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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 an insidious portion of the webway 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. 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. They are completely unapologetic and over-the-top in everything they do, be it turning themselves into sentient beams of light and flying across the galaxy just to gloat to the lesser races about their accomplishment, or using acid-filled rivers and daemonic chasms as obstacles for their insane death races. Stealing away entire celestial bodies? Just another day at the office. In fact let's go capture a Tyranid-infested planet and put in orbit over Commorragh, I hear among the nobles that sewing bits of Tyranid into your daily outfit is becoming high fashion. What about technology so ludicrously advanced it looks all the world like fucking sorcery? Take a black hole, put it in a box, send it to your political rival for shits and giggles. Turn up to an Imperial planet and dab on the local Guard regiment from the safety and comfort of the bathtub you installed in the bridge of your sleek, deadly battlecruiser while being pleasured by a pair (no, a trio!) of concubines. Or go down and get stuck in! And big deal if one of the primitives gets a lucky shot with their crude meltagun and lights you up like a Roman candle, you had the good sense to leave a toe with the Haemonculi. You'll be back next week, hungry for more. 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, and you've got free reign on what units get what, duplicates are allowed! * 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, and mix them together in a Realspace Raid detachment. * 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. * Plenty of ways of getting around your baseline Strength 3 for combat units, and plenty of ways to get around armour up-close too. Combine with massive numbers of attacks in close combat, it puts Drukhari up there with Orks and Chaos as the most devastating face-punchers in the game. * Almost everything has {{W40Kkeyword|FLY}}, or can be shoved inside something that can fly which means easy traversal of terrain. * 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. * As a rarer army, people don't build their lists to fight Drukhari. This means you can take people by surprise when they find out just how fast you can engage with them. * A truly vast amount of options when it comes to army-building. Using the Raiding Force special rule, you can build an army composed entirely of patrols and save a large amount of CP by refunding the normal cost, while picking Obsessions from left and right, neatly sidestepping an issue other armies face. It helps that nearly every Obsession is competitive and powerful. ===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 the army's 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. * 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. * As with all tournament play, the army gets pretty bland when distilled down to spamming the best units. * As a "glass cannon" army, almost every game will be decided by turn 2, you'll either crush your opponent or be crushed. Don't expect close matches. * Most poisoned weapons have no AP. Enemy units will likely get to make their full armor save and common units like Space Marines in cover are almost impossible to kill with splinter weapons alone. * Even combining all three sub-factions, very limited unit options compared to other Xenos armies with an uncomfortably high proportion of discontinued and [[Finecast|Finecrap]] models. GW hasn't even bothered to update most of the range to the new-ish packaging and instructions, and only a handful of third-party manufacturers have offered up anything for Deldar.
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