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 1000 pure Drukhari

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Gelid
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Join date : 2017-06-23

PostSubject: 1000 pure Drukhari   Wed Aug 02 2017, 22:26

Please can I have comments on my below army list which adopts a combined arms approach. I have squeezed in a lot of splinter fire, 5 dark lances and two blasters for anti-tank and some decent melee capability with grots for low armour targets and incubi for armoured nasties.

Thanks

++ Patrol Detachment (Aeldari - Drukhari) [48 PL, 999pts] ++

+ HQ +

Haemonculus: Crucible of Malediction, Electrocorrosive whip, Splinter Pistol

+ Troops +

Kabalite Warriors
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Phantasm Grenade Launcher, Splinter Rifle

Kabalite Warriors
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Phantasm Grenade Launcher, Splinter Rifle

+ Elites +

Grotesques
.4 x Grotesque: Flesh Gauntlet, Monstrous cleaver
. Grotesque with Weapons of Torture: Electrocorrosive whip, Monstrous Cleaver

Incubi
. 4x Incubi
. Klaivex: Demiklaives

+ Fast Attack +

Scourges
.4 x Scourge with Special / Heavy weapon: Dark Lance
. Solarite: Shardcarbine

+ Dedicated Transport +

Raider: Dark Lance

Venom: Splinter Cannon, Splinter Cannon

Venom: Splinter Cannon, Splinter Cannon

Venom: Splinter Cannon, Splinter Cannon

++ Total: [48 PL, 999pts] ++
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Trueborn44
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PostSubject: Re: 1000 pure Drukhari   Thu Aug 03 2017, 13:34

I think this is a very nicely balanced list!

The only thing I would do is drop the splinter cannons on rhe venoms and the Electrocorrosive wip on the grot and use the points saved to change one sqaud of warriors in to a Trueborn unit. As you only lose 2 shots per cannon when within 12" on the Venom, I don't think the 15 points is worth it. This will let you change to a vanguard detachment also for the extra CP.

So dropping 1 warrior unit, the Electro and the second cannons gets you a sqaud like this:

5 Trueborn
X2 Splinter cannon
Blaster
Venom
Total: 180

You could also run this unit with 3 blasters if your meta is fairly TEQ, primaris or vehicle heavy. Then use the final point for a shock prow on the Raider and change to a vanguard detachment.

The only problem you might encounter is if your Scourges get blown out too early, as they are the bulk of your anti tank. Try and find them some nice cover or deepstrike them in to cover if you're going second. They need to live if you're facing tanks, as you don't want to rely on grots and blasters to pick up the slack because they won't.
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Gelid
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PostSubject: Re: 1000 pure Drukhari   Fri Aug 04 2017, 11:59

Trueborn44, many thanks for these tips - great advice and it allows me eek a little bit more oomph out of my army! I think I will go with blasters rather than splinter cannons, because at the moment only the incubi are an efficient counter to TEQs.

Thanks again!
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Trueborn44
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PostSubject: Re: 1000 pure Drukhari   Sat Aug 05 2017, 16:39

No problem mate! Hope the list works well!
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Sanore
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PostSubject: Re: 1000 pure Drukhari   Sat Aug 05 2017, 18:09

I agree with trueborn on all of his suggestions. However, I'm assuming the Grots will be footslogging their way around the battlefield as well as the haemie which in my eyes is dubious at best. I can't really think of a solution with the budget constraint though.
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Trueborn44
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PostSubject: Re: 1000 pure Drukhari   Sat Aug 05 2017, 18:42

I didn't even think of that actually @sanore. I had assumed they were in the Raider, my bad. I still think they'll be okay though, as they have fairly decent movement and you can either keep the grots as a pseudo screen in front of the Haeme or keep them in a ring around him. I feel like they'll be a good unit to take the centre with and soak some firepower anyway, because Grots seem fairly reasonable against everything bar TEQ.
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Sanore
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PostSubject: Re: 1000 pure Drukhari   Sat Aug 05 2017, 18:52

Opps my bad I forgot s/he had a raider. With that being the case the grots have a transport but it still leaves the haemie out in the cold. Unfortunately, that's just simply a weakness with our two main transports with our infantry units favoring having 5 or 10 man squads. The only solution I can see is underpowering one of the units to make room for him, or just dealing with it since the haemie is one of the most durable single model infantry units we have.
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Trueborn44
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PostSubject: Re: 1000 pure Drukhari   Sat Aug 05 2017, 18:58

Okay I'm completely confused now. When you said about them lacking a transport, I thought the Incubi were taking the Raider and these guys were footslogging, but there's going to be enough transports for everyone. The grots can jump in a Raider and so can the Haeme, as the grots only take up two capacity each. Bit of a brain fart on both our parts lol.
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Gelid
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PostSubject: Re: 1000 pure Drukhari   Sun Aug 06 2017, 11:17

Yes I was a bit confused by the above thread! I think the formatting was not clear - there are only four Grots and they will join the Haemonculus in the Raider. This is my revised list incorporating TrueBorn's advice and I think I will stick with it.

Vanguard detachment

Haemonculus with crucible, whip, splinter pistol

5 X warriors with blaster and PGL

5 X trueborn with 3 blasters

4 x grotesques

5 X incubi, demiklaives

5 X scourges with 4 dark lances

3 X venoms with splinter cannon and twin splinter rifles

1 X raider with dark lances and shock prow

Thanks!

Steven


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Sanore
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PostSubject: Re: 1000 pure Drukhari   Sun Aug 06 2017, 11:53

Yea the formatting with grots made it look like you had 4 regular grots and then the squad leader for a total of five. With only 4 grots the haemonculus can easily fit into the raider and everything else has their own venom. In my opinion parking the scourges in good cover when they're armed with lances make them essentially anti tank snipers. The only thing I see giving you any real issue is horde blobs, but as a whole army hordes are probably our biggest weakness.
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