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Did Drukhari Just Get SCARY? Skysplinter Assault Detachment is Looking FUN
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- Опубликовано: 16 авг 2024
- Let's talk about the new Skysplinter Assault detachment for the Dark Kin, in the new updated Drukhari Index
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0:00 Intro
2:24 Core Rules
4:59 Stratagems
10:35 Enhancements
13:32 Rough Army List Idea
14:52 Outro
This detachment seems to put the CANNON in the glass department, which is how Drukhari should be.
I love that this detachment better executes the "get a mixed group of Kabals, Covens, and Cults together to go raiding" than the actual Real Space Raid detachment.
Never been this early. Anything to make Drukhari better is good at this point.
i started a drukhari army 3 months ago, and IM SO GLAD I DID NOW!
Same, I started it and my buddy told me they were in a bad spot except for dark Lances. I told him just wait, the rules always change as does the meta.
@@morrettigames5153 patience is a virtue
I think also part of it was that they learned that Drukhari players really didn't like the detachment. It forces you to play all three aspects of the army to get the most out of it when there's a good majority of people that focus on 1-2 of them and definitely not to the point of bringing one of each character in an army
Thats part of it. They tried forcing Wych cults while making them complete trash. Now, with Lelith, they can be very deadly.
Even if you have all 3 factions that is not typically how you play warhammer. most army dont try to have like a well round universal list. competitive you go pretty hard a 1 or 2 strengths and then fill it with utility units.
Its not even that. The problem was the reward was worth almost nothing. I played games without any of the HQs that gave paintokens and never ran out of them. It was literally a worthless detachment. Nothing to do with taking all 3 factions or not.
While I still don't think I'm interested in playing Drukhari, this detachment gets me as CLOSE as I've ever been. Having some fast hit and run terror tactics out of transports sounds like a lot of fun! I wish they'd do this with more of the armies that aren't seeing their codes for over a full year, just a little variety would be nice...
Shame they haven't done this for a few more factions who might be expected to get their codex late. A second index would go a long way to adding longevity to certain factions.
They just did. Is your other army painted?
Bro pls do not complain. Games workshop should be praised for doing this not scolded for not doing it more. If you just complain and complain then the community will be more and more negative
@@web_082people will always want something brother. Unfortunately that’s the way it is
@@web_082that's true, it's important to celebrate genuine accomplishments like the Drukhari buffs and the DG buffs and other good changes this edition. That said, people who play Admech, Astra Militarum, or an army that got unfairly shafted by the balance dataslate, *do* still have a right to complain. Games Workshop needs some negative feedback from time to time if they genuinely mess up, otherwise how else are they going to know what to address later on?
Blind hate is one thing, that just sucks and unfairly tarnishes reputations of people offering genuine criticism. But people's feedback can't be all-positive all the time, otherwise we wouldn't get such good changes like this happening in the first place, as GW wouldn't know it was a problem for their consumers otherwise.
Totally agree. Especially as you specified armies with a codex dropping late.
I think a powerful combo is the combination of a tantalus with wracks which can give some a lot of mortal wounds off the charge with the tantalus' special rule plus the strat and if you really are fishing for mortals you can also tank shock it. That is a lot of mortal wounds off the charge and you still get the tantalus' melee profile which is not terrible.
This is how drukari is suppose to be played, I like it. Excited for what archon skared have to say about this.
Great video, again 🎉
I particularly like the raider army list you came up with.
And with a Raider and a Ravager plus the Icubi all in the combat patrol box, this list is extremely doable.
Definitely going to be using the new detachment going forwards. The extra AP and Lance ability make melee a real option again and Archons with Incubi for re-roll wounds while empowered on top is just great. Sadistic Fulcrum will go nicely with an Archon lead Kabalite squad hopping out of a Tantalus too, much more bang for your buck than on a Raider.
Swooping mockery mixed with the stick objective rule from kabalites on the transport is a sweet combo. If an opponent is going to risk a long charge your raider that is on an objective, you can just move off it and you still keep it. You can either move away to deny the charge or move closer to screen the objective.
I'm not sure Kabalites will get sticky while aboard a transport since they're not counted as being on the field for rules purposes.
@@dalemallon2924 the rule states that it applies to the unit or any transport is is embarked on. It's pretty clear cut this one!
You're quite right. That is very good in that case. Must keep this one in mind.
Been considering to start the army with the combat patrol for a while now. Maybe it's time now
it is, before they change the combat patrol box, get 2 or 3!
This new detachment leans heavily into what already is drawing me to Drukhari, their skiff vehicles so I take this as a sign to buy three combat patrols and build an army of them next
If it wasn't for the mortal wound cap, a tantalus full of wracks would do like 8 mortal wounds on average.
Having just started a Drukhari army as my new army for 10th I am overjoyed by these changes. It just FEELS better.
I like Drukhari, they look like proper sci fi bad guys. The new detachment seems good for their "pirate/raider" theme.
Solid output Sir. Impressive product rate.
We appreciate your efforts.
this detachment makes me actually want to bring out my De for first time in 10th even wyches are somewhat viable now charging out of a transport. a squad of wyches by lelith will do about 15w to marines with a pain token and that is just the wyches attackes. leilith will do another 6-8 wounds on top of that so her squad for 175 can pick up most marine units or similar tough units........
For the first time in 10th, I'm actually excited to play Drukhari. Stabby elves might be back! I played one or two games with them early in the edition and decided that 27 Dark Lances might sound cool in theory, but are actually a very boring and also not really effective playstyle.
I think it's good that they didn't go over board on points decreases and rather went for shaking up the rules a little, especially since Drukhari were already an army that fields quite a lot of units. Imho, for factions on the lower and upper end of the meta, massive points changes aren't necessarily the way to go as most of the time, the datasheets and rules are the problem and I think the game is hordy enough as it is. My T'au and Votann lists went down by 200 points with the last dataslate and this time around, my CSM went up by 200. Both feels extremely heavy handed. Additionally, an army like Admech can't be helped with points changes alone at this point, they need some serious revision of their datasheets. While I don't play the faction, I hope they get some love seperately from the balance dataslate.
Warning! Warning! Word Wall incoming! ( :)P )
Something to point out as a Drukhari player who's used them for 10+ years ... the old Realspace Raid Detachment 'might' (might) actually be better than the new Skysplinter one.
Heavy emphasis on the 'might' part though. This is just my gut instinct, and honestly I'm hoping that testing things out and playing the new detachment on the tabletop will prove me wrong... but I can't help but notice how you don't get many pain tokens with the new detachment. And you need lots of pain tokens if you want all those cool melee units to re-roll the hit roll, re-roll all wound rolls if led by an Archon, get the +1 AP in all close combat, etc. etc.
Case in point:
. Realspace Raiders gives you 6 pain tokens to start with if you include Lelith (a Succubus), Urien (a Haemonculous) and a generic Archon. Those characters are great and well worth including (they aren't a tax).
. You take the archon purely to give him the '+1 pain token a turn' enhancement you get from Real-space Raid. You run him solo, by himself, in the backlines doing actions, holding the home objective, screening out enemy deepstrikes, preventing 'capture enemy outpost' by the enemy etc. He's won me games by merely existing on the board. I only let him do some fighting in turns 4-5 when the coast is clear. I keep him alive 'til the end of the game, that means I basically get 5 more pain tokens over the course of the game just by running him. +1 pain token a turn for 5 turns = 5 more Pain tokens to work with.
. Let's say you don't bring Urien, &/or you bring a basic haemonculous as well. ... well now you can give that guy the Crucible of Malediction enhancement. I,e the one that lets you generate even more pain tokens once per game by yeeting him into the middle of your opponent's army and forcing 5+ units to make a battleshock test at -2 leadership. Sure he'll die soon afterwards, but everything dies quickly in a Drukhari army (that's just how the army plays). And by the time he dies he's already got his value back by that point. I tend to average an extra 2-3 pain tokens from that manoeuvre, and suddenly my opponent's key units can't use any stratagems and are OC 0 at the crucial moment I need to take an objective. Again, I've won games off of that.
So that's 6 plus 5 plus 2-3 pain tokens. 13-14 pain tokens are being generated 'for free' / with minimal effort by that detachment. Whereas the new detachment only hands out 3 at the start of the game. 3 tokens. That's it. That's what I've got to work with. Sure I can take the new enhancement that lets the archon gain 1 pain token every time they kill an entire enemy unit in melee. But A. There's no guarantee he'll kill an entire enemy unit in melee (this is a dice game after all, and some units are just really really tough to shift, even with the new +1 ap, etc). And B. Lets say he does kill a unit in melee and gets 1 additional pain token. Yaaay, congratulations! He's now stuck in the middle of an an open field with all the enemy's guns all trained on him and his unit. It's a Drukhari Army, what do you think will happen :)P.
Even if you do pull shenanigans and get him re-embarked on a venom sat behind a wall etc, he still has to expose himself next turn if he wants to have a chance of even getting a 2nd pain token. All that effort to get maybe 2 pain tokens before he dies horribly to a random bolter 'cos it's drukhari. (Trust me, the the 2+ invuln save does not last forever. I should know... It was funny the 1st time it happened ... I swear it's still funny 5 times later :)P. )
Basically the old detachment gave me 13-14 extra pain tokens, which meant I was re-rolling hit rolls for every single unit in my army the entire game in both melee and shooting.
... and do you know what? Those games were still a struggle because of how underpowered the melee was in that army because archons couldn't join incubi. My games were a struggle and the army felt really underpowered, and that was with 13-14 extra pain tokens. Now you want me to run a detachment with only 3 tokens? 5 max? What happens when I play against Custodes? Knights of any kind? an 'oops all Dreadnought only' army? I have to kill them to get my pain tokens back. But if I can't kill them because I don't have enough pain tokens to start with... do you see the problem?
Am I a whiney, salty b*** who thinks Drukhari are dead? Oh No, Heck no! My Archons can join my Incubi now! XD And now they get +1Ap in melee and the archon makes them re-roll all wounds! That's hecking awesome! I'm incredibly happy! 😁 I'm gonna run 3 Archons in the Realspace Raid detachment. 1 to stay at the back and farm pain tokens/ screen deepstrikes as discussed, the other two will lead Incubi units into glorious melee combat and solve the original problem the Realspace raid Detachment had in the 1st place; a lack of melee punch.
Like I said, I hope I'm proven wrong in a few months time. I hope other people go out there and find success with the new detachment, I hope I've misunderstood something and people find a way around the lack of pain-tokens. Either way, It really feels like Drukhari are great now. Drukhari are back babyyyyyyy! 😁🥳🎉 points are down across the board for our units too! I are Excite :)P
Especially now that pain tokens are better you do want as many of them as possible. The army really relies on them to be relevant and efficient (courtesy of GW). The new detachment doesn't take that into account it seems
The Realspace Raid detachment still suffers from half your stratagems being pretty niche and you don't have any way to Advance and Charge or Disembark and Charge with your melee units (except Wyches); so still going to have a challenge of getting any Incubi units into melee. And I think the video downplays just how annoying Overwatch can be to Drukhari and trying to get your units into melee. It is a bit opponent dependent but where I play almost every army seems to have plenty of flamer type weapons lurking about. I do think the tweak they made to PfP helps but the new detachment just seems like you can do more with it than play Dark Lance spam.
I am so excited for this update. Had not touched my Drukhari in 10th and told my buddy unless the codex made Drukhari melee interesting I might wait until the next codex. This update is the type of update I was hopping to see in the codex. Melee teeth again.
realy LIKE your auspex shenanegins. Absoloutely NO IDEA what your talking bout but enjoy your descriptions of chapters and uses, etc.
Skari won a RTT tourney using the new detachment
I like this detachment. I dont have drukhari but it makes their combat patrol even more tempting. Maybe once ive painted all my grey guys ill pick it up
Am I the only one with major concerns about this Dark Eldar update?
GW basically just doubled down on two of Dark Eldar's biggest problems - exclusive kabalite focus and power from pain. Take the new detachment, for example. While it does make some halfhearted nods to melee being a thing, it's primary focus is very much on dark lance spam and mobile gunlines, more generally. It also sort of aggravates one of the existing issues with pain tokens - namely by giving you fewer of them to start. With the change to pain tokens, they're arguably more of a win-more/lose-more mechanic than they were before, so starting with fewer of them is a bit like actively choosing to blow your own foot on before a race.
The fact that a pity detachment was released at all is a testament to the fact that even GW realizes the bad position the DE are in. It's just and absolute tragedy that GW decided to release just about the worst conceivable detachment to attempt address their issues. You don't solve fundamental problems by doubling down on them.
Seems you and I are of similar minds :)P. We both came to the same conclusion RE. the new detachment not giving enough tokens to Drukhari.
I've made a little 'word wall' comment on this video too. Am curious to see how many people read our comments and agree/ disagree with us :)
Definetly agree with you on the pain token problem. You're not the only one with big concerns I'm glad to see changes but I don't think they're anywhere as good as people seem to think they are. Also I think talos were the real winners and RSR benefits them more with the -1 to wound stratagem and more (improved) pain tokens to give other units.
We'll see how things turn out !
Pity detachment? What are you on about, how can you possibly be negative about more options 😅 every detachment is a pity detachment in that case, they did what looks to be a reasonable buff, all the people being negative haven't even played this yet
Tantalus ability + vicious blades + tank shock + grenades = like a stupid number of mortals on average. Like 14 or something. A little silly thing you can do
As a Drukhari player.. eh. Might break this out for a few 500pt games but real space raid will remain my main. This detachment focuses on getting out of transports. My shooties would never want that. My melee like it but its very CP heavy (hard-to-get resource) to make them good for 1 round of melee (aside from the expensive incubii and lilith's squad) - after that their transport and them are likely dead anyway. And (aside from those two units) it basically brings S3 units to baseline stats for any melee army you're going into, for 1 round. A lot of the army (scourges, chronos, beasts, etc) get no benefit from this detachment. Not to mention that flying transports kinda suck at the moment because they don't actually 'fly', they just kinda slowly climb up and down terrain 14" moves sound a lot until 10" are taken up moving around terrain features, while infantry charge straight through. I still take 'em for deep-striking attacks, and as gun-boats (or did, we'll see how the new dataslate changes that outlook) but.. yea. Meh.
And for all that you give 3 pain points at battle start, +1PP per round, which are way more flexible, as well as some decent and much-needed defensive strats.
Not horrible, there's a use-case for this detachment, and it will probably be hilarious to play in casual games. Not seeing it winning tournaments though.
Yes this new detachment finally makes us feel like we should with lots of transport shenanigans.
I think GW has done a great job with this detachment feels really according to the lore, fun to play and with tricks and tools to get good results.
It’s a Rhino Rush saga and I’m happy they got this now.
The quick army list sounds like a lot of fun actually. I wonder if I have enough models for it lol
I'm so happy to have most of that list already. Time to give it a try.
I've wanted the superb combat patrol for a while, gonna get it. For the evils
I think sandman of terra mentioned in a recent video that he sees signs of the Aeldari or Drukhari being the big villains next year in the books and for a new launch set just as the tyranids were for leviathan. Maybe this is a sign?
That was a good Birthday present
merry birthday to ya :) ( from: some rando on the internet who saw your comment :)P )
Two things;
Most drukhari melee gets anti-infantry, so really lance is just making most things 2-3+ to wound.
Skyborne Ahhihilation on a fully loaded tantalus would be broken as hell, the viscious blades strat would benefit from the tanty too.
I believe "anti" is not effected by modifiers (+ or -). It specifies in the rule it is an unmodified wound roll
Characters have anti infantry but Wyches and Incubi don't sooo it's best for the main melee units
Incorrect, only a few characters and wracks.
Seeing what happened to World Eaters made me very sad, then I saw the new drukhari detachment... It gave me hope, made me want to live again. So glad melee is back In Drukhari
At the risk of looking ignorant, or even dumb, I'm inclined to say I like that they gave DEldar a Hypercrypt Legion-style detachment, and I think this looks pretty nice! Will it carry them up through 9+ other factions, to a great place in competition? I don't know, though right now some of the best are doing great with only a single detachment to choose, but at least now they should have a shot!
As a total aside, I do also really like that the Archon + Incubi I'd an option, again, as it was really jarring that it wasn't available, for a time. I'm not mechanically sound enough to just KNOW how effective that squad will actually be, with low S, low T melee still being a thing, but at least aesthetically,, it's the right choice! DEldar are certainly not my faction of choice, but these are definitely some good additions I feel they did need, abd will use.
oh don't you worry about how effective they'll be :)P . 10 Incubi and an archon charged a unit of 6 Crisis Battlesuits with full defensive gear in a recent battle-report today using all the new rules. The results were absolutely devastating! Only 1 Battlesuit remained. 30 wounds had been done to his squad in 1 round of melee. There's no way on earth Incubi would've done anywhere near that amount of damage before the dataslate. Mwuahahahahaha!!! :)P
Obviously the Incubi died to a man in the Tau's next Shooting phase :)P. But that's more than acceptable. That's exactly how the army plays. You expect every drukhari on the filed to die horribly - they are a squishy faction, that's just how it goes... ... ... it's all about how much damage they do before they go out. If a 200 point Archon & Incubi Combo can take out a 400 point Crisis Suit unit in one go... then things will go very well indeed
Raiders are really tough to hide and maneuver, i expect that the best competitive lists will go 1-2 raiders and 5-6 venoms. This detachment is soooo cool!
With this new detachment being released, and me being primarily a world eaters player, some new concerns have crept into the back of my mind.
For my faction, and those that are going to receive codexes towards the end of 10th, are we only going to get just a single year to enjoy having full rules before a new edition puts us back to the back of the queue with only a single set of rules again?
to me it looks like you can Tank Shock and then in the following fight phase do Vicious Blades if you just wanna Mortal something to death
There are two times to worry for something in 40k FAQ's; the triple nerf, and the triple buff. Well, Wraithguard are nerfed into the ground. Their rules are worse, rules that work with them are worse, and their points went up. But the Drukhari here are triple buffed! Their rules got better, rules that work with them got better, and their points went down. Calling it now - this army is going to be insanely potent.
The detachment does nothing for the units that right now helped them to win any games, actually the new detachment is for these units a nerf. Talos, Scourges, Mandrakes, Beastmaster and Ravager are still better in a Realspace Raider detachment, even though only slightly for some. Only the Ravager can use one of the new stratagems, all other pre dataslate mandatory units are basically excluded from using them. These datasheets are basically as is, no leaders to attach, no stratagems or anything to boost them. I personally still think Drukhari will be good, but that is a drawback many people seem to have missed on the first view, and Drukhari might be not as insanely strong as many people expect.
I think Ignore Cover is getting overlooked somewhat considering you can have special weapons squads in Venoms disembarking and reembarking every turn. Especialy if you have the "No Overwatch" on an Archon you can be in range for nasty weapons with some relative safety for the next turn via reembark.
I'd argue that Nightshields is kind of a trap. Positioning and trading is part of the Drukhari game. Plus no access to CP regen means the movement shenanigans and Sustained 2 probably outweigh benefits of trying to defensively buff a unit most of the time.
I think this detachment is very strong but has a higher skill ceiling as Pain Token management will be VERY critical alongside CP management. The strength of stratagems is balanced well by the CP economy and it will be super rewarding to find the right mix of units and play it well. I am PUMPED.
4++ on a voidraven could be good though
@@raszardyr definitely. Tantalus as well could be saucy. I think the Voidraven might now be overcosted though :(
NOW LET AUTARCHS JOIN ASPECT WARRIORS
Yeah my second army finally gets some love. Still have a lot of shitty data sheets but at least it’s not dark lance the index
I thought this was nice to see. GW isn't usually this thoughtful and considerate of fan feedback, especially when no new product is currently being released for a faction.
This makes me actually wanna play Drukhari, loved them in 9th, Saw the 10th Rules and just felt kinda meh. This is defo the right direction. Now its time to give it a go and hope for the best.
Drukhari
I have four boats and a venom, so I am very happy.
Good for them, they needed attention. As a Necron, I naturally HATE elves, but good for them ;)
It’ll be nice to have a detachment, the biggest problem with real space raiders is it doesn’t do anything, so literally anything they could have written would be better, and the stratagems aren’t really stand out.
I really don't want to be that guy, but honestly I'm not sold on the changes and the detachment that Drukhari got...
Firstly I want to say that I absolutely love that Archons can join Incubi I was waiting eagerly for that ! It made no sense to me that they couldn't. Also, with all the points decrease, yes the army will be more competitive and overall stronger, for sure.
I think you'll be playing a horde like army almost but it seems to be what GW wants for Drukhari. The problem with that is that the army relies a lot on pain tokens in order for the units to really be relevant (I'm not a fan of pain tokens at all) and that the stronger pain tokens are, the heavier the "pain token tax" is on every data sheet. So I'm afraid every game is either going to go really well (even too well) if you can farm pain tokens or either really bad if you're facing an army that prevents you from getting pain tokens. Just watched the battle report Skari posted against Custodes running the new detachment after the changes and he did run out of pain tokens quickly ! Lesser point costs mean more units mean the need for more pain tokens... So making pain tokens stronger only makes the army rely more on them and the army unbalanced overall in my opinion. You could honestly have given the -1 AP permanently to the units that need it (mostly incubi and wytches) and leave pain tokens as they were. Because the rest of the army either doesn't make the most use out of it or seems even a bit too strong with additional -1 AP (talos who get empowered all game if they kill something).
Now onto the new detachment. First of all the ignore cover seems fairly strong, specifically for Kabalites, getting out of a Venom and back in. So that's good but not over powered I think.
But, the lance ability part, if I understand correctly, can only be used if you spend the CP on the stratagem that allows you to charge after you disembark a transport ? Meaning you can at most trigger this ability once per turn, on one unit ? If you have the CP available ! To me that feels too specific to be relied upon as a detachment rule. It can be absolutely brutal but it's very condition heavy.
Stratagems seem to be the strong point of the new detachment but again it makes you rely a lot on CP which we don't get much of, this edition.
Sadistic Fulcrum seems a bit too powerfull with Tantalus ?
I expect the changes to be helpful but not as good as we might think. Maybe the detachment will be very strong, but I certainly have my doubts. We will see. I think the changes fix many issues with casual games where you'll be able to use decently a more important variety of units.
I think competitively the changes don't actually help that much, besides the point cuts, which I find to clash with the army identity but that's just my taste. I don't really like Drukhari as a horde but at least the winrate will for sure increase a bit. The other changes, to me, won't make the army overall more competitive, just make some units usable again. So I expect the winrate to go up, not much but a bit, and not really because of the new detachment. I think Drukhari will find the most succes running the same old lists, just bringing more units in them.
Honestly to me the biggest winners are Talos ! because the -1 AP in melee for the whole game + point cuts. But if you spam them maybe you prefer to play the RSR detachment because they cant get in transports ? And the -1 to wound strat alone is too good on them not to take it ? Plus not needing to share pain tokens so that you can use them on your other units already was a big part of what made them strong in my opinion, so the buff to pain tokens affects Talos twice as much.
TLDR : Don't love the changes besides Archons joining Incubi, even though some will help out the faction overall. Talos biggest winners imo (-1 AP in melee all game and point cuts). Probably won't be changing my list, neither use the new detachment, just benefit from the point cuts. I might be SUPER wrong of course, it's just my opinion.
I'm loving how 3 Drukhari veterans have come out of the wood-work already to comment on this video and point out how Realspace Raid might actually be better. Genuinely glad to be part of this community 😊.
Seems we all share similar views on the new detachment - it just doesn't give enough tokens to get the party started. :)P
Absolutely agree with everything you've said. I'm hopeful that Archons leading Incubi combined with the new +1 AP to all units in melee gives Realspace Dark Eldar just enough of an edge to push us to 50% win rate. Skari basically got us from 42% to 45% all by himself ( :P ) I'm hoping that loads of us rise up and play more D-Eldar games now, emboldened by the new balance dataslate and the prophesised demise of those silly Craftworlders 😆
Haha ! Yes it's still very early but that's the overall feeling I got
Nevetheless, I'm excited to see in a couple weeks how the changes feel and if people change their minds or if I was flat out wrong
Tbh kabalite warriors and scourgess need -1 or even -2 ap on thier range weapons (shardcarabine and splinter rifle). Wyches on the other hand needs more strenght. Its funny how rubric marines are better cannons with thier s4 ap-1 and they have t4 and save 3.
You dont need the charge strat to make it work. You can disembark before you move and still charge.
Yes absolutely ! I didn't really think of it for some reason haha
I still feel that it's a lot less trheatening than the disembark and charge strat but you are comepletely right@@Stradus07
I'm going to bang this drum again: where the heck are the melee weapon options for the Hekatrix of a Wych squad? The Wych set is chock full of special melee weapons which do nothing now, which is one thing for simplicity's sake, but the leader of a Kabalite squad having more melee options than the leader of a specialist assault squad is plain daft. This detachment is much more playable, though, with the proviso that it'd be nice to have some CP manipulation because that's a lot of good strats competing for a very limited pool.
Damit GW, just release Vect already! Or Lady Malys... or any character that gives us D-Eldar players +1 CP per turn like every other imperium player has with Calgar, Guliman, Lord Solar, etc. We wanna use the cool strats but we don't get no CP!
Oh and rules for Wych elf special weapons. Absolutely agree with you. Why on earth did warriors and wracks get way more cool toys to play with and wyches get nothing?
Court of the Archon was also updated so it can join a kabalite squad if it's lead by an archon!
They could do that from the start of the edition
I think it's unfathomably sad that you can't run court with incubi. But I guess I'll be happy there is some reason to run kabalites now....
@@emilyforsberg2055 Yeah, the mix of Lethal Hits, Fight First and -1 to wound, together with the -1 AP and full hit and wound reroll would be a bit too oppressive. Thats why GW has probably not allowed it.
The biggest thing with the other detachment is that it basically did nothing. Yeah, you maybe got a few extra tokens at the start but that's it. Nothing else, no cool stuff during the game. Just tokens.
Wyches still seem pretty bad though.
How did it work again when your transport gets killed with units inside? No matter if your vihicle explodes or not, you have to roll D6 for each model embarked and on a 1, 1 model dies?
Essentially yes. Specifically: 1 model suffers '1 wound' for each roll of a 1 you make. Remember; Grotesques have multiple wounds. As does the Sergeant/ Squad Leader for the Incubi (the Klaivex). If 5 incubi spill out of a destroyed transport and you only roll a single 1 on the dice, you can allocate the wound to the Klaivex because he has 2 wounds. You don't lose any models in the explosion, and the unit buzz-saws through any enemy infantry unit as long as an Archon's leading them.
and the survivors are battle shocked
that is true, and very important to keep in mind. You won't be able to use stratagems on any units disembarking from a burning wreck. They are auto-battleshocked and worse, their 'Objective Control' Stat becomes 0. This doesn't tend to effect Incubi when they charge in during the next turn (battleshock always goes away at the end of the turn so it doesn't really effect Incubi - they don't need stratagems to go brrrrt and wipe a unit)
That does mean that kabal warriors spilling out of a wrecked transport and onto an objective is a bad idea, because the auto-battleshock means those warriors cannot contest the objective that turn/ in the same turn the transport got wrecked.
I've been caught out by that numerous times, so it's good to share this kind of info. :)
About time they got some love
If they do well with this and they will do well with this cause the players of this faction are pretty good players to begin with, its going to be horrible to play against…
So, i know that everyone is pointing out the genuinely horrifying mortal wound bomb that is a Tantalus loaded with Wracks in this detachment. And i need to throw in my endorsement. It is 2cp to fully go off, but that gives you Tank Shock, the Scything Charge off the Tantalus, and then Vicious Blades in the Fight phase.
Bring forth the triTantalus
God I hope GW makes a plastic version of that soon. For memes alone people are gonna buy that stock right up XD
How outdated are drukhari models currently? Seems fun and interesting to start an army of them
all are new sculpt from 5-6-7 edition except for the resin which is from 1-2-3.
so far they age very well due to being 1 of the first true scale model design
@@lamhuynh7201 almost everything is from 5th, the only exceptions are plastic Kits that replaced metal/resin (most of which are essencially the same Models) and the Killteam Kit for Warriors.
All the resin Kits left are 5th. Literally everything was replaced back then.
So yeah, the models are kind of old. But they where some of the best of their time. They will still Look good in another 10 years and probably won't be replaced in that time (unless GW does another resize or something).
They might start getting a range refresh in 10th, considering in 8th edition they got 2 plastic updated models being Drazhar&Incubi, in 9th they got Hesperax refresh and in 10th new Mandrakes. So depending big refresh will likely start in 10th or 11th edition
@@ruslanhoncharenko2179 we Had hopes for 9th and got nothing at all.
And don't forget the models that are not available for some time now (Beasts, Court, Grotesques).
Before we get anything new they will have to replaced those.
So no, it's unlikely that those models will go anytime soon.
They gotta sell more boats !
Who's gonna carry the boats
Drukhari players already own tons of boats....they are the fecking point of the faction
Even if I'm really happy with the new detachment I think that incubis and wyches are still underwhelming. Only S4 for incubis while Mandrakes have S5 in melee and most important, WHERE ARE THE DRUGS AND SPECIAL WEAPONS FOR WYCHES?
I assume Drazhar plus 1 to wound and the new lance benefit do not stack?
Nah sadly not, though if the opponent has -1 to wound you get to counteract that. Also, he's still more expensive than a venom so you may just wish to drop him entirely now, though he does great damage
Is "End of Fight phase" really after the "Fights First" step so Wraithlike Retreat will allow units to leave combat before units without Fights First can strike at them? In the rules it just says the Fight Phase ist split into 2 parts.
No, end of fight phase is just that. At the end of the fight phase. All combats happen as usual. The fights first step is just before other «normal» fights take place. The wraithlike retreat strat does not let you leave combat before the enemy has fought back as that happens in the fight phase, and this strat is used at the end of said phase. So whatever you want to embark in a transport after it has fought has to survive getting hit back (if they dont kill the unit they charge that is).
@@Very_Unwise That's how I would read it as well, I was just confused by how it was presented bei Auspex Tactics, whihc sounded like you could leave combat before hits come in. Good it isn't that broken.
That’s a lot of bodies and tanks for 2000pts compared to aeldari damn
Does the AP buff from Lelith stack with the pain token AP? Same for Drazhar and his +1 to wound and lance?
the AP from Lelith will stack. Drazhar usually won't though. Any roll (other than an armour save) cannot be modified by more than +/-1 so you'll have already hit the cap after getting lance. The exception is when your opponent has a -1 to wound ability, then your total modifier will be +1 with all modifiers counted so you will be getting stacking benefits
Iirc ap buffs stack but +1 to wound does not. So i unit can have an additional -2 ap but not have +2 to wound rolls
Dont disregard drazhar though. Remember he will always have the +1 to wound. And also the extra AP will help him snipe out characters. Just gotta use him as a scalpel.
I predict DE rise to top 5 within a month
4 videos in (roughly) 12 hours.
Bro.... take a breather. We can't enjoy your videos if you're burnt out!
I thought there was a three unit limit. How can the list run 6 Raiders?
Because Dedicated Transports aren't limited to 3 units. They're limited to 6. Just like Battle line units. Their limit is 6, not 3. This is the case for all factions, game-wide :).
You can have 6 raider and 6 venoms, transport are like battlelines (sorry for potato english)
@@In_Purple_Clad That, good Sir, is excellent to know. Cheers.
Where's guard's new detachment?
I really doubt it takes much effort for GW to make a new detachement. Hell the balance dataslate looked pretty low effort. Should have done this for all factions to spice things up a bit.
Guys, you should never start an army because of a buff. Trust me in 6 month things could be much different.
Seems mid still bc it still can't sit on objectives
Do you even sleep?
He actually made a video where he answers this question: ruclips.net/video/QG2PXsNAuLc/видео.htmlsi=Ym0_oFWUMHgj-JFq
Short answer: Yes, but love of the game keeps him focused on his work during his waking hours.
Skibidi toilet vs dark eldar who win
Skibiddi (dop dop yes yes yes)
Everyone loses.
the list is not playable for germans,... 88 minis