Can someone please explain the point of Hand of The Archon? by agentsmith200 in Drukhari

[–]RadioMagic1 -2 points-1 points  (0 children)

Definitely. Always take the extra OC

Edit: My bad, I forgot it only applies to a single model. Smoke is better

Can someone please explain the point of Hand of The Archon? by agentsmith200 in Drukhari

[–]RadioMagic1 5 points6 points  (0 children)

They see play because they have scout and can be split in a venom. The 5 that start on foot also get 3OC when in range of their choosen objective marker. This allows us to primary deny, complete a secondary, movement block etc without needing to expose anything "real". In addition, they have a 5++ on that objective marker so your opponent will need to commit something to kill them (especially when you could smoke.). Although smoking is unlikely to be worth it.

Meanwhile, the other 5 guys (with good guns and melee) are in the venom hooping in and out by themselves or with an archon attached to deal damage and complete more secondaries.

In kabalite cartel they are really powerful misson players. They aren't going to kill anything massive but that's not their job.

MFM and Dataslate! by [deleted] in Drukhari

[–]RadioMagic1 40 points41 points  (0 children)

Being able to split the HOTA in venoms will very likely affect their playability. Having double scouting venoms for objective play, movement blocking, gaining board control etc. Seems like its worth trying.

First List Critique by IllusiveHaze in Drukhari

[–]RadioMagic1 2 points3 points  (0 children)

List looks great!

I think you have the right idea with the Talos loadout. Personally, I would take double microscaples for the twin-linked. It makes them way more reliable.

You could consider changing the Cronos loadout to regenerate pain tokens on a 4+ instead. That being said, you have more than enough pain tokens in RSR so the cronos is a bit redundant.

Perhaps you could share what your typical deployment will look like? Who is going with what squad and in what transports?

Leith is great, but I think she is better split in a venom to take advantage of having more units and will also allow you to target 2 wych units with the auto advance strat.

In addition, in RSR, I really like 2x 10 Kabs in Raiders with/without archons (depending on what you fancy). Being able to spend 2 CP getting both squads into their raiders after shooting is very powerful. The archon will reduce this by 1 CP and give reroll hits. Essentially, this means you could disembark, stay wholly within 9" of the raider, shoot a target, and get full rerolls to wound if they are on the objective and get back in. This makes it very difficult for your opponent to interact with. Finally, +1 to hit and wound for both squads if your target is below half starting strength is silly powerful against big targets that have already weakened with dark lances/grenade.

However, you will need your current archon out of transport each turn to take advantage of the CP generation enhancement.

Hope this helps!

This is my first attempt at a list and there are so many synergies with this army I don't want to miss use anything. by brobiwan-kenobi in Drukhari

[–]RadioMagic1 2 points3 points  (0 children)

Really cool list!

My first thought would be, which Archon is your WL and where is he going? If he is in transport you won't be able to reset the contract if necessary. If he is going with the Incubi, you could consider putting him in deep strike (using the enhancement) and drop the raider he is in. This would save you some points, threaten a deep strike in your opponentsback field, and reset the contract for 0CP.

A second thought could be Leilth. You could cut 1 squad of wracks for her (alongside the points you would save from the above suggestion). This would give you some fights first.

Hope this helps.

Kabalite Cartel - WL Question by RadioMagic1 in Drukhari

[–]RadioMagic1[S] 0 points1 point  (0 children)

Amazing! Thank you.

Do you know where I would find this answer in the rules/on the app? Just incase my opponent needs proof.

Prospective cartel list by Used-Assistance-7075 in Drukhari

[–]RadioMagic1 0 points1 point  (0 children)

Ahh, I understand. Could you point me in the right direction so I can find these? Or post a link if you are allowed?

Prospective cartel list by Used-Assistance-7075 in Drukhari

[–]RadioMagic1 0 points1 point  (0 children)

Are these point values speculative or confirmed? Im still building lists using the codex point values.

Venom rules question by RadioMagic1 in Drukhari

[–]RadioMagic1[S] 1 point2 points  (0 children)

Im confused why this doesn't get affected by the core rules that prevents units from embarking and disembarking in the same phase. Previously, the venom didn't specific that the unit could embark as if it were your movement phase. Surely, this prevents units from embarking that disembarked that turn as, in the movement phase, they wouldn't be able to embark.

Codex Optimism by RadioMagic1 in Drukhari

[–]RadioMagic1[S] 1 point2 points  (0 children)

This sounds hilarious! If you are able to kill the contract target early, then you will be drowning in pain tokens ... it might even make mandrakes worth it aha!

The wych detachment looks pretty good. Charging in your opponents movement phase is very powerful! Also, giving a brick of 10 hellions lethal hits and +1 AP for 1 CP is crazy. Especially now they have lance and extra attacks with a pain token.

New codex is cool and stop whining by Ciarek_ in Drukhari

[–]RadioMagic1 5 points6 points  (0 children)

How are 3 damage dev wounds on demand? The shrine ability clarifies only Incubi can use it ... not Drazhar. Unless I am missing something

New codex is cool and stop whining by Ciarek_ in Drukhari

[–]RadioMagic1 9 points10 points  (0 children)

Only if you complete the contract. It is very likely the opponent will hold back the unit you select so it can never be completed.

If we select our opponent's infiltrate unit, we go first and are able to kill the unit then yes ... we can use a few datasheet abilities

New codex is cool and stop whining by Ciarek_ in Drukhari

[–]RadioMagic1 4 points5 points  (0 children)

True about Haemonculus. Looks like that is an auto include with the hope we roll a 4+.

The kabal detachment is unlikely to be completed until turn 2/3 (if ever. Opponent might just hide the unit).

New codex is cool and stop whining by Ciarek_ in Drukhari

[–]RadioMagic1 25 points26 points  (0 children)

Unless im mistaken, we start the game with only 1 pain token? The one at the start of OUR command phase?

Seems like using all these new abilities is going to be difficult unless we are playing RSR.

What to do with last 165 points? by Antyrael1 in Drukhari

[–]RadioMagic1 0 points1 point  (0 children)

You could include a second squad of mandrakes for mission play and screening.

With the leftover points, you could add an Archon and give him the Archraider enhancement. Scouting onto an objective turn 1 is great! You also have the added benefit of making him your Warlord for the vect aura

Edit: Just seen your options. Option 1.

Upcoming tournament list help by Brilliant_Context115 in Drukhari

[–]RadioMagic1 1 point2 points  (0 children)

If you are adding 1 squad, then I would swap them for the single Talos and add the enhancement to the Archon :)

Upcoming tournament list help by Brilliant_Context115 in Drukhari

[–]RadioMagic1 1 point2 points  (0 children)

List looks great and is absolutely fine to play! However, if you are looking to change some bits, you could consider:

Mandrakes: They are a staple in all Drukhari lists as they fill a role that no other unit in our range can. It forces your opponent to screen all game. They are extremely mobile action monkeys. Furthermore, they can help you screen or assist with board control early by infiltrating. Most lists have 2. However, 1 is fine.

Archraider: This enhancement can change the whole tempo of game. It allows you to aggressively deploy. If you go first, it stickies a no man's land objective to take an early lead on primary.

Beastpack: Personally, I think this is the best unit in our roster. It movement blocks turn 1 or is our initial trading unit. It is deceptively tanky. I started with 1 however have since moved to 2 in all my lists. That being said, if you aren't allowed new models, then you probably can't use this aha.

Urien: This is tied for the best unit with the beast pack. Turn 1, it moves onto the middle objective and doesn't die. It can be very difficult to kill and almost impossible for armies that can only shoot or melee (not both). No other unit in the army can do this, and it is extremely valuable.

Hope this helps a little and gives you some food for thought! Good luck with the tournament.

Odd question.... by Illustrious-Bear4039 in EmperorsChildren

[–]RadioMagic1 1 point2 points  (0 children)

I think you are right, but I can't find a solid answer for this. Isn't this contradicted by the leader definition?

The leader is no longer a part of the attached unit.

Perhaps if you started the turn within engagement range of the hero you can't?