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===Tactics=== *'''Drukhari Soup''': With the way the codex is, you effectively have three mini armies in one book, you have a lot of options. A ''lot'' of options - more than the Drukhari have ever had, in fact. It's easier than ever to field units from subgroups that you don't want to invest a whole lot into, with no CP loss. Raiding party was a gimmick back in 8th, and now you are free to take as many patrols as you wish or cram a battalion or brigade full with realspace raids. It's a good time to be a sick fuck space elf pirate slaver from a twisted city in the webway! Consider the strengths and weaknesses of each group: Kabals are ''ridiculously'' shooty, but they have trouble holding objectives due to their unfortunate tendency toward dying if looked at crosswise; Cults are screamingly fast, hit like a metric ton of spikey bricks in close combat, and can keep your enemy's most valuable units perpetually tied up in combat, but have almost no ranged weaponry to speak of and suffer from the same objective grabbing issues as their Kabal cousins; Covens are the toughest units in our army (and can be made to be even tougher), can dish out the pain in close combat, and can camp objectives like nobody's business, but suffer from a lack of any reliable ranged weaponry. So, combining all those strengths together - and peppering in Scourges/Mandrakes/Incubi to taste - gives you a tremendously versatile army that can do basically anything you need it to, whenever you need it to. To boot, you can buff your already great HQ choices into CC murder machines and/or megatanks that double as force multipliers and character assassins for just a few CP. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Xenos]] [[Category: Eldar]] [[Category: Dark Eldar]] {{Warhammer_40k_Tactics}}
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