Master Antaeus Posted 5 hours ago Share Posted 5 hours ago Today I played 2000 points Drukhari vs Chaos Space Marines Fellhammer Siege Host. His Army: Chaos Lord (with one of the legionaries) Master of Sexecutions (with chosen) Terminator Sorcerer in bastion plate, which I know is illegal but I didn't really care (with terminators) 2x Legionaries (5 each with 2 heavy melee, melta, 2 chainswords, icon) both units in a rhino Chosen (max, 4 combis, 4 plasma, 2 twin accursed weapons, icon) in land raider Cultists in rhino Terminators (5, 3 combis, 1 twin accursed, reaper, 1 fist) Vindicator Forgefiend (2 hades, ecto) Heldrake with hades Helbrute (lascannon, heavy flamer) My Army (Realspace Raiders) Archon Succubus Haemonculus Drazhar 3 kabalite units, 2 in raiders, one has archon, one kab split between strat reserve and a venom) Wyches in raider with Succubus 10 incubi in raider with Drazhar 2 ravagers with dark lances Talos (2 macro scalpels, twin heat lance) Voidraven Bomber with missiles 5 mandrakes Initial Thoughts - Army + Detachment Rule It feels like half an army rule plus half a detachment rule. Realspace Raid starts with 6 pain tokens, I never came close to running out. Almost every unit you would want to empower has an ability that goes off in one phase and you'll almost never be in a position to spend all of them at once and accomplish anything. There are 21 datasheets in this codex (same as Votann, an army that came out in 2022. Not bitter or anything). Every unit has a minimum of two datasheet rules and 21 of those rules (the pain ones) have extremely specific activation and use criteria. The mental overhead of playing this army is not for the faint of heart, though practice will go a long way. This game took just over 3 hours to play and the mental strain of running this army, reminding my opponent of his rules and trying to explain my own rules made me feel like I had been jumped in an alley. The Army as a Whole This army is even more fragile than it was before--not that the units have gotten worse, but the game's lethality has overtaken this late codex, which is why I suspect we will see first day points drops. For all that this army lacks synergy between units (though the new scourges change that somewhat), you CANNOT send any unit anywhere alone, even in a transport. In the two games I've played, I have made the mistake of spreading out twice and it has cost me dearly both times. The army is slow for what it is and the point in the edition we are at. Non-wyches, and the Talos all move 7". So do clunky Aeldari. About half the dreadnoughts in the game move 8" now. Bjorn moves 9" and all bespoke Space Wolves and Emperor's Children move 7". Someone told me Drukhari were supposed to be fast but in practice, only Wyches are fast. The entire army is allergic to any kind of widespread advance and charge and struggles to kill max sized units before those big units tear out the heart of your army. Allergic to pistols. By the muses, it gets old pulling off the perfect charge, killing 3/4 of an enemy unit and getting slaughtered on the opponent's next turn. I found I barely had enough dark lances to kill all the vehicles I needed to while simultaneously wishing I could afford to put disintegrators on my ravagers to rip up infantry. Again, points drops would help this somewhat. Units Archon - Goonhammer says you'll never see an archon with a pistol again and I agree, the soultrap is such an excellent addition to the archon, it makes me resentful we had to wait this long for it. 6 attacks with a S5, d3 huskblade is absolutely ill. Unusually, there's still a decent use case for all three of the melee options. Rips up regular and even elite infantry, but mine lost his shadow field to a chaos lord's Lord of Chaos ability after he failed to kill the chaos lord, but then he killed the chaos lord on his next turn after the legionaries had pistoled his entire bodyguard to death. Kabalite Warriors - Almost wholly unchanged except for the pain ability (two levels of re-roll wounds) which is an absolute joy to have access too. Even so, when you can pay 45 more points for 10 intercessors, they are probably overcosted. The combination of re-roll hits with the archon and re-roll wounds goes a long way toward making the bodyguard squad shine. Everyone else is still pretty much a bunch of sticky objective chumps. Succubus + Wyches - Amazing threat range. 3" + 8" + d6" + 2d6" is an average 22" threat range out of a transport without command point shenanigans. All the pain abilities of this unit revolve superbly around getting them to combat. You have to be so careful as even incidental or desperate overwatch will kill 4/5 your squad and anyone with so much as a hand flamer will flambe your squad before they get even close. I got them into my opponent's terminator squad without getting them shot at all. They killed 3 terminators with average rolls. Then my opponent spent a command point on giving his terminators weapons PISTOL and the wyches and their leader evaporated without further contribution. Good unit? Maybe, but they're not plug and play. You need to soften up your target first and unless you give them lethal hits, you can forget about using them against any kind of vehicle in all but the most desperate of situations. Haemonculus + Wracks - Great at sitting on objectives and the Haemonculus can theoretically regenerate its unit, but in practice, you will only get away with this once before your opponent commits enough basic bolter fire to wipe them out. I managed to regenerate them once and then the entire unit was killed by 1 chosen with a combi weapon and twin accursed and a master of executions using grenades. They lost their FNP 5+, which is fine, it just slowed the game down while the wracks died to slightly less bolter fire than kills them now. Incubi + Drazhar - Supposed to be lethal against infantry, and Drazhar, the premier assassin of Commorragh somehow lacks Precision on his weapons. This unit has like a page of special rules that support its fight and it does a great job, except that I got Drazhar and all 10 incubi into a 9 strong squad of chosen being led by a master of sexecutions and only managed to kill 7 chosen before the MoE effortlessly killed Drazhar and two chosen killed 8 incubi and pistoled the rest to death during my opponent's turn. Mandrakes - Amazing. Scored the majority of my points while the rest of my army bounced off tough chaos stuff and failed to kill anything. Literally snuck around the table doing actions and grabbing objectives while the rest of my army choked on sausage. Ravagers - Man, I want to love ravagers and re-rolling hits on alpha strikes did them some favors, but if you are running dark lances like I do, it can be extremely frustrating to drop 6 dark lances on a vindicator, sneak 2 of them through, not kill it outright and then watch that vindicator proceed to kill one ravager on its next turn and then overwatch the other to death on the turn after. Link to comment https://bolterandchainsword.com/topic/386839-played-my-first-game-of-the-new-codex-here-are-my-thoughts/ Share on other sites More sharing options...
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