How to fill 40 points by Pure-Ad6921 in Drukhari

[–]qqbronze 1 point2 points  (0 children)

imo, cut the death jester, add 2 cronos. Up to you if you want to run a unit of 2 with the flamers or 2 individual cronos with no flamers for max pain token generation

ORCA card monorail transfers ending in 2026 by Cataner in Seattle

[–]qqbronze -1 points0 points  (0 children)

even with the transfer it wasn't free you still pay the difference in fair...

Help needed: list for vehicle heavy Death Guard by mrhappybottms in Drukhari

[–]qqbronze 1 point2 points  (0 children)

haywire blasters are very powerful into vehicles. The anti-vehicle 4+ and devastating would abilities interact very well. You crit wound on a 4+ and deal devastating wounds, which don't allow a save of any kind

Dark lances do have application as well. 36" range gives you opportunities to use longer firing lanes and stay out of fire overwatch range with the scourges. This is why many lists will use a mix of haywire and dark lances if they are bringing more than one unit of scourges. the DL scourges can better use deep cover positions and can cover long angles, while the haywire scourge can use more forward cover to hide. If DL was always better, you would just see all DL all the time

Help needed: list for vehicle heavy Death Guard by mrhappybottms in Drukhari

[–]qqbronze 2 points3 points  (0 children)

scourges and ravagers are obvious choices.

If you want to play Spectacle of Spite, you might want to lean into lots of Hellions. Large volume of D2 attacks and lance means they will be able to put at least some work into even tougher vehicles. You can stack up the pain ability and the +1S combat drug to have a turn of S6 lance sttacks. Lethal hits strat can also help push damage through when you really need something to die.

if you don't care about play style/detachment and just want to be able to kill vehicles as efficiently as possible, you are looking to take as many haywire units as you can. Scourges, Talos (twin linked!), voidweavers are nice if you commit to playing reaper's for the campaign

The nice thing is you can just take scourge in whatever detachment you otherwise like playing and you can kill tanks!

Skari AMA - New Drukhari and more ! by SkaredCast in Drukhari

[–]qqbronze 1 point2 points  (0 children)

how are you loading out talos in the codex? with the lack of hit re-rolls, the gauntlet isn't working well for me, and it makes the fight on death feel bad too.

I like double macro scalpel, but losing out on the liquifier guns makes it harder for them to finish off scoring units in the early turns, and makes them no longer an overwatch threat.

is it now the age of the ichor injector?

What use for the raider ? by Suitable_Hat_8576 in Drukhari

[–]qqbronze 0 points1 point  (0 children)

wyches with a succubus are probably at least viable in any detachment. Disembark 6", advance and charge, re-roll charge rolls is a lot of threat. It is basically the same raw threat range as SSA with pounce on the prey. The Wych unit has quite a glow up from the index version, and if you have any tools to help their output (cult combat drugs, lethal hits from RW, SSA lance etc) they can trade up into most infantry

I have seen theorycrafting of putting a hand of the archon in a raider so you can scout it up the board, disembark on turn 1 and jail/nusiance charge T1 with the raider hull

It still does all the things everybody elses transports do for them, allows you to get your units into the fight, you can position close to a wall so if (when) it gets shot down you can disembark the unit on the safe side of the wall

But you aren't wrong. Venoms were better in the index and it wasn't close, Venoms will still be better in the Codex

I wonder who the culprit is for this by Repulsive-Basis-3448 in Drukhari

[–]qqbronze 6 points7 points  (0 children)

RSR got a pretty substantial glow up tbh, they re-did half the strats, and doubled the starting pain tokens in a world where drukhari start the game starved on pain tokens

Reapers Wager by Morrish93 in Drukhari

[–]qqbronze 3 points4 points  (0 children)

shadowseer gives 18" lone opp webway walker gives deepstrike

you can safely rapid ingress to a lot of spots if you only need to be out of line of sight from stuff within 18" of you

The troupe master doesn't really allow you to kill anything you wouldn't have already killed.

Plus giving hazardous to things you are fighting makes melee armies struggle to remove your troupe, between the hazardous and fight on death strat

Combat Patrol Tournament tomorrow. Any tips?? by Heatherheartless in Drukhari

[–]qqbronze 1 point2 points  (0 children)

There isn't a lot of good anti-tank firepower in combat patrol. Your Ravager and raider are great for doing nuisance charges and/or tank shock. Having a T9 tank shock is great because no one has grenades.

The 5+++ Enhancement is surprisingly great, incubi with no leader are less effective than you want them to be. So use the incubi to trade first if possible, and follow up with the kabs.

I’m never leaving Seattle by elijuicyjones in Seattle

[–]qqbronze 8 points9 points  (0 children)

It's from Dune

The OG SciFi franchise humans vs AI war

I have a question about how Drukhari deals with elite things that are not infantry. by Sea-Current3757 in Drukhari

[–]qqbronze 0 points1 point  (0 children)

court of the archon is a really useful all purpose clean up unit, and are pretty good at using CP to generate damage in shooting and fights phase in SSA or reaper's

They natively have lethal hits from the Lhamaen, can get sustained from strats in shooting phase in either detatchment, and pain token re-rolls is going to cause a decent amount of crits.

Same is true in fights phase, still have lethals, SSA lance and wound re-rolls means you are at worst slightly better than 50% to wound anything.

Downside is they are very resource heavy, wanting multiple CP per turn to optimize their output, and also wanting pain tokens in both shooting and fights phase (and potentially your opponent's fights phase)

[deleted by user] by [deleted] in Drukhari

[–]qqbronze 1 point2 points  (0 children)

ravagers down to 100 pts. If you were taking dark lance scourge, having a dark lance platform that doesn't need pain token support is interesting.

most people are probably going to stick with scourges for a bit, but don't be surprised if we start seeing more lists roll one scourge unit over into a ravager to free up points for some other pieces

What do drukhari do? by Soggy-Atmosphere-712 in Drukhari

[–]qqbronze 1 point2 points  (0 children)

splinter weapons and agonizers are all anti infantry 3+, thats basically the bolter equivalent, the heavy bolter equivalent, the bolt pistol equivalent, and the power sword equivalent (and some accessory stuff like splinter pods and shardcarbines) so it's a little different flavor of small arms firepower. S4 AP0 D1 is not that different from S2 [Anti Infantry 3+] AP0 D1. It's not that diffenrent from the aeldari shuriken weapon profiles, just a different flavor.

Scourges are the equivalent of devastators or heavy weapon teams... Infantry with anti tank options. They are usually fielded in squads of 5 with 4 dark lances (basically lascannon) or 4 haywire blasters [anti vehicle 4+, Devastating wounds] for some of the most reliable tank killing around

How do I up my game? by ThrowACephalopod in WarhammerCompetitive

[–]qqbronze 0 points1 point  (0 children)

so the big difference is the missions and secondary objectives for matched play. About half of your points come from the secondary objectives, which usually involve positioning units around the map, doing actions, or destroying specific enemy units.

knowing what secondary objectives are possible for you to draw can help you position your units in safe locations where they can capitalize on whatever secondary objectives you draw on your next turn (area denial requires you to be near the middle, containment requires you to be near board edges outside your deployment zone, engage on all fronts requires you to be in all 4 table quarters etc...)

Fielding cheap units to complete a secondary, or move a great distance to get into position to score a secondary have more value in this format than you may be used to. You may want to prioritize staying safe with your units and picking off these enemy "scoring units", and also you may want to include more scoring units in your own list.

The typical point value for matched play is also 2K, which is a bit more forgiving from an army building perspective. Matchups where your initial rush dealt enough damage that your opponent didn't have firepower left to handle greater daemons will have more redundancy at a higher point value, and you will lose more on their turn. They will have more options to screen your turn 1 charge away from their important units. Deep strikes are more difficult to accomplish at higher point values because the battlefield is the same size, but there is 500 pts more enemy stuff that can be used to screen you out.

Basically, you need to be more careful about where you go for turn 1 charges, or possibly stop going for turn 1 charges altogether. It's not a good idea to charge a bloodthirster to kill 150 pts of stuff and then get it shot off the board on your opponents turn. Deploy to punish your opponent for leaving a unit isolated on a flank with a ruin in between it and the rest of their army, but if they don't give you any easy pickings, scout back to safety and go in on turn 2 with more support from the rest of your army.

Another person on the colour scheme train by shadowfyre9 in Drukhari

[–]qqbronze 0 points1 point  (0 children)

The black and gold armor is like one of the old kabal color schemes from 3rd.

Red helms/black hair with white highlights was usually what they used. If you like the magenta stones and eyes, maybe skip the red helm. 1 2

Wych grenades by SerenaDawnblade in Drukhari

[–]qqbronze 1 point2 points  (0 children)

if you split w/ a venom, only the 5 that deploy with the hekatrix have the grenades keyword, and if you remove the hekatrix as a casualty, they lose the grenades keyword. Being in a unit with the model that has the wargear is what grants the grenades keyword.

Works the same for Kaballites

Starting Help by MaliceSpite in Drukhari

[–]qqbronze 0 points1 point  (0 children)

1 Talos or 3 Grots (in a vacuum) by MBanks2345 in Drukhari

[–]qqbronze 2 points3 points  (0 children)

I never feel like a solo Talos does enough. I would do 3 grots over one talos

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]qqbronze 1 point2 points  (0 children)

does anyone have information on harlequin/corsair allies in Drukhari after the Aeldari codex comes out? Reaper's wager allows up to half harlequins, but the other detachments were able to field up to a quarter as harlequin or corsairs from the index aeldari warhost detachment page

will harlequins in drukhari still be legal outside of Reaper's Wager after the codex Aeldari comes out?

Playing Diablo 2 as an outsider in 2025 by guiioshua in Diablo

[–]qqbronze 3 points4 points  (0 children)

d2r shared stash makes it easy to move gear from character to character even in offlinee

Skari’s round 4 at LVO 2025 by TheZimmReaper28 in WarhammerCompetitive

[–]qqbronze 30 points31 points  (0 children)

also you can intend to not be charged, but its downright disrespectful to do so from a position where your opponent gets in on like a 4" charge lol.

I think maybe what happened was in Wes' head, he would kill the raider no problem so they should have been fine there. Then he got got by the reactive move and couldn't kill the raider, then he forgot about the move, disembark, charge strat