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Drukhari in 8th Edition

8th edition has landed and I hope everyone has gotten a game or two in with their favourite (and hopefully painted) army. I'll be covering the Drukhari (or Dark Eldar, DE, as they used to be known as) in today's article and how they've fared for me in the few games I've played using them so far. Rather than going each unit by organisation order, I'll first mention my MVPs and why I like them, before addressing the rest of the faction.

 
40k, Singapore, 8th ed, Warhammer 40k

1. Mandrakes

First up are Mandrakes. The sad, forgotten, shadowy children of the night... Their fairly cool models were always overshadowed by their more efficient Kabalite cousins...until now. For just 190 points, a squad of 10 can now pour out 20 shots at BS3+ at 18" (not a problem seeing as they seep out of the shadows at over 9"). Though S4, their Baleblasts are Assault 2 and Ap-1 and deal an extra mortal wound on wound rolls of 6+. At 20 shots, that's an expected 2 mortal wounds and 6 regular wounds on T4 targets, and 2+4 wounds on T5-7 targets. While decent, their MVP value comes not just for their shooting but their versatility. At 3 attacks each in cc (2+1 for their glimmersteel blade) at S4, they deal an average of 10 wounds (allowing saves) to T4 and 13 wounds to T3 targets (Conscripts anyone?). Combined with their 5++ and -1 to hit for enemy attacks targeting them from their Shrouded from Sight special rule, they are easily the most versatile units in the Drukhari army. This is not even factoring Power from Pain that gives them the ability to ignore wounds on a 6+ after failing their saves and being able to hit on a 2+ in cc from Round 3 onward.

Next come the DE vehicles. Of particular note, all the Drukhari vehicles have a 5+ invulnerable save against shooting. That's right, Night Shields built into their Raiders, Venoms, Ravagers, Razorwing Jetfighters, Voidravens. That gives them more survivability than their meagre stat line might suggest.

2. Ravagers

At 155 points, the Ravager brings 3 S8 Ap-4 Dd6 Dark Lances on tougher than usual (for Drukhari) T6 W10 chassis. With a 5++ from the Night Shield, the Ravager can shrug off 1 in 3 Lascannon hits on average, allowing you to let loose another volley before becoming a wreckage on the battlefield (well, proverbial wreckage since all vehicles get removed from the table once destroyed now).

Its MVP status comes not just from its lances however, but the ability to move 14" and still fire all of them at no penalty to hit as Dark Lances become Assault weapons when affixed onto vehicles. This is crucial for the fragile and fast Drukhari army as it seeks to outmanoeuvre on the battlefield. It also gives added distance to the 36" range of the Dark Lance. Disintegrator cannons make short work of well armoured models with 2 wounds if you find yourself in need of them but I would rather bring the lances as they work well in combination with the majority of the poison-based weaponry that the Drukhari use.

3. Venoms

Which brings me to the 3rd MVP choice, and partner-in-crime of the Ravager, the Venom. Having been the go-to infantry transport for the past few editions, the Venom fulfils the same role in 8th thought its anti-infantry barrage has shrunk somewhat to 12 shots within 18" compared to 36" (I think) in the past. You can still fire the Splinter cannons from 36" but being Rapid Fire 3, they only really come into their own at half that range.

40k, Singapore, 8th ed, Warhammer 40k

Working with Ravagers, Venoms can target units that would otherwise be overkill to use lances on, and are also able to position themselves between any would-be aggressors and the gun boats. They may only have T5 W6 but their Flickerfield afford a bit more protection making units that target the Venom to hit at a -1 penalty in the shooting phase (note that this is only during the shooting phase).

4. Scourges

Last on the list of MVPs are Scourges armed with Blasters. For 130 points, you can have an alpha strike unit of 5 Scourges carrying 4 Blasters that can potentially dole out up to 12 wounds of damage to targets with multiple wounds. The 18' range of the Blasters keeps them at a fairly safe distance from 6" moving infantry and are cheaper than 25 point Heat Lances that only have S6 and which will not be within 9" for their melta ability to roll an extra d6 for damage (picking the highest) when the Scourges arrive. Shooting S8 blaster shots, they are the anti-tank/monster pairing of Mandrakes in a role-reversal of the Venom-Ravager pairing.

 

5. Others

On to units with potential! While able to carry 4 blasters just like Scourges, Kabalite Trueborn lack the in-built mobility of their winged cousins and require some help in getting around the battlefield. They also lack the alpha-strike ability that deep-striking Scourges offer but do come in at 15 points cheaper than 5 Scourges with the same load out and they also fit nicely into a Venom. Their cheaper cousins, Kabalite Warriors, are cheap units that help to fill in the Troop slot should your army need more Command Points but lack in firepower as they can only bring 1 special and 1 heavy weapon for every 10 models.

Wyches and their "elite" cousins, Hekatrix Bloodbrides, have gotten slightly more useful as the Drukhari player can now choose their combat drugs (though only 1 effect can be chosen per unit with combat drugs till all the choices have been taken). A unit of Wyches can thus be given S4 or an additional attack (total of 3 attacks per Wych with their Hekatarii Blades) at a low cost of 9 points per model with a 4++ in cc. Hydra Gauntlets are good options as they allow their bearers to re-roll failed wound rolls without sacrificing the extra attack that comes from the blades. Their most interesting use comes from their ability "No Escape" which gives the player a chance (based on a roll-off) to prevent enemy Infantry units that are in cc with the Wyches from falling back. This gives Wyches some protection from enemy shooting by remaining engaged in combat during the opponent's turn and could stop weaker units with Fly from backing off to shoot the rest of your army.

At 194 points for 2 S9 lances and Voidraven Missiles, the Voidraven bomber also has a one-use bomb that causes mortal wounds that hit on a 3+ (instead of 4+ for other bombers) and comes with the ubiquitous DE vehicle 5++ for added survivability. Even though it has 1 less lance shot (partially made up for by the Voidraven Missiles) and costs more points than a Ravager, its Airborne ability keeps it out of reach of cc from units without Fly. It also has 2 more wounds and is harder to hit than its triple-lance compatriot. The Razorwing Jetfighter, at 155 points with 2 dark lances, is the same cost as the Ravager with hard-to-hit and Airborne but replaces the third lance with Razorwing Missiles that are more suited for light vehicles or high toughness infantry with little in the way of armour.

As Raiders are the only transport the Drukhari have for Grotesques and 10 model-strong units, they have a place in a Drukhari army that might need a transport for Incubi or Wyches to bring them forward into enemy lines. Beyond that, and possibly as a protective gunboat for 10 Kabalite Warriors, there's not much reason to pay 115 points for a T5 W10 transport with a single Dark Lance.

 

Incubi are armed with S4 power weapons (Ap-3) and seem like a good counter charge unit for 18 points per model. Indeed they might be a decent unit when looked at independently, but they seem out of place in the rest of the Drukhari army where Wyches might be a cheaper alternative to tie down enemy cc specialists with their 4++ in cc. Their only possible saving grace could come in the form of their leader, the unique character Drazhar who gives them a +1 to hit in cc when he's within 6".

Both Hellions and Reavers, while getting some tweaks and different rules, seem to be outclassed by the other options available to those with a penchant for pure Drukhari armies. At 105 points, you could bring 3 Reavers with a Blaster. Or you could bring 5 Scourges with 4 Blasters for 25 points more. While the choice may seem clear, the Reavers are more resilient at 2 wounds each and can reach T5 with combat drugs.

Of all the old Beastmaster beasts, the Razorwing Flocks seem to be the most likely beast to see use. As a 7 point per model T2 W4 screening shield for your more precious units. They might even be able to kill a guardsman or two with 8 attacks though you will need to roll well with their dismal WS5+ and S2 profile.

The Covens deserve a mention that with a supporting Haemonculus, they are tough as nails. Wracks become T5, Grotesques, T6 and, Cronos and the Talos, T7. While not as hard-hitting as units from the Kabals and Wych Cults, Coven units could serve as decent holding units for objectives. While each Talos can bring two splinter cannons, their BS of 4+ makes them tougher (T6 W7 3+ armour) and more expensive but less mobile and less accurate Venoms without the transport capacity. Even with 2 Macro-scalpels, their melee is lacklustre as well with only an AP of -1 even if they do have 6 S6 attacks. The Covens' lack of synergy with the rest of the Drukhari faction, while true to fluff, make them difficult to include in a list that focuses on the first strike.

The other Drukhari HQs all seem lacklustre and in my opinion, should only be taken if you favour a theme or need a cheap 54 point Archon to fill the HQ slot. If you are going with Aeldari as a faction however, Eldar Farseers are the best HQ for a Drukhari with their Doom psychic power.

 

In conclusion, the Drukhari have kept their theme as a mobile (non-Coven only), hard-hitting, but fragile army that has a few things going for them in Warhammer 40k, 8th edition. The changes to vehicles this edition allows the Venoms and Ravagers to keep firing after taking a hit or two (if they weren't destroyed) whereas they would have been shaken or stunned in previous editions. Most vehicles having a -1 penalty to hit while moving and firing heavy weapons also gives the Drukhari vehicles an edge in the mobility game. Unfortunately, having the first say seems more important than ever for the Drukhari and their continued fragility this edition. Happy Gaming!

the BenCH

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