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====Kabals==== *'''Court of the Archon:''' If you have an Archon in the same detachment, these don't take up slots - which is now a compulsory rule. In Matched Play, you can only have four of these ''in total'' per detachment, and you can only take them if you have an Archon (meaning it's impossible in Matched Play for them to fill out an Elites slot). They also all gain re-rolls To Hit if the Archon is within 3" of them. Keep in mind that ''they are '''not''' characters, and they are all single model units''. This also means everything has to be rolled individually for them, so keep this in mind when advancing and charging. **'''Ynnari Note''': Due to the cost, these are '''excellent''' fodder for Strength from Death in any Ynnari Detachment. All are cheaper than a 5-Elf Kabalite Squad, and as single model units that donβt take up slots, all trigger Strength from Death when they die. **'''Lhamaean:''' 15 Points, comes with a Poison 2+ combat weapon that does a mortal wound in addition to its normal wound on a wound roll of 6+. Note that she adds +2 to wound rolls for tasty mortal wounds on a 4+.Remember that unlike normal damage mortal wounds do carry over to the rest of the unit. Buffed when hanging out with an Archon, and at 15 points they're a relatively cheap source of potential mortal wounds. The statline seems mediocre, but she does benefit a lot from Power from Pain (turn 3 onwards); stick near the Archon to make sure those measly 2 swings actually connect. **'''Medusae:''' 21 Points, their eyeburst is no longer an AP3 flamer but instead is Assault 4 at flamer distance, S4 AP-2. No automatic hits, but a more reliable number of shots and with an Archon nearby it's more or less like a very reliable flamer. Still pretty deadly to single wound infantry models and only cost 21 points per model. **'''Sslyth:''' 27 Points for a terrifying melee statline and 3 ablative wounds for your Archon. Going by RAW, the Cold-Blooded Bodyguard ability can only be activated when the Archon loses a wound (and loses his Shadowfield). However, Mortal Wounds ignore the Shadow Field, and can be directed to a nearby Sslyth on a 2+ instead. Worth considering for a close combat Archon. *** Note: When taking saves, you can choose from all your possible saves which kind you want to make. In some circumstances, it can be worth it to have your Archon take normal armor saves (5+) instead of risking his 2++. Then, when you (most likely) fail those regular saves, you still have a 2+ to pass them off to his Sslyth buddies. **'''Ur-Ghul:''' 15 Points and a crapload of S4 attacks for a single model, particularly on the charge. Unfortunately those attacks have no AP and only do 1 damage. It has no access to Power from Pain though. That said, 3W a unit does make them excellent Smite shields to protect a more important character. ***The new 40k Warhammer Quest game comes with 4 plastic Ur Ghuls. There may be separate rules for those, but at the very least it'll be easier to get some models without having to buy the old resin model separately. *'''Kabalite Trueborn (Legends):''' Want to hear something scary? How about a Venom + 4 Blasters deepstriking 17.99" away from your frontline? With the new Screaming Jets Strategem, Blasterborn are crazy good now. Warriors with an additional attack and point of Leadership, and the ability to get 4 Blasters into a 5-Elf Squad. Sounds awesome, so why does nobody use them? Well, you are putting all of your eggs in one basket. Drukhari run on redundancy and not presenting a target that is objectively better to attack than any others. All your opponent needs to do to remove 4 Blasters from the table is to destroy one Venom. Compare this to having to shoot down 4 separate Venoms to get at your Blasters. No longer worth taking unless you just really like them.
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