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==Stratagems== With 33 stratagems overall, including a mix of reprints from the Craftworld codex, Drukhari specific stratagems, and game changing faction exclusive stratagems, Drukhari are among the most command point hungry factions in the game. ===Universal=== *'''Alliance of Agony (1 CP)''': Used before the battle. If the Warlord is an Archon, pick up to 1 Haemonculus and 1 Succubus. They get to pick a Warlord Trait. It's like having three Warlords for the price of one, and Raiding Force was already encouraging you to take detachments from multiple sub-factions. If the Haemonculus is from the Prophets of Flesh, the Diabolical Soothsayer WT will immediately let this Stratagem pay for itself. **The Archon is the only one that counts for things like Slay The Warlord. Keep that in mind. **'''16/04/2018 FAQ:''' This can only be used once per battle. *'''Architects of Pain (1 CP)''': Pick a unit at the start of the battle round and treat its Power From Pain as being 1 turn higher than the actual game turn for the rest of the battle round. As with Hyperstimm Backlash, this specifies battle round, not turn. That means you get potential bonuses for two fight phases and two morale phases, but you also telegraph this to your opponent. If they go first in the battle round, they will know what is coming and can try and avoid it. **<strike>On turn one, combine this with webway strike to increase the chances a unit can pull off a vital charge after deep strike.</strike> ''This stratagem cannot affect a unit which is not physically on the table at the start of the round.'' **<strike>On turn two, combine this with a melee unit that is about to disembark from a transport to give them that extra edge. </strike> ''This stratagem cannot affect a unit which is not physically on the table at the start of the round.'' **The Kabal of the Black Heart can stack this with their own bonus to grant one of their units morale immunity on the second turn. *'''Cruel Deception (2 CP)''': Used if a {{W40Kkeyword|Drukhari}} unit in your army falls back. If it does so, it may still shoot and charge this turn. *'''Enhanced Aethersails (1 CP)''': Use when a Raider or Ravager advances. Add 8″ to their move instead of rolling for it. **when combined with the Cult of the Red Grief, this stratagem can allow a raider to pull of a first turn charge, potentially preventing a unit from shooting and setting up a Wych unit for a second turn disembark. Attempt at your own risk. *'''Fire and Fade (1 CP)''': Allows a {{W40Kkeyword|Drukhari}} unit to move up to 7″ after shooting but cannot charge that turn. **While this may be a duplicate of a Craftworld stratagem, it is still an amazing tool to have access to. <strike>Use on deep striking scourges to get into cover after dropping in or on a a Talos to get an extra 7" move toward the enemy. (You don't have to move away from the target).</strike> ''As per the FAQ, it is not possible to move after arriving from reserves, for any other reason than charging'' **Do not use this on your Razorwing or Voidraven unless you want to suicide your own planes. *'''Haywire Grenade (1 CP)''': Used when a Drukhari model throws a plasma grenade at a Vehicle unit. Make a single hit roll, if it hits, it deals D3 mortal wounds. **Useful for finishing off a badly damaged vehicle or dropping it a damage tier. *'''Hunt From the Shadows (1 CP):'''use if a unit in cover is targeted by a shooting attack. Increase your cover saves by 1. Warriors in cover will go to 3+ saves while scourges will have a 2+. *'''Lightning-Fast Reactions (2CP)''': Use when a Drukhari Infantry, Vehicle, or Biker unit (except for {{W40Kkeyword|<Haemonculus Coven>}}) is targeted by a ranged or melee weapon. For the rest of the phase, subtract 1 from hit rolls made against that unit for the phase. Same as their Craftworld cousins, but no less annoying for your opponent. *'''Onslaught (1 CP)''': When an {{W40Kkeyword|Incubi}} unit fights in the Fight phase, every unmodified hit roll of 6 scores 2 hits instead of 1. *'''Pray They Don't Take You Alive (1 CP)''': If you slay the enemy Warlord in the Fight phase, ''the entirety of the enemy army'' takes a -1 to Ld for the rest of the game. Tricky to pull off, but a permanent debuff on every enemy unit makes it worth it. **All three Eldar factions have units that synergise extremely well with this and it can set up some great Leadership Bombs in Soup Lists. *'''Prizes from the Dark City (1 CP/ 3CP)''': Your standard more relics stratagem. *'''Screaming Jets (1 CP):''' As Webway Portal, but with a Drukhari Vehicle that can Fly instead and only one unit (1 CP to Deep Strike 1 unit, units inside a transport do not cost extra). Totally not a copy pasta of the Craftworld stratagem Cloud Strike. Honest. NOTE: You cannot use both Screaming Jets and Webway Portal in the same game; you have to choose one or the other. **This has ''drastically'' better performance than Webway Portal, provided you're using it on valid targets; you can spam it (because it's not used during a phase) at 1 CP per unit, meaning 2 units cost you 2 CP, not 3, and you can keep on paying for it. The big downside is the restriction on valid targets, of course. *'''The Great Enemy (1 CP)''': Re-roll failed wound rolls in the fight phase for one of your units fighting a {{W40Kkeyword|Slaanesh}} unit. Also a Craftworld copy-paste, but still helps against Emperor's Children and Slaanesh Daemons. *'''Torment Grenades (1 CP)''': Use before a model fires a Phantasm Grenade Launcher. If an enemy unit is hit, in addition to the usual effects, roll 3d6. If the result is ''higher than'' the enemy unit’s highest Leadership characteristic, it suffers 1d3 Mortal Wounds. Given how prevalent Phantasms are and that the average of 3d6 is 10.5--much higher than most units' leadership--this is a fairly reliable way to plink 1d3 mortal wounds, and *almost* makes up for our lack of smite. *'''Webway Portal (1 or 3 CP)''': One use only. When deploying, you can set up either 1 (for 1 CP) or 2 (for 3 CP) Drukhari Infantry, Biker, or Beast unit(s) in the Webway, which can deep strike at any time in the game following the usual rules for deep striking. ** You're probably thinking "Why don't I just shove them in a Raider and use Screaming Jets?" The answer is that you can use these on 1-2 20 elf wych or kabalite blobs to protect them before they get to slashing/blasting your opponent's army off the table. ===Kabal-Specific=== *'''Soul-Trap (1 CP)''': Use when an Archon kills a character, increase the Attack, Leadership, and Strength characteristics of that Archon by 1. **Not as ridiculously OP as it was in 5th Edition but melee Archons are definitely viable now and it's only 1CP to make them that much more dangerous. ===Cult-Specific=== *'''Hyperstimm Backlash (2 CP)''': At the start of the battle round, choose a unit with the Combat Drugs rule. For the rest of the round, the benefit of Combat Drugs is doubled, but at the end of the battle round, the affected unit must roll a d6 for each model in the unit- it takes a mortal wound for each 1 rolled. If used on a unit with the Stimm Addict WT or the Phial Banquet relic, all its bonuses are doubled but it will suffer D3 mortal wounds at the end of the turn. **Because this specifies battle round and not turn, you can use this stratagem even if your opponent goes first. For instance, it could make your Reavers with the +1 toughness drug into T6 to guarantee they survive. In addition, you functionally get two entire turns out of the bonus. If you know a unit is going to likely be in combat for more than one fight phase, this can be of great assistance. **But because it's used at the start of a battle round if you don't get the first turn you'll have to use this when your opponent's turn starts. SO be careful on how you use this. *'''Release the Beasts (1 CP)''': Used at the start of the charge phase. Choose a Beastmaster, your Drukhari Beast units within 6″ of him can re-roll failed charge rolls for that Charge phase. **Beasts don't benefit from Power from Pain or Obsessions, this patches that very nicely. *'''Eviscerating Fly-By (1 CP)''': Used when a Wych Cult unit with the '''Fly''' keyword advances. If you move over an enemy unit with this move, roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is Infantry. On a 6+, the enemy unit takes a Mortal Wound. Imagine this on a 20-elf squad of hellions flying over a character that thought it was safe surrounded by other units... **Note that only one model has to move over the unit to trigger this. ===Coven-Specific=== *'''Crucible of Malediction (2 CP)''': One use only. In the Psychic phase, select a Haemonculus and roll a d6 for each enemy psyker unit within 12". On a 4+, that unit takes D3 mortal wounds. **Note that Haemonculus get this for free use via the Index anyway as a Wargear option so it's only really worth it for Urien Rakarth, but ask yourself if it's really worth 2CP and getting your Haemonculus that close to an enemy Psyker. ***Whether or not you can take it for free is an entertaining question. [https://i.imgur.com/llewIpz.jpg This flowchart] explicitly declares that any wargear which is Index only you can still take, and since it's not even wargear any more, that should mean you can take it. The Drukhari FAQ is silent on the issue. However, the Tau FAQ contradicts the flowchart dealing with an identical situation for them, declaring that their stimulant injector stratagem makes the wargear untakeable. As it stands, RAW is definitively that you can take them, as the flowchart is GW's canonical advice, but whether or not that's RAI probably depends on whether or not the Tau rules team agrees with the Drukhari rules team. *'''Fleshcraft (1 CP)''': Used at the end of the movement phase on a {{W40Kkeyword|Haemonculus Coven Monster}} that is within 3″ of a Haemonculus. That monster regains D3 lost wounds. ** Quite nice considering other stratagems like this cost 2 CP. *'''Freakish Spectacle (1 CP)''': Used when an enemy unit fails a Morale test within 6″ of a {{W40Kkeyword|Haemonculus Coven}} unit in your army. One additional model flees from the enemy unit. **Combine with the Dark Creed's obsession for maximum effect. **A nice addition to the Leadership Bomb tactics Aeldari Soup are now very good at. **Situational at best. The difference between this and a straight up leadership penalty is pretty significant. A leadership penalty will affect things other than morale (such as Mind War, or the shadowseer's grenades). A leadership penalty can convert a passed morale test into a failed one. This cannot. It can only increase the loss by one model on a failed test. So you should only use it on units that have expensive models. Which tend to be small in number anyways, and would probably rout with your other leadership penalties. Always consider if you'd be better off just spending your CP to make a unit hit harder or more often, or to bring a second unit into range, etc, etc. If you can use your CP to simply kill one extra model from a unit in the shooting or fight phase, you're already doing more damage than this stratagem can gain you. **Minus leadership debuffs strategies can make very unlikely foes run away, for example small units of elite multi-wound infantry, like Crisis suits, Obliterators, Wraiths, Grotesques etc..something your opponent wouldn't expect to ever fail LD. *'''The Torturer’s Craft (2 CP)''': Used before a {{W40Kkeyword|Haemonculus Coven}} unit from your army fights in the fight phase. You can re-roll failed wound rolls for that unit.
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