Games Workshop - 99120112043 - Warhammer 40,000 - Combat Patrol: Drukhari

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Games Workshop - 99120112043 - Warhammer 40,000 - Combat Patrol: Drukhari

Games Workshop - 99120112043 - Warhammer 40,000 - Combat Patrol: Drukhari

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Well, let’s start with the story of how the Dark Kin came to be, which began a long time ago, before thebirth of Slaanesh. Ravager– In a shift towards high toughness and reduced ap the Ravager continues to bring heavy precision shooting that the Dark Kin are going to need. Troops: 5 Hekatrix Bloodbrides, 1 with shardnet and impaler, Hekatrix has Agoniser – 75pts – Combat Drugs: Grave Lotus (+1 Strength)

There are three sets of “subfactions” in Drukari: Kabals, Wych Cults, and Haemonculus Covens. Each has a unique set of units that it can bring, including an HQ unit, a Troops unit, and a few other choices depending on the faction. There’s also “Blades for Hire” units – Incubi, Mandrakes, and Scourges – which don’t belong to any particular subfaction.Dedicated Transport: Raider with disintegrator cannon, grisly trophies, chain snares – 100pts – Covens (Dark Technomancers)

Secondly, you can form a Realspace Raid, which means that instead of designating a detachment as Kabals/Cults/Covens, you designate it as a Realspace Raid. There’s some baseline requirements for doing this – the detachment must have exactly 1 Archon, 1 Haemonculus, and 1 Succubus, and the Archon must be the Warlord, plus there must be 1 each of the appropriate Troops choices. However, as long as you have this, everything gets access to the proper Obsession and their sub-faction specific Stratagem/Relic/Warlord trait. It’s a powerful option for taking a “mixed” force that’s a little less overhead than managing different Patrols. While the Drukhari are a powerful and satisfying army to play with and against (but especially with), they have a unique, complex, and fiddly army composition – and as such, newcomers to Warhammer 40k should be wary. Much of the complexity comes in managing the Drukhari’s three distinct subfactions: Kabals, Haemonculus Covens, and Wych Cults. Currently, at least one person is signed up for every faction but Death Guard--what match-ups are especially good or bad for Drukhari? After years of looking at the starter sets – I have to say I am really, really impressed with this one. Let’s Break it down:

Drukhari tactics – Weaknesses

One such slave was an Aeldari named Asdrubael Vect, the being who would come to define this new society and give them the name Drukhari. Born a commoner, Vect was sold into slavery as a young child, which gave him an eternal hatred for the nobility who ruled over the city, and he swore that he would one day rule Commorragh. Reavers lose their auto-advance, but with 16 inch move and OC 2 remain well placed to snaffle objectives from the unwary. Eviscerating Fly-by is built in now, doing 4+ mortals to a unit they pass over with a normal move. The improved Heat Lance (Assault, Melta 3, strength 14 -4 D6 18 inch range) looks nice on these for early troubleshooting. One model per three can gain LANCE via the Grav-talon to really roll over lightly armored enemies, so combined with the sergeant getting an Agoniser you can get some decent output from a unit of three.

I assume the Raider should carry the Kabalites and Archon. Any reason to take them out of it unless it's about to blow up? Global prices have been estimated from similar-priced products. Boarding Patrol: Drukhari – Price Value & Savings Summary The Wych Cults of Commorragh are highly celebrated, drug-enhanced, acrobatic artists of death. Led by the crazed Succubi, they live their lives in gladiatorial combat and excel in melee. On the table, they serve as terrifying assault squads, slicing and dicing through opponents like they’re made of butter.On the tabletop, the Drukhari use their incredible speed, advanced poison technology, and incredible tactical flexibility to overwhelm their foes. 9th Edition Warhammer 40k has been particularly good to this race of unrepentant monsters, so you might be wondering: where to start with the Drukhari? Cult Speed is the name of the game here. The Succubus and her retinue of Bloodbrides take the Venom , the larger unit of Wyches takes the Raider, and with support from the Hellions, you’ll wipe out your enemy before they even know what hit them. I've been building and painting 40k for over a year but have not yet played a game. My FLGS is running a beginner-friendly Combat Patrol league later this year and I'm AMPED to put my Drukhari on the table and roll some dice. Grotesques can carry both their Monstrous Weapons and Liquifier Guns at the same time, making them a little more versatile. Mindless Killing Machines gives them the ability to fight on death on a 4+, but going down to ap 1 on their combat weapons and losing the ability to deal mortals (the Flesh Gauntlet just doesn’t feature here) limits them a little bit. Can’t say I’m an expert on how Drukhari play – I still call them Dark Eldar to this day – but I will give as good an analysis that I can. This box does fall under the 500 point Boarding Actions list threshold by 130 points – and though the Wyches provide a lot of weapon options, you’ll never have enough to get there. I’d recommend another unit of Incubi to bring the pain in close combat, unless you want to overpower your foe with firepower, bring another unit of Wyches or Kabalites.



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