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==Why Play Drukhari== Drukhari are steeped in ancient and unnatural evil. They have chosen this path for themselves, and revel in their own cruelty, drawing physical sustenance from the infliction of pain. They inhabit a realm known as Commorragh, the Dark City, an impossibly vast stronghold from which they launch piratical raids across the length and breadth of the galaxy. The Drukhari live to inflict misery and death; what happens to the captives they bring back to Commorragh is best left undescribed. They are vain, devious and utterly self-serving, with no respect for any living creatures except themselves, though each individual Drukhari typically views every other member of their race with uncaring contempt. Because of this the Drukhari have a diabolical appeal. They are the evil kings and super-villains of the 41st Millennium, and they have all the right tools for the job. The Drukhari are very fast-moving, have lots of firepower, and boast some of the most lethal close combat units in the game. However, because they conduct their raids at lightning speed, the Drukhari lack any real heavy armor and are hence quite fragile - it takes guile and cunning to use them well. If you possess the skill, though, your Drukhari army can run rings around its opponents, leaving them shell-shocked, terrified and utterly defeated. Best of all, the models in the Drukhari range are truly jaw-dropping examples of the sculptor's craft. In just about every way, the Drukhari are an army for the true connoisseur! Consider yourself warned, playing Drukhari is Warhammer 40K on hard mode. ===Pros=== * Blistering fast army with massive firepower. Infantry moves at least 7" and Vehicles move in excess of 14". * Our unique Power From Pain ability grants cumulative buffs to the army as the game progresses. * Combat Drugs can now be chosen which makes them infinitely more useful. They also stack with Power From Pain buffs on most units. * Gorgeous, highly detailed models that are cross compatible for conversions. It can't be overstated, this army looks really cool and stands out nicely against a sea of power armor. * You can now viably take standalone Covens, Cult, or Kabal armies. The book encourages a blend of all three through some unique rules regarding detachments and warlord traits. * You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Ynnari, meaning you get to cherry pick the best toys from your kin within the same list, and still remain Battle-Forged! Just remember to take separate Detachments for each {{W40Kkeyword|ASURYANI}}, {{W40Kkeyword|DRUKHARI}}, {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|YNNARI}} detachment if you want to keep Obsessions, and stay Battle-Forged according to the FAQ Beta Rules. * Plenty of ways of getting around your baseline strength 3 for combat units. * Almost everything has {{W40Kkeyword|FLY}}, or can be shoved inside something that can fly which means easy traversal of terrain and flying out of pesky melee to still open fire. * Mandrakes are awesome now meaning we finally get our one great infiltration unit! * Drukhari vehicles count all heavy weapons as assault weapons so you can move at full speed and fire at no penalty. * The Blaster is now one of the most points effective guns in the game. It sucks you only get 1 in a Kabalite Warrior kit, but you can easily convert splinter rifles into Blasters by chopping the barrel tips off of unused Disintegrator weapons. * Poisoned Weapons are a guaranteed 4+ to wound on all non-vehicles; so your rapid fire infantry will always be effective at piling on wounds. ===Cons=== * No native access to Psykers so we miss out on an entire turn phase. Though, there is a relic (see below) that can combat filthy Psykers, and we share the {{W40Kkeyword|AELDARI}} keyword with some of the best Psykers in the game so it's not all bad. * Almost every unit in the army is extremely frail and has trouble surviving against even the humble lasgun. You must learn to carefully exploit our supreme mobility to keep your distance, stay in cover or out of enemy line of sight whenever possible. Bolt weapons will effortlessly turn your elves into a fine red mist. * Almost everything in the army has {{W40Kkeyword|FLY}} and our transports all fly, so we are extremely vulnerable to enemy units with bonuses against units with the {{W40Kkeyword|FLY}} tag. * Special Characters are effective, but their costs should be considered in list building. Also, the named characters are stuck with specific Kabal/Coven/Cult Obsessions and Warlord Traits. * While there are no outright bad units or weapons in the army, some weapons have a very specific role or niche so they won't see much use in a "Take All Comers" list. * No native Lord of War units. But you can ally with our Asuryani cousins if that's really a concern. * Difficult to put Troops, Elites, and HQs in the same transport due to inconvenient passenger restrictions. HQs usually require a "Command Venom" (which any opponent with a working brain is going to focus down turn 1) as a tax unless you're fine with them on foot. * As with all tournament play, the army gets pretty bland when distilled down to spamming the best Kabal and Coven units. * Poisoned Weapons allow our strength 3 elves to hit above their weight and wound all non-vehicles on a guaranteed 4+, but most poisoned weapons have no AP whatsoever. Enemy units will likely get to make their full armor save and common units like Primaris Marines in cover are practically impossible to kill with splinter weapons. You will have to rely on massing lots of shots combined with lots of re-rolls to inflict damage. ===To Ynnari or not Ynnari=== '''23/07/2017 FAQ''': You must have '''Yvraine, The Visarch''' or '''The Yncarne''' as your Warlord to be able to give any Aeldari units in your army the "Ynnari" keyword. Yvraine and The Yncarne are your only access to the Revenant Discipline and the same FAQ finally gave The Visarch a 4+ Invulnerable save. '''17/11/2017 FAQ''': In Matched Play games, Soulburst can now only trigger on your turn, and only one of each Soulburst action can be used per turn. In competitive play, this basically means you are better off taking a small Ynnari detachment abusing the hell out of the soulburst potential of any combination of the following: Shining Spears (Move, Shoot, Charge), Harlequins (Move, Shoot, Charge), Swooping Hawks (Move, Shoot), Dark Reapers (Shoot), with all your other points spent on your Drukhari. '''16/04/2018 FAQ''': Ynnari detachments now must also consist of entirely Craftworld, Harlequin, or Drukhari units; you cannot take units from other Aeldari armies in the same detachment any longer. While this is pretty inconvenient, players may still take multiple Ynnari Detachments (Yvraine in one, The Visarch in another, for example) with one dedicated Drukhari force and the other with a dedicated Craftworld force. '''May 2019 White Dwarf''': The Ynnari received a major overhaul, getting full access to their own relics, warlord traits, stratagems, and a fully fleshed out psychic discipline, but lost access to the Craftworld, Drukhari and Harlequin equivalents. To further isolate the Ynnari detachments from their vanilla variants, they also cannot be targeted by allied vanilla psykers for buffing purposes. The final and most notable change, however, was Strength from Death being retooled to no longer grant additional actions to simply getting an army wide Always Fights First buff upon the death of a unit. This, combined with the very polarized effectiveness of the new tools the Ynnari got (the new strats/relics/traits are either pretty good or steaming hot shit. There is no inbetween) makes the overall change yet another hard nerf in the string of hard nerfs the Ynnari have been getting ever since 8th edition launched. With the Ynnari index more or less gutting the army overall you'll find that most of the reasons to take Ynnari no longer exist (The out of phase actions) and they've turned into a close combat army in an [[Blood Angels| edition that tends to leans more towards shooty armies]]. This overall leaves Ynnari in a weird spot, but it's not all bad they do get to keep Power From Pain [[Derp| despite having left that behind after joining the Ynnari]] but hey, you also get their own strategems, warlord traits, and relics. Taking an Ynnari detachment has very few if any incentives now that it's just an army trait, and a rather lackluster one at that. While you do get to keep PFP it doesn't really help stem the overall issue the army faces that '''you should just play pure Drukhari instead'''
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