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Made in us
Fixture of Dakka






This is for the new DE (Drukhari) Codex

https://www.warhammer-community.com/2018/03/26/codex-drukhai-preview-assembling-your-raiding-party/
https://www.warhammer-community.com/2018/03/27/codex-drukhari-preview-the-kabalsgw-homepage-post-3/
https://www.warhammer-community.com/2018/03/29/codex-drukhari-preview-wych-cultsgw-homepage-post-3/
https://www.warhammer-community.com/2018/03/28/codex-drukhari-preview-haemonculus-covensgw-homepage-post-3/
https://www.warhammer-community.com/2018/03/30/codex-drukhari-preview-stratagemsgw-homepage-post-3/



Automatically Appended Next Post:
Stole the picture b.c it was to great not too

Spoiler:

This message was edited 7 times. Last update was at 2020/07/02 17:40:30


   
Made in be
Mysterious Techpriest





Belgium

What a time to be alive 10 vanilla Kabalites in a Raider went from 175 to 135 pts (without counting the Raider's weapons). I think it's sad that we have to take Black Heart to enjoy Agents of Vect, it's like Mars for Cawl and Wrath of Mars for AdMech.

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






 Aaranis wrote:
What a time to be alive 10 vanilla Kabalites in a Raider went from 175 to 135 pts (without counting the Raider's weapons). I think it's sad that we have to take Black Heart to enjoy Agents of Vect, it's like Mars for Cawl and Wrath of Mars for AdMech.


At least it helps out our Flyers and Ravagers, gives them a 6+++, so its not all bad if you play those.


Also, 3 man Reaver units without any upgrades seems to be a really good pick of any game, they are 57pts, can turn 1 charge. Tho you need a Wych Detachment, luckily we have a good Succubus now, one that can get 9A

   
Made in us
Frightening Flamer of Tzeentch





Some dusty place in Texas

Yeah I picked up a Succubus just for this Codex. I wanted to run reavers again, and the Succubus will hang out in a Raider with 9 Wyches zooming up the field.

Also looking forward to blaster scourge drops.

This Codex thrills me. It’s gonna be a blast to play.

Warhammer 40,000 Armies:

Warmachine/Hordes Armies:
Protectorate, Legion, Skorne

"Something always fires that light that gets in your eyes" 
   
Made in no
Liche Priest Hierophant





Bergen

Do anybody know how big the black heart re-roll 1's to damage aura is?

The black heart has the worst army rule. Hier on the feel no pain table, although there is some silver lining. You can get 6+++ on non-pain table units. Good for transports.

The dark heart relic has the re-roll wounds on 1 in an aura. Combine this with the arcon natural re-roll hit on 1's aura is very good. This makes a good firebase.

Those points can go a long way to make dark heart almost as good as the other armywide rules.

The dark acon warlord trait regains CP on a 6's. And you have the 'counter spell' stratagem on dark heart.

That being said I really like Kabal of the Osidiance Rose +6 range. With 42" ranged dark lances are very strong. Just stay exatcly within shooting distance and even imperial armies with 48" has trouble bunching up their units to shoot back at you. PS: The wytch move 24"+charge bikes are very good to tie up imperial shooting if they are bunched together.

This message was edited 1 time. Last update was at 2018/03/31 19:58:18


   
Made in be
Mysterious Techpriest





Belgium

 Niiai wrote:
Do anybody know how big the black heart re-roll 1's to damage aura is?

The black heart has the worst army rule. Hier on the feel no pain table, although there is some silver lining. You can get 6+++ on non-organiced units. Good for transports, Incubi, mandrakes, scourges. (Does it work on beasts? Razorwing flock could benefit from 6+++.)

The dark heart relic has the re-roll wounds on 1 in an aura. Combine this with the arcon natural re-roll hit on 1's aura is very good. This makes a good firebase.

Those points can go a long way to make dark heart almost as good as the other armywide rules.

The dark acon warlord trait regains CP on a 6's. And you have the 'counter spell' stratagem on dark heart.

That being said I really like Kabal of the Osidiance Rose +6 range. With 42" ranged dark lances are very strong. Just stay exatcly within shooting distance and even imperial armies with 48" has trouble bunching up their units to shoot back at you. PS: The wytch move 24"+charge bikes are very good to tie up imperial shooting if they are bunched together.

The aura is probably 6" as always.

I think they have a not-so-bad rule, it's really like Mars for AdMech. Stygies' -1 to Hit is arguably the best trait, but it's Mars who runs the show with Cawl and Wrath of Mars. It looks like they didn't gave Black Heart one of the best rules (although they're fairly equal between the four I think), so as to compensate for having the best Stratagem and Warlord Trait. It's frustrating because I'd like to run Flayed Skull for an all-flying Kabal, but it will feel like I'm missing a good chunk of the fun without Agents of Vect. I'm not too fond of the 6+++, I had it once with my AdMech running Graia and it felt totally useless. The Raiders will still get crippled as soon as they're looked at seriously so I'd rather have more offensive abilities like Flayed Skull or Poisoned Tongue honestly.

Incubi, Mandrakes and Scourges don't have the <Kabal> keyword as far as I know, sadly. They won't benefit from the 6++. I wish I could have the Flayed Skull bonus with Scourges but that would make them too good !

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Quick-fingered Warlord Moderatus






Awh man. Deldar is so cool now. So many interesting rules. T_T

This message was edited 1 time. Last update was at 2018/03/31 19:17:38


 
   
Made in us
Purged Thrall





FL

You can always run 2 different patrols/battalions. Or make a supreme command.
   
Made in be
Mysterious Techpriest





Belgium

Suzuteo wrote:
Awh man. Deldar is so cool now. So many interesting rules. T_T

*Whispers* Abandon AdMeeeeeech, we have transpooooorts *Whoosh*

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






Assuming no re-rolls of any kind, vs a RHINO

4d3 on average will be 8 shots, average 5.334 hits, average 2.667 wounds, but b.c 2 of them are 4+ it does 2 more MW's, giving us on average 5.334 wounds

4 Blasters or DL's will equal 6.24 wounds.


HWB Scourges are 92pts, Blaster Scourges are 128pts, thats a 36pt difference.

This message was edited 1 time. Last update was at 2018/03/31 22:15:10


   
Made in no
Liche Priest Hierophant





Bergen

How are blasters and the haywire blaster vs infantery targets?

   
Made in us
Fixture of Dakka






 Niiai wrote:
How are blasters and the haywire blaster vs infantery targets?


I didnt do that

   
Made in be
Mysterious Techpriest





Belgium

I thought about it a bit and after all it won't be hard to fit in a Black Heart Archon for Agents of Vect. I'll just run a Patrol with one cheap Archon and 10 Kabalites with a Dark Lance and keep them in the backfield, hidden in a ruin or something. That way I have my Warlord protected, a unit that can protect or capture backfield objectives, and still threaten a heavy unit with the Dark Lance if it comes too close (36" is still huge, though). And then for the bulk of my force I can run my Kabalites as Flayed Skull and enjoy my hunting party in raiders all day long, with a Splinter Cannon each. 26 splinter shots at 12", that ignores cover and rerolls 1s to Hit, + splinter racks, and the Dark Lance/Disintegrator Cannon, that's a lot of fire power.

I'll need to think of how to play the Wyches and Covens, I'll probably use the Covens on foot with the Haemonculus to sprint towards the front lines and occupy space, and my Wyches will mostly be Reavers.

Still needs how the Spring FAQ will affect army composition before that, though. At least an advantage of not having the army yet is that I can safely wait for changes before taking any drastic modelling decision

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






 Aaranis wrote:
I thought about it a bit and after all it won't be hard to fit in a Black Heart Archon for Agents of Vect. I'll just run a Patrol with one cheap Archon and 10 Kabalites with a Dark Lance and keep them in the backfield, hidden in a ruin or something. That way I have my Warlord protected, a unit that can protect or capture backfield objectives, and still threaten a heavy unit with the Dark Lance if it comes too close (36" is still huge, though). And then for the bulk of my force I can run my Kabalites as Flayed Skull and enjoy my hunting party in raiders all day long, with a Splinter Cannon each. 26 splinter shots at 12", that ignores cover and rerolls 1s to Hit, + splinter racks, and the Dark Lance/Disintegrator Cannon, that's a lot of fire power.

I'll need to think of how to play the Wyches and Covens, I'll probably use the Covens on foot with the Haemonculus to sprint towards the front lines and occupy space, and my Wyches will mostly be Reavers.

Still needs how the Spring FAQ will affect army composition before that, though. At least an advantage of not having the army yet is that I can safely wait for changes before taking any drastic modelling decision


Its good if you like Ravager, a Ravager with a 6+++ is better than a Ravager with nothing.

I'm going to do a my Melee Archon with 5 Warriors in a Raider along with 2 Ravagers (Or RWJF b.c they are really good now)
Should add i'll take a shreeder and melee weapon/blast pistol on that 5 man

This message was edited 1 time. Last update was at 2018/04/01 12:46:20


   
Made in it
Waaagh! Ork Warboss




Italy

Reavers can be an excellent tarpit now

 
   
Made in us
Fixture of Dakka






 Blackie wrote:
Reavers can be an excellent tarpit now


At 57pts for a 3man no upgrades, you can have 2-3 uits and dont care if some die, its really good change for them.

There is also a stratagem if you Flyover 1CP, rol a dice for each Reaver, on a 5+ you do a MW. So even a large unit of 9 will get 2-3 MW's before you tie something up.

   
Made in no
Liche Priest Hierophant





Bergen

I think the fly over stratagem is better on helions. They have good movement. Are cheap enough to rain down death and charge into them. I do not know what drugs are best on them. T4 to keep them alive, or extra attack. S5 attacks would threaten all tanks with that D2 weapon, even without AP.

   
Made in be
Mysterious Techpriest





Belgium

 Amishprn86 wrote:
 Aaranis wrote:
I thought about it a bit and after all it won't be hard to fit in a Black Heart Archon for Agents of Vect. I'll just run a Patrol with one cheap Archon and 10 Kabalites with a Dark Lance and keep them in the backfield, hidden in a ruin or something. That way I have my Warlord protected, a unit that can protect or capture backfield objectives, and still threaten a heavy unit with the Dark Lance if it comes too close (36" is still huge, though). And then for the bulk of my force I can run my Kabalites as Flayed Skull and enjoy my hunting party in raiders all day long, with a Splinter Cannon each. 26 splinter shots at 12", that ignores cover and rerolls 1s to Hit, + splinter racks, and the Dark Lance/Disintegrator Cannon, that's a lot of fire power.

I'll need to think of how to play the Wyches and Covens, I'll probably use the Covens on foot with the Haemonculus to sprint towards the front lines and occupy space, and my Wyches will mostly be Reavers.

Still needs how the Spring FAQ will affect army composition before that, though. At least an advantage of not having the army yet is that I can safely wait for changes before taking any drastic modelling decision


Its good if you like Ravager, a Ravager with a 6+++ is better than a Ravager with nothing.

I'm going to do a my Melee Archon with 5 Warriors in a Raider along with 2 Ravagers (Or RWJF b.c they are really good now)
Should add i'll take a shreeder and melee weapon/blast pistol on that 5 man

I'm more leaning on Scourges with Blasters for anti-tank than Ravagers, it's just a matter of taste though It's cheaper money and points-wise to have 5 Scourges with 4 Blasters (128 pts) than a 3 Dark Lances Ravager (140). The Ravager benefits from the Kabal traits though, is somewhat resilient at T6, and can shoot from a safe distance. Scourges can deep strike for free, and look awesome. They also have 4 Blasters vs the 3 Dark Lances, that's one more D6 damage. Scourges are more alpha strike orientated than Ravagers. Honestly I'm tired of playing an army with backline artillery, so the more moving stuff I get the happier I am. Scourges are amongst my favourite models too.

EDIT:
 Niiai wrote:
I think the fly over stratagem is better on helions. They have good movement. Are cheap enough to rain down death and charge into them. I do not know what drugs are best on them. T4 to keep them alive, or extra attack. S5 attacks would threaten all tanks with that D2 weapon, even without AP.

If you run them with the +1S Cult, use the overdose stratagem with the +1S drug, you now have S7 AP-1 D2 guys moving at 14". A unit of 10 will provide the equivalent of 21 Autocannon shots in CC for one round

This message was edited 1 time. Last update was at 2018/04/01 14:03:40


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






 Niiai wrote:
I think the fly over stratagem is better on helions. They have good movement. Are cheap enough to rain down death and charge into them. I do not know what drugs are best on them. T4 to keep them alive, or extra attack. S5 attacks would threaten all tanks with that D2 weapon, even without AP.


But if you dont play them

Tho a 20man Hellion unit will do 6-7 MW's compare to 3, the bikes however will get turn 1 charge, it depends what you want to do, my Hellions most likely will DS


Automatically Appended Next Post:
 Aaranis wrote:
 Amishprn86 wrote:
 Aaranis wrote:
I thought about it a bit and after all it won't be hard to fit in a Black Heart Archon for Agents of Vect. I'll just run a Patrol with one cheap Archon and 10 Kabalites with a Dark Lance and keep them in the backfield, hidden in a ruin or something. That way I have my Warlord protected, a unit that can protect or capture backfield objectives, and still threaten a heavy unit with the Dark Lance if it comes too close (36" is still huge, though). And then for the bulk of my force I can run my Kabalites as Flayed Skull and enjoy my hunting party in raiders all day long, with a Splinter Cannon each. 26 splinter shots at 12", that ignores cover and rerolls 1s to Hit, + splinter racks, and the Dark Lance/Disintegrator Cannon, that's a lot of fire power.

I'll need to think of how to play the Wyches and Covens, I'll probably use the Covens on foot with the Haemonculus to sprint towards the front lines and occupy space, and my Wyches will mostly be Reavers.

Still needs how the Spring FAQ will affect army composition before that, though. At least an advantage of not having the army yet is that I can safely wait for changes before taking any drastic modelling decision


Its good if you like Ravager, a Ravager with a 6+++ is better than a Ravager with nothing.

I'm going to do a my Melee Archon with 5 Warriors in a Raider along with 2 Ravagers (Or RWJF b.c they are really good now)
Should add i'll take a shreeder and melee weapon/blast pistol on that 5 man

I'm more leaning on Scourges with Blasters for anti-tank than Ravagers, it's just a matter of taste though It's cheaper money and points-wise to have 5 Scourges with 4 Blasters (128 pts) than a 3 Dark Lances Ravager (140). The Ravager benefits from the Kabal traits though, is somewhat resilient at T6, and can shoot from a safe distance. Scourges can deep strike for free, and look awesome. They also have 4 Blasters vs the 3 Dark Lances, that's one more D6 damage. Scourges are more alpha strike orientated than Ravagers. Honestly I'm tired of playing an army with backline artillery, so the more moving stuff I get the happier I am. Scourges are amongst my favourite models too.

EDIT:
 Niiai wrote:
I think the fly over stratagem is better on helions. They have good movement. Are cheap enough to rain down death and charge into them. I do not know what drugs are best on them. T4 to keep them alive, or extra attack. S5 attacks would threaten all tanks with that D2 weapon, even without AP.

If you run them with the +1S Cult, use the overdose stratagem with the +1S drug, you now have S7 AP-1 D2 guys moving at 14". A unit of 10 will provide the equivalent of 21 Autocannon shots in CC for one round


Yes but Ravagers will live loner tjho and 4 wounds to a ravager means you still can shoot. Scourge are anti Alpha strike against you, where Ravager are more sustain

This message was edited 1 time. Last update was at 2018/04/01 14:10:05


   
Made in no
Liche Priest Hierophant





Bergen

The helions has the 'hit and run' rule. So if you are pasient with them you can charge something that will not fight back, and then the following turn use the sky hooks stratagem.

While I see the apeal of both +1 attack and +1S, I am really hyped for the run + charge cult. It really gives you a lot of options while it is much harder for your opponent to counterplay. Cult of red grief is it?

What is the cult of red grief stratagem? Edit: The cult of red strife stratagem allows to retreat into transports again. Not what I was looking for with reavers and helions. Though could be cool with a tantelus. Depending on how it is worded you do not need to retreat into a cult of red strife transport?

This message was edited 2 times. Last update was at 2018/04/01 14:52:51


   
Made in de
Longtime Dakkanaut




The big problem with blaster Scourges for primary anti-tank is just that you will often not be able to drop within 18" of a good target. I mean, people have to be prepared to deal with 24" Obliterators and Destroyers. You can screen 18" just by deploying the vehicle at the back of your deployment zone and then another unit at the front of your zone.
   
Made in ca
Fresh-Faced New User




I though hellions were AP- not AP-1, did they get an addition AP to their weapon? If so they are going to be really nasty!!
   
Made in us
Longtime Dakkanaut





With a 30 point troop choice we can field a MSU army very easily. This got me thinking about court of the archon spam again. Are they still independent characters? How many court characters can you take per archon?

   
Made in no
Liche Priest Hierophant





Bergen

dbhaack wrote:
I though hellions were AP- not AP-1, did they get an addition AP to their weapon? If so they are going to be really nasty!!


Helions are unchanged except point decrease. So S+1, no AP and D2. As far as I know. I stil really like them though if you can protect them somehow. Having superior range, tying things up in CC with bikes and the -1 to hit startagem will help with all that.

This message was edited 1 time. Last update was at 2018/04/01 15:09:08


   
Made in us
Fixture of Dakka






 spaceelf wrote:
With a 30 point troop choice we can field a MSU army very easily. This got me thinking about court of the archon spam again. Are they still independent characters? How many court characters can you take per archon?



Honestly DE has always been MSU army with 1 maybe a couple Anvil units. Spam Kabals/Wyches/Elites/Vehicles and 1 or 2 heavy units like Beast stars, Coven, etc...

5th was 3 Trueborns, 5mans in venoms and RWJF's, Haemonculus x3 (sometimes with WWP) and a good Archon (Soul trap/Husk blade was really good back then)
6th was Beast/Baron/Shadowseer combo with Reaver and Trueborns spam
7th was CTC formation with loads of Reavers (I won some small tournaments with CTC and 6x6 bikes with Lhameaens and 3 troops in venoms with blaster)
But now that the points are equal to 7th points (everything went up from 7th to 8th) we are now back to MSU spam instead of pseudo elite spam and I LOVE IT.


About the Court? I havent seen all the rules yet, (other than the Body guard rules is still broken and i mean broken as in if the Archon takes 6 Damage from 1 weapon, all 6 damage goes to all the court even if 1 dies) but i am being told they got even cheaper than Chapter Approve, if that is the chase they will be highly viable, just dont use the Body guard rules.


This message was edited 2 times. Last update was at 2018/04/01 15:31:15


   
Made in se
Regular Dakkanaut





So how viable to people think grotesques is now when they have -2 ap on thier cleavers. I really wanna run some because i think they are pretty cool, but i guess you really need to run them in deepstriking transports to get any value out of them?
   
Made in no
Liche Priest Hierophant





Bergen

 ThePie wrote:
So how viable to people think grotesques is now when they have -2 ap on thier cleavers. I really wanna run some because i think they are pretty cool, but i guess you really need to run them in deepstriking transports to get any value out of them?


They are fat. YOur opponent will not like that. Instead of deep striking transports, why not have 2 units in the webway at full unit siese for 3CP? Have the transports catch up.

   
Made in se
Regular Dakkanaut





 Niiai wrote:
 ThePie wrote:
So how viable to people think grotesques is now when they have -2 ap on thier cleavers. I really wanna run some because i think they are pretty cool, but i guess you really need to run them in deepstriking transports to get any value out of them?


They are fat. YOur opponent will not like that. Instead of deep striking transports, why not have 2 units in the webway at full unit siese for 3CP? Have the transports catch up.



Hmm i suppose, i guess it's better to convert the raiders into ravagers, i just feel like it will be easier to get them into assault if they start in a transport as extra protection.

On the other hand if i dont use the raiders i can always just buy the bits and convert them into ravagers.
   
Made in us
Haemonculi Flesh Apprentice






 ThePie wrote:
So how viable to people think grotesques is now when they have -2 ap on thier cleavers. I really wanna run some because i think they are pretty cool, but i guess you really need to run them in deepstriking transports to get any value out of them?


I think grots are truely terrifying again. If you take them as red butchers from the 12 obscession they are all swinging power swords essentially lol.

In regard to the hellion discussion, I have to agree with others that they are good-great. People keep comparing them to reavers, when ideally you should be running with both. Reavers are turn 1 attention seekers which gives the hellions time to get there. The hellions hit WAY harder and get better mileage out of the sky hook strat. The hit and run also lets them slash their current opponent to ribbons before hitting a new target.

   
Made in no
Liche Priest Hierophant





Bergen

How many of the primarchs are infantry? If they are infantry the sky hooks become 5+ for mortal wounds. Could be good vs must die primarchs.

How is the stratagem worded? Movement phase only? How are red strife fall back vs transport worded, can you do that with helions?

   
 
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