question is whether the +2 damage for Incubi will trigger on wound rolls of 6+, or unmodified rolls of 6.

Away from books right now, but IIRC, the current rule for Incubi says 6+. Meanwhile, the new Drazhar has Precision Strikes on an unmodified 6, which introduces some inconsistency between Drazhar and his Incubi. Are Incubi about to be brought in line with Drazhar's new rule?

.

Cadians, Sisters of Battle, Drukhari

Read my Drukhari short stories: Chronicles of Commorragh 
   
Made in us
Haemonculi Flesh Apprentice






Book is unmodified 6 as well. I doubt it will be 6+ but that wouod be awesome.

   
Made in ca
Arch Magos w/ 4 Meg of RAM






Spoiler:





some rules screenshots
incubi are on unmodified 6's
   
Made in us
Calculating Commissar




pontiac, michigan; usa

Nice find there Vlad. Thanks for the info.

Test of skill says attack correct so does that specifically mean melee attack? If it's just an attack perhaps a blaster shot could get boosted as well. It'd make the most sense actually. They specified with a melee weapon on incubi so i'm guessing blasters on reaver jetbikes with be boosted for Test of Skill.

Something tells me Artists of the Flesh would annoy the crap out of my tau opponents at the GW. It would significantly lower the damage of heavy burst cannon at least.

The Webway one would also be pretty cool if you wanted to spam warrior blobs and throw them out of the webway at the enemy. It'd really help that blaster spam warrior army I was thinking of before. If I take 2 kabals with that obsession I could easily fit four 20 man warrior units into DS and get blasters on all of em. Shredders might be trickier though.

This message was edited 1 time. Last update was at 2019/10/11 19:51:52


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in us
Haemonculi Flesh Apprentice






Dark technomancers and Experimental creations is pretty awesome. Venoms that wound infantry on a 2+ and are 2 damage. Raiders that wound tanks on a 4+ at 3 damage when armed with dissies. Talos with haywires doing mortals on 3's and d3 mortals on 5's as well as wounding most tanks on a 4+ and infantry on a 3+ at -2 & 2 damage in addition. Yea, I know what my new coven trait is for a while. I finally might finish my reaper conversions too. D6 shots still swings a bit, but wounding most things on a 2+ at -4 d6+1 damage on a t7 (near a haemi) 12 wound platform is pretty solid as an alternate to ravagers.

   
Made in ca
Storm Trooper with Maglight



Ottawa

 Red Corsair wrote:
Book is unmodified 6 as well. I doubt it will be 6+ but that wouod be awesome.

Ah, sorry, my mistake.

+1 to wound is still very useful, especially when you have AP -2.

Cadians, Sisters of Battle, Drukhari

Read my Drukhari short stories: Chronicles of Commorragh 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

 Red Corsair wrote:
Dark technomancers and Experimental creations is pretty awesome. Venoms that wound infantry on a 2+ and are 2 damage. Raiders that wound tanks on a 4+ at 3 damage when armed with dissies. Talos with haywires doing mortals on 3's and d3 mortals on 5's as well as wounding most tanks on a 4+ and infantry on a 3+ at -2 & 2 damage in addition. Yea, I know what my new coven trait is for a while. I finally might finish my reaper conversions too. D6 shots still swings a bit, but wounding most things on a 2+ at -4 d6+1 damage on a t7 (near a haemi) 12 wound platform is pretty solid as an alternate to ravagers.


Oh I just thought that was only overwatch. Apparently it's also shooting phase. That is indeed a nice obsession to get.

I think you said it wrong but yeah mortals on a 3 vs vehicles but it's 2 mortal wounds right whereas 5's and 6's are d3+1 mortal wounds. Honestly that right there might be the winner of the new obsessions.

This message was edited 1 time. Last update was at 2019/10/12 00:11:21


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in gb
Regular Dakkanaut





 flamingkillamajig wrote:

I think you said it wrong but yeah mortals on a 3 vs vehicles but it's 2 mortal wounds right whereas 5's and 6's are d3+1 mortal wounds. Honestly that right there might be the winner of the new obsessions.


No, the +1 damage wouldn't make it 2 mortal wounds or D3+1, as a mortal wound is separate to 'damage'.
   
Made in ca
Storm Trooper with Maglight



Ottawa

 flamingkillamajig wrote:
Test of skill says attack correct so does that specifically mean melee attack? If it's just an attack perhaps a blaster shot could get boosted as well. It'd make the most sense actually. They specified with a melee weapon on incubi so i'm guessing blasters on reaver jetbikes with be boosted for Test of Skill.

That'll be very useful on disintegrator cannons. Now they'll be wounding T6+ on a 4+.

Venoms will be wounding vehicles on a 5+. Kind of weird when you think about it, but very welcome. Sometimes you only need to deal one wound.


Pre-orders are up, and it seems that you cannot order Drazhar or Incubi on their own. You have to buy the boxed set, including all the Craftworlds models you don't even need. They even removed the old models. I, for one, will not be encouraging GW when they go down that path. Guess I'll keep using my old counts-as Drazhar.

.

Cadians, Sisters of Battle, Drukhari

Read my Drukhari short stories: Chronicles of Commorragh 
   
Made in fi
Locked in the Tower of Amareo





Just wait for solo release then. It's not going to be boxed set only forever(as it is boxed set itself won't be around forever)

2024 painted/bought: 109/109 
   
Made in us
Haemonculi Flesh Apprentice






So I have been really putting some more thought into Dark Technomansers and I have to say, it actually really helps wracks and haemonculi out a bit.

For example, I still wince a bit at the 11 pt cost of liquifiers, however you can get one on the acothyst and another in the unit at 5 models, which fits into the venom. This unit now reminds me a bit of the old scalpel squadron in theme. With a 16" move you can really get where you want and even pick off characters that aren't being played with extra care. Very fluffy. 2d6 auto hits that are ap -d3 with a +1 to wound and 2 damage is very solid. Sure it's an 8" range, but again, venoms move a whopping 16" with fly.

Another weapon I have been eyeing are hex rifles. Trash before, but again with a +1 to wound and damage they now wound most characters on a 3+ and others on a 2+ with -1 and 2 damage and a mortal wound triggering on a 5+. This actually gives the army a sniper ability that's worth a look. They also aren't trash verse other targets now as well since they will wound most vehicles on a 4+ and 2 damage in addition to the mortal chance.

Sadly the ossefactor is still lacking. But it's very interesting.

I also have really been eyeing reapers again. I totally forgot they can fire a 2d6 s6 profile, which makes it useful for multiple roles. It wounds infantry on a 2+ but can also overcharge for primaris to again wound on a 2+ at 2 damage. You can still fire the beam at heavier targets.

I actually like that cult and coven got the most, I wish kabal had better traits as well, but if they were to drop the ball on one it's best there since they already had 4 solid traits. 2 of which highly competitive.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

Incubi/Drazhar have gotten all the attention in the previews but Coven seem to be by far the biggest winners in this release (at least in terms of DE).

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

I've pre-ordered Drazhar for £20, and the five Incubi for £25 from an online bits company. Not cheap, but better value IMO than the box.

VAIROSEAN LIVES! 
   
Made in ie
Regular Dakkanaut




What do people think of our strategems? I've only played a few games but to me it seems fire and fade is our standout.
   
Made in us
Fixture of Dakka






SideSwipe wrote:
What do people think of our strategems? I've only played a few games but to me it seems fire and fade is our standout.


We have a large amount of good and useable stratagems for all 3 types of <factions> not all lists will use them all ofc. But whats nice about ours is, we dont need to build a detachment/combo/list to make use of them.

   
Made in ca
Storm Trooper with Maglight



Ottawa

SideSwipe wrote:
What do people think of our strategems? I've only played a few games but to me it seems fire and fade is our standout.

Some pretty good stuff. I actually started playing Drukhari mainly because I loved the Obsidian Rose's stratagem ("Failure Is Not An Option"). It's rather situational, but nice to have at your disposal. "Cruel Deception" is pricey but very useful too, if you have a unit with enough special/heavy weapons to get good use out of it.

"Hunt From The Shadows" is a bit lackluster compared to the Imperial Guard's equivalent "Take Cover", but also useful. And of course "Lightning-Fast Reactions", which I love to use on my Voidraven or Razorwings for a total of -2 to hit.


Some stratagems seem good but are wasted on subfactions that can't get much use out of them. E.g., the character-sniping stratagem "Esoteric Kill", only usable by Covens, which are rather lacking in long-range firepower.

Non-Drukhari players love to complain about "Agents of Vect" being overpowered. I've never used it myself; its CP cost is very high, it may fail to even trigger, and it may turn out to not even be necessary. Not sure what the fuss is all about. "But it can turn the tide of battle!" some will inevitably point out. Sure, dude. So can the 1 CP stratagem that you're using right now and that I'm spending 4 CPs to deny. Just grin and bear it, and you'll be the one laughing when I run out of CPs way before you do.

.

This message was edited 2 times. Last update was at 2019/10/15 20:51:52


Cadians, Sisters of Battle, Drukhari

Read my Drukhari short stories: Chronicles of Commorragh 
   
Made in gb
Regular Dakkanaut




England

AoV is 4CP. That's a big chunk of your CP pool, and God forbid you roll a 1 and have to use a CP to make sure it goes off.

But not going to lie, it is still the best stratagem in the whole game.
   
Made in us
Fixture of Dakka






 Elfric wrote:
AoV is 4CP. That's a big chunk of your CP pool, and God forbid you roll a 1 and have to use a CP to make sure it goes off.

But not going to lie, it is still the best stratagem in the whole game.


With 14 CP and getting back 1 per turn, using it once isnt bad at all.

   
Made in us
Shadowy Grot Kommittee Memba






Looks like 1d4chan has the full suite of custom obsessions.

Hilariously it seems the "sexy sixes" combo that gw touted for wyches is illegal (you can't take both the 6 to hit and 6 to wound bonus abilities, too much randopower for one army to have o guess).

Slashing+Test seem to me to be the best combo and maybe the best traits period for a pure cult army. "How do I kill big stuff with big armor saves" is my wyches eternal struggle, and I think a bunch of free MWs and +1 to wound versus everything with 10+ wounds sounds like a good way to do that.

Shooty covens obviously love technomancers+experimental.

I doubt the solo traits for cult and covens will displace Cursed Blade and PoF for defensive utility. Blade unlocking max blobs for a bunch of units and PoF just being generally amazing and having good traits and bonuses just out weighs the single defensive traits.

Bunch of largely pointless LD stuff. Too many armies just don't give a crap about LD.

The coven Regeneration trait might be fun with a grotesque/Talos build into certain matchups that don't care about pof +1 invulnerable.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Calculating Commissar




pontiac, michigan; usa

@guardsman: while good lightning fast reactions has some issues with dark eldar. You see we tend to go for msu builds because we're so fragile. Also keep in mind with some opponents with long range weapons (like 36" range or better that can just fire at another target esp. Since we're not best at being fully blocked in los) or stupid good bs (looking at you custodes) it doesn't really matter. Sadly the other issue is -1 to hit doesnt work on covens. I mean it's fun but it's nowhere near the harlie equivalent where you can take a bike unit with -1 to hit base and add their variant of the stratagem for a total of -2 to hit and base 4+ inv. It's so good I honestly wonder who decided to keep our reavers so costly while also being so much less durable and hit so much weaker than harlie bikes. Seriously the other eldar factions even get a special assault weapon per bike. At least update our reavers kit and drop the points cost or give us new units to contend with knights.

Anyway I apologize for the rant. I sadly haven't gotten my gw version of Phoenix rising yet so my tactics are a bit outdated and I'm not fully aware of all the new stuff. I honestly think that coven -1 damage taken per wound is gonna be amazing for grotesques. Autocannons, heavy burst cannons, 3 damage and d3 damage weapons will all end with the opponent completely frustrated at lack of hitting power vs a unit that's already durable becoming more durable.

Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in gb
Sinewy Scourge




I really think Technomancers + Master of Mutagens is better than Experimental creations. Slight loss in firepower against soft targets, increase against hard targets and a big decrease in mortal wounds taken.
   
Made in us
Haemonculi Flesh Apprentice






I also like dark harvest. I think for me the constant will obviously be Dark Technomancers and I'll be mi9xing up the secondary trait.

Even ossefactors improve quite a bit from DT becoming damage 2 and even hurting vehicles on a 5+ lol. That is till such a weird gun though. Hex rifles also are pretty great, I like the idea of venom squads with a hex rifle and ossefactor, plus hex rifles on all my hemis. We can actually snipe fairly well now.

   
Made in ca
Storm Trooper with Maglight



Ottawa

the_scotsman wrote:
Hilariously it seems the "sexy sixes" combo that gw touted for wyches is illegal (you can't take both the 6 to hit and 6 to wound bonus abilities, too much randopower for one army to have o guess).

That's a really odd and arbitrary restriction, IMO. Sure, exploding 6's to hit give you more opportunities to roll 6's to wound, but ultimately these two abilities are only as good as the sum of their parts, not better. Precise Killers isn't even that great; quite frankly, a single point of AP on an unmodified wound roll of 6 is rather lackluster. If it were two points of AP, it would be worth taking.


Slashing+Test seem to me to be the best combo and maybe the best traits period for a pure cult army. "How do I kill big stuff with big armor saves" is my wyches eternal struggle, and I think a bunch of free MWs and +1 to wound versus everything with 10+ wounds sounds like a good way to do that.

Agreed. And since Test of Skill does not apply only in the Fight phase, it will see a lot of use on Razorwings and Voidravens.


Deadly Deceivers is mostly useless. Charge after falling back? For Kabalites? Would much rather shoot, thank you very much. And that "roll a single, solitary D6 when being charged, cause one (1) mortal wound on a roll of 6" ability is hardly worth the ink that it took to print it into the rulebook.

Soulbound is good for giving 6+++ to vehicles (should steal some Black Heart players away from Vect's bony embrace), but the "re-roll 1's for Feel No Pain" will only save one wound out of 36, so nothing to write Commorragh about.

The Art of Pain (treat the battle round as one higher for Power from Pain purposes... but only while within 1 inch of the enemy) does not, in practice, allow you to benefit from Eager to Flay (re-roll charges) ahead of time. Unfortunate.


.

This message was edited 3 times. Last update was at 2019/10/16 21:52:51


Cadians, Sisters of Battle, Drukhari

Read my Drukhari short stories: Chronicles of Commorragh 
   
Made in us
Shadowy Grot Kommittee Memba






 Red Corsair wrote:
I also like dark harvest. I think for me the constant will obviously be Dark Technomancers and I'll be mi9xing up the secondary trait.

Even ossefactors improve quite a bit from DT becoming damage 2 and even hurting vehicles on a 5+ lol. That is till such a weird gun though. Hex rifles also are pretty great, I like the idea of venom squads with a hex rifle and ossefactor, plus hex rifles on all my hemis. We can actually snipe fairly well now.


Yeah, the only trouble is hitting anything when your wracked generally have to be on the move.

Meta setup will mist likely be 2x liquifiers in a venom with dark tech+experimental. +2 to wound damage 2 venom is gonna be dumb.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Haemonculi Flesh Apprentice






I already experimented a tad with liquifiers, worthless as ever. The +1 to wound and damage 2 sounds awesome, but you have to roll them separately and they just kill themselves. At 20ppm (9 for the wrack +11 for the liquifier) it's not worth it for a couple wounds.

However on the otherhand, the ossefactor is always wounding on a 2+ with -3 AP at triple the range and a much smaller risk at killing the firer. Same with the hex rifle. at 5 points and 8 points and a longer range band your keeping your stuff safer too.

Liquifiers are better on multi wound firers who don't explode every time they fire

   
Made in us
Calculating Commissar




pontiac, michigan; usa

Drager wrote:
I really think Technomancers + Master of Mutagens is better than Experimental creations. Slight loss in firepower against soft targets, increase against hard targets and a big decrease in mortal wounds taken.


I just got my book today and already i'm late to the party. Yeah I was thinking technomancers + EC myself with a haemonculus behind to boost toughness of splinter cannon wielding venoms (they'd be toughness 6 venoms then so wounding on 2's vs t5 and below) or something. I suppose master of mutagens could be better vs tough units but in some cases custodes and other marines are still a bit tough. It's really a judgment call. I have issues vs custodes and I dunno how good the new space marines are. Against those armies MoM doesn't do as well i'd think. However vs monsters and custodes bikes it could be decent.

If I do kabals i'd go with webway raiders and either toxin crafters or disdain for lesser beings. This would only be if I make 2 webway raider detachments. Then I take four units of 20 warriors for 80 total popping out turn 2 with all these blasters or shredders or something. Disdain for lesser beings here just means an opponent has to wipe out a whole unit rather than allowing morale to handle it and toxin crafters would just help all the poisoned shots. Still think i'd prefer Disdain to Toxin Crafters though.

The sad thing about Kabals is that Obsidian Rose and Flayed Skull have better abilities in most cases if you go vehicle heavy. So if possible I might just avoid the new kabal obsessions and stay to the normal dark eldar codex for them. At least until I get a crap ton of warriors but that could be a while.

Agreed on slashing impact and test of skill. Test of skill would allow reavers with blasters to wound on 2's vs most monsters and 3's on heavy vehicles. It's such a mix though because while the coven's dark harvest has less restrictions the speed and numbers that Cult can do slashing impact at is a very big deal.

This message was edited 3 times. Last update was at 2019/10/20 01:09:38


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
 
Forum Index » 40K General Discussion
Go to: