Battle Summary: Drukhari vs Death Guard

(above image by GW, used without permission)

Last weekend, I managed to get my second game in with my Drukhari. I was going up against a Death Guard player who had said ahead of time that he would be bringing an “experimental list.” My only game against the Death Guard thus far had been with my Sisters of Battle, and it had ended horribly due to a combination of Poxwalkers, Typhus, and Mortarion. This time around, I had no idea what to expect, so I brought a list that I hoped would be able to deal with whatever Nurgle’s rotters would throw at me:

Archon- blaster, Djinn Blade, Hatred Eternal- 93
Archon- blaster, huskblade- 93
5 Kabalite Warriors- blaster- 47
5 Kabalite Warriors- blaster- 47
5 Kabalite Warriors- blaster- 47
Sslyth- 27
8 Mandrakes- 128
Razorwing Jetfighter- splinter cannon, disintegrators- 145
Venom- dual splinter cannons- 75
Venom- dual splinter cannons- 75
Venom- dual splinter cannons- 75
Ravager- 3 dark lances- 148
Ravager- 3 dark lances- 148
Razorwing Jetfighter- disintegrator cannons- 145

Succubus- archite glaive, blast pistol, Stimm Addict, Adrenalight, Serpentin- 60
Succubus- shardnet and impaler, Hypex- 55
5 Wyches- shardnet and impaler, Hekatrix w. power sword, Grave Lotus- 64
5 Wyches- shardnet and impaler, Hekatrix w. power sword, Splintermind- 64
20 Wyches- 2 shardnets and impalers, Hekatrix w. power sword, Adrenalight- 166
6 Reaver Jetbikes- 2 blasters, 2 grav talons, Painbringer- 154
Raider- disintegrator- 80
Raider- disintegrator- 80

Haemonculus- stinger pistol,, electrocorrosive whip, Diabolic Soothsayer- 81
5 Wracks- 45

Total: 1945

Unfortunately, I had nothing left in my model range to fill this void in points. Potentially, I could have taken a Lhamaean, or even another Sslyth, or even just filled out the numbers of some of my Wych squads/Mandrakes/Reavers. That’s hindsight for you, though).

Total CP: 13 (-1 for Alliance of Agony, -1 for extra relics, +d3 for Diabolic Soothsayer)

The general idea of this list was to keep as many splinter weapons/blasters on hand as possible to deal with Daemon Princes, Bloat Drones, etc, while also having some close combat punch just in case (and, naturally, plenty of mobility). In particular, I wanted to experiment with the Cult of the Cursed Blade and a giant mob of 20 or so Wyches coming out of the webway– I hopefully, they would help deal with the giant unbreakable Poxwalker tarpits I faced the last time around.

My opponent ran the following (from memory):

Daemon Prince- wings, 2 malefic talons, Suppurating Plate, Miasma of Pestilence, Rotten Constitution
3 Deathshroud Terminators
3 Myphilitic Blight Haulers
Plagueburst Crawler- 2 plaguespitters
Plagueburst Crawler- 2 plaguespitters
Plagueburst Crawler- 2 plaguespitters

NURGLE DAEMONS BATTALION (I think…he had just 1 HQ, though, so I don’t think that’s right):
Herald of Nurgle- Curse of the Leper
4 Nurgling Swarms
4 Nurgling Swarms
4 Nurgling Swarms
4 Nurgling Swarms

Mortarion- Plague Wind, Pestilential Vitality

We played one of the ITC missions, on a diagonal deployment on a table with sparse cover. I was, and still am, completely unfamiliar with ITC missions, but for my two special objectives I chose Monster Hunter and Recon (I think) He chose the character-hunting objective and also Recon. I’ll be honest, my memory is hazy, and I was essentially a casual player up against someone prepping for the ITC.

This is only going to be a short-form batrep, partly because my army is still in a partial stage of assembly/painting/renovation, and partly because my opponent needed to be elsewhere in four hours, and I didn’t want to slow the game down by taking pictures. I’ll just instead quickly go over what happened.


Before the game, I used my extra command points to give my non-warlord Succubus the Traitor’s Embrace (aka the “kill me and I explode” relic), and my Haemonculus the Helm of Spite so he could counter enemy psykers.

We played on a board with a few hollowed-out buildings on either side, with plenty of no man’s land in between. He set up with his forces spread across his deployment zone, with his Crawlers at the forefront and his Blight Haulers, Mortarion, Daemon Prince and everything else sheltering behind them. I, meanwhile, clustered as many skimmers as possible behind the two buildings, with all of my characters going into Wych Raiders, along with the giant Wych blob and Mandrakes in reserve, and the Wracks in the far corner, out of sight and ready to redeploy via Black Cornucopians if need be. I one serious deployment mistake, however: I one Wych Raider (with exploding Succubus, warlord Archon and Sslyth) far forward on the left flank, along with the Reaver Jebtikes, with both units out of cover and practically staring down the Death Guard’s guns. The reason for this was I was gambling on getting the first turn, zooming forward and assaulting/blastering stuff right from the get go.

Guess what? I didn’t get the first turn, and I didn’t seize the initiative. Ahahaha help.


His Crawlers all move up, as do his Blight Haulers, with one going right into the face of my Reavers, while his Nurglings all scamper around to grab objectives. Mortarion and his Daemon Prince advance close to the middle of his force, with his Deathshroud staying close to Mortarion to tank wounds for him. The psychic phase is largely ineffective, but shooting is painful: exposed out in the open, 4 of my Reavers go down, as does the Raider carrying the Wyches, Sslyth, explosive Succubus and my warlord. No one is hurt, but now almost all of my stuff is out in the open.

My turn, I try to advance my characters for cover, while my Sslyth stands in front of them. My Reavers zoom behind one Crawler, while my Wyches move to assault it next turn. Honestly, on that flank, I pretty much figure its all a lost cause and I’m playing for time. The rest of my army pulls a refused flank manoeuvre, with everything (bar a Ravager and a Venom, which are too far back) flying down the right flank to concentrate fire on a Crawler. I had both my Archon and Haemonculus get out as well, the former to get his reroll 1s bubble in action, the latter to make sure the Helm of Spite was on the board. Shooting sees concentrated fire bring down the Crawler surprisingly quickly– my opponent’s invulnerable and Disgustingly Resilient saves were awful– while random splinter fire kills half a unit of Nurglings (those little blighters are tough!) My Reavers, meanwhile, do 4-odd wounds to the Crawler.

Then, in the assault phase, I commit a blunder: I charged my Reavers into the nearest Plagueburst Crawler, 1) because I figured they wouldn’t survive the next turn, and 2) intending for them to eat overwatch so that the Wyches (and hopefully any surviving Reavers) could tie the big tank up for a turn and deny it its awful shooting. The Crawler’s plaguespitters, however, showed me why this was a bad idea, vaporizing both Reavers in one round of overwatch. I was about to charge in with the Wyches as well when my opponent reminded me that, in 8th edition, units can overwatch as many times as they want as long as they are not locked in combat. I had been working under the assumption that overwatch worked like it did in 7th, where units could only ever overwatch once per phase. Needless to say, this was a rather humbling learning moment for me. The Wyches stayed put, though that gave me no solace considering that I had just wasted the Reavers for nothing.


In the Death Guard turn, his stuff shuffled around, with the Daemon Prince leaping right up in the face of my massed vehicles on the right flank, Morty flying up towards my Ravager in the centre, and the rest of his stuff angling for better lines of fire/grabbing objectives. In the psychic phase, he failed to case Miasma on the Daemon Prince, and miraculously failed Smite, but his Herald did manage to heal a few wounds off of the Crawler that had all to recently spat on the Reavers. Mortarion then cast Pestilential Vigour on the Daemon Prince, but the Helm of Spite denied it, inflicting a few wounds on Mortarion via Perils in the bargain!

In the shooting phase, though, all but 1 of the disembarked Wyches were blasted down, as was the poor Sslyth. The middle Ravager took the lion’s share of the firepower, and despite me using Lightning Reflexes, it was still dropped down to 3 wounds. In the assault phase, the Daemon Prince charged the Razorwing, shrugged off a crapload of overwatch, and proceeded to shred my poor plane before consolidating into a nearby Razorwing. The damn thing was now right in the middle of most of my army…right, I later realized, where my opponent wanted it.


In my turn, the Mandrakes arrived in the opponent’s backfield, while I opened a webway portal and brought my big mob of Wyches in as well. I hoped to use both of these units to clear the backfield of Nurglings. In the proper movement phase, I had no bloody idea what to do with my warlord, as she was surrounded by Crawlers, Mortarion, and the incoming Death Guard, so I hid her, while the exploding Succubus and the last Wych went after Mortarion. The injured Ravager moved more fully out of cover so it could grab a nearby objective. Meanwhile, my big huddle on the right flank…continued to huddle, with my vheicles all circling the Daemon Prince to rapid fire it to death (save for one Venom further back, which zoomed up so that it could shoot at either the Prince or Mortarion). This wound up being a big mistake: instead of using my superior mobility to go out, grab objectives, etc, I was castling in a corner of the board. As it was, my opponent’s more slow-moving army already had control of the board and a sizeable point advantage. As of writing this, I also realize I should have disembarked my other Wych unit + Succubus from their own Raider to go after the Nurglings as well. I really, really wasn’t thinking in this game.

In shooting, almost everything that could fired into the Daemon Prince, and despite its 2+ save, 5+ invulnerable and Disgusting Resilience, brought it down to 1 wound with massed poison and lance fire. What few shots I threw against the nearby Crawler, sadly, did no damage. The damaged Ravager whiffed against Mortarion, as did my warlord. The Mandrakes, however, unleashed their baleblasts at a nearby squad of Nurglings, and managed to kill two bases and leave another hanging on one wound.

In close combat, the Archon charged the Daemon Prince, the last Wych charged Mortarion (and died to his area effect power), the exploding Succubus also charged Mortarion (and took 2 wounds to said power), and the Mandrakes and big mob of Wyches each charged a unit of Nurglings, respectively. Everyone’s charges made it in…except, crucially, for my Mandrakes and my Wyches, both of whom failed even with rerolls! Arrgh! In combat, at least, my Archon finished off the Daemon Prince, using Soul Trap to then boost his stats. The Succubus, predictably, did nothing to Mortarion, was squished in return and exploded…and proceeded to do 1 mortal wound. Annoyed, I used a Command Point to reroll the explosion…and got a 2…one of which was then saved by Mortarion’s Resilience. I had just sacrificed a character and two command points (one for the reroll, one for her relic) for ONE wound on Mortarion. Grumble mutter grumble…


At the top of turn 3, Mortarion flew down to say hi to my bunched-up vehicles and introduce them to his area-effect plague ability. His Blight Haulers moved back to the centre of the board for better line of sight on my stuff, his Crawlers shuffled…and that was mainly it. Oh yes, and his Deathshroud advanced up menacingly on my warlord.

In the psychic phase, the Herald healed up Mortarion, while Mortarion himself managed to cast Plague Wind– I was unable to stop it, and one of my Venoms went crashing down after taking one mortal wound too many, forcing the Kabalites inside to disembark. In the shooting phase, things got even worse: my damaged Ravager went down, as did another of my Venoms, while the Kabalite squad that had previously been forced out was wiped out by missile fire. One Crawler devoted all of its firepower to my nearby warlord…but this time the dice favoured me, as she went on to make save after save with her shadow field, and emerged from the bombardment unscathed. The same could not be said for my big Wych mob, who lost 6 of their number to mortar fire, and another to morale.

In the assault phase, Mortarion assaulted, managing to get in contact with my Haemonculus, Archon, and the other disembarked Kabalite squad. Silence swung out in great arcs, slicing down my Haemonculus and all 5 Kabalites. In return, my Archon swung back, and actually managed to ding a wound off of the big guy in return. His Deathshroud, perhaps wisely, declined to charge my warlord after that display of shadowfieldery.

In my turn, I withdrew my Archon from combat, and disembarked my Succubus and squad of Wyches to go after Nurglings. Speaking of which, my now-reduced Wych blob moved up to charge one Nurgling squad, while my Mandrakes slunk up towards another. All of my vehicles shuffled to get line of sight on various things, and my Archon warlord moved up to charge either the Deathshroud or the Crawler as necessary.

In the shooting phase, my Archon failed to damage the Crawler with her blaster. My Mandrakes, though, did one better, wiping out the Nurglings that they had maimed previously. All the rest of my shooting went into Mortarion, and proceeded to drop the big guy down to 9 wounds! The wound up netting me some points as per Big Game Hunter, so I was quite happy with that.

In the assault phase, the big Wych mob went into one squad of Nurglings, the smaller squad went into another, the Succubus went into a third (that had already taken damage from my first shooting phase), and my Mandrakes went into the Nurgle Herald. Finally, the warlord Archon had a choice of dealing with either the Crawler or the Deathshroud, though my opponent warned me that no matter which I charged, the Archon would be receiving a lot of auto-hits on overwatch. In the end, I figured it was either charge or be charged, and sent the Archon into the Deathshroud. The bodyguards of Mortarion then proceeded to unleash a lot of auto-hits from their poisoned flamers, inflicting some 9 wounds on the Archon, of which she saved all…but one, dropping her shadow field. Crap. Everything, at least, made it charge this time.

In close combat, the Mandrakes sliced the Nurgle Herald into tiny, rotting bits, ending his psychic shenanigans once and for all. The giant Wych mob, in turn, wiped out two bases of Nurglings and left a third hovering on a wound. Hmm, I was expecting a bit more from them. Finally, my small Wych squad did only to wounds to their Nurgling opponents for two wounds in return, while the Succubus did two wounds to another Nurgling unit and took a wound of her own. Hmm, that was underwhelming.

Finally, the Archon swept into the Deathshroud, unleashing 7 strength 4 attacks, rerolling failed to wound rolls and doing d3 damage each…and did absolutely nada, as all of her damage bounced off Cataphractii armour and Disgusting Resilience. In return, the Deathshrouds’ scythes hacked my poor Archon to ribbons. And thus new model curse reared its ugly head.

The only picture I took of the game, showing my Archon’s last moments.

At this point, though, we were running out of time, and my opponent needed to get going. I can’t remember what the final score was, only that I was losing quite decisively, so I called it then and there.

Result: Death Guard victory!

-Looking back, I didn’t do too badly in this game, all things considered. I was, at the end of the day, using a soft list in a scenario format that I was horribly unfamiliar and inexperienced with, and yet I still managed to deal a bloody nose to the Death Guard. Unfortunately, it doesn’t change the fact that I still played a very lopsided game where I pretty much screwed myself over in deployment.
-I brought my list expecting to deal with Poxwalker hordes (hence the Wych blob). In retrospect, I shoulder really have brought more Kabalites/firepower, as this would have been a huge help in dealing with those damnable Plagueburst Crawlers, and large monsters, and vehicles, etc.
-I was surprised at how aggressive he was in moving forward with his Plagueburst Crawlers. I was expecting him to go for lascannon equivalents, not plaguespitters. Again, I really should have used my mobility to keep my distance.
-Nurglings are freaking tough! My Wyches just couldn’t kill the buggers off when it mattered.

-My earlier deployment error was extremely costly, and meant that I lost my Reavers far too early. It also meant that my warlord was on the run for most of the game from the majority of the enemy army (in retrospect I wonder if I wound have been better served by running her out aggressively as a distraction rather than trying to preserve her, but I didn’t rate her chances against Mortarion.) Hugging cover is the number one deployment rule for Dark Eldar, and I’m stunned that I neglected it in this instance.
-As mentioned above, I was an idiot and didn’t take full advantage of my mobility like I should have. Instead, I let the majority of my force get boxed into a corner for two full turns while the enemy army spread out and took those vital objectives. This was massively important, because in ITC missions you score a point for each turn that you have an objective under your control.
-I initially forgot about the Flayed Skull ability to reroll 1s with my splinter rifles/cannons. This was pivotal, as I kept having my vehicles (or my Venoms, at least) hug my Archon’s reroll bubble instead instead of letting them spread out.

-My firepower was reliable and effective throughout the entire game, with my multiple blasters punching holes in his tanks and my massed splinter fire putting serious hurt on his Daemon Prince and Morty. My Venoms, Kabalites and Ravagers were all just plain fantastic.
-My number 2 Archon did better than my Djinn Blade-wielding warlord, killing off the Daemon Prince and even managing to tank wounds for a round from Mortarion
-My Mandrakes, even though they failed their charge when they arrived, were excellent at clearing away my opponent’s backfield, killing off one unit of Nurglings with baleblasts and stabbing down the Nurgle Herald

-The Wych horde came down on turn 2….and failed their charge on the Nurglings guarding an objective, as did the Mandrakes. When they did make it into a unit of Nurglings on turn 3, they had taken some losses, and only killed 2 bases and nearly killed a 3rd. Not nearly good enough. I think the whole deepstriking Wych blob experiment has failed.
-My Traitor’s Embrace Succubus was terrible. She charged Mortarion, died horribly…and then rolled a 1 for her explosion damage. I used a command point reroll, got a 2…and then Mortarion saved one of the wounds anyway on Disgustingly Resilient. I had spent two whole command points and a character just to do 1 wound to Mortarion. :bleep:
-As mentioned above, I was an unpracticed, casual player against a guy practicing for ITC. The outcome felt like it was inevitable based ont that factor alone.

-Up until now, i had always thought that overwatch worked like 7th ed, where you can have a unit charge in, eat up overwatch, and free another unit to charge in without penalty. Instead, as I learned, an enemy unit can overwatch as many times as it likes as long as it’s not locked in combat. This became apparent when I charged the last two Reavers into one of his Plagueburst Crawlers, hoping to eat overwatch so some nearby Wyches could lock it in combat and deny its shooting for a bit. Nope, the Reavers died, and the Wyches soon followed suit.
-When rerolling charges, you must in fact reroll both dice: you cannot choose just to reroll one, unless you are using a command point
-The Helm of Spite must actually be on the table (ie outside of a vehicle) in order to take effect.

I’m thinking that for competitive games (ie games where my opponent brings several psykers, Plagueburst Crawlers and Daemon Princes against me), a third Ravager is definitely in order- and potentially, even taking them in a Black Heart Spearhead detachment so that I can make use of Labyrinthine Cunning, Writ of the Dark Muse and Agents of Vect (though I wonder if taking that would immediately turn me into “that guy”). Otherwise, I’m discovering that Reavers are very difficult to use effectively, as despite their high toughness and multiple wounds, they are not hard to kill at all. They really need to hug LOS blocking cover and/or get in the enemy’s faces on turn 1 to be effective– and to do that, ideally, they need to be run with Red Grief, not Cursed Blade.

Speaking of which, my dalliance into the Cult of the Cursed Blade was interesting, and might bear repeating…but not with the giant Wych blob. The one big problem with the Wych blob is that a simple, failed charge roll left them sitting out in the open– which would have been infinitely worse against a shootier opponent like Imperial Guard or T’au. Maybe I will experiment with this unit again at some point, but in the meantime, I will stick to keeping my Wyches in Raiders (which means sticking to Cult of the Red Grief, to make best use of said Raiders. I am starting to see why Red Grief is seen as the “go-to” Wych Cult for a lot of players)

Overall, at the end of the day, I was an unpracticed Drukhari player up against a much more experienced player prepar ing for a major tournament. Based on that factor alone, this was always going to be an uphill battle for me, so I take some solace from that.

Updates: revising a paint scheme, a dark lady, and evil Wraithguard

It’s been a while since I last shared any of my painting/converting updates– as usual, my very busy weekly life has kept me…well, busy. That being said, what progress that I have made has been focused on my Drukhari, particularly in updating my old colour scheme.


When I first painted up my Kabal of the Revenant Shroud , I wanted something other than the green/turquoise schemes I kept seeing on every other Dark Eldar army out there. I wanted a theme that reflected the Kabal name– something suitably dark and menacing– but not overly so. In the end, I went with a mid-grey colour scheme with ice-blue highlights, going for a look that, to me at least, trod the line between malevolence and barebones functionality– a delinieation that, to me, seemed appropriate for a Kabal that had effectively been living in exile.

Some (admittedly) blurry pics of my old colour scheme can be found here:

And some of my allied Wych Cult:

As you can see, my old colour scheme really was nothing to write home about. I quickly discovered how difficult it was to get grey shaded and hightlighted just right, and ended up with an army that, regrettably, looked like it had just come off of the sprue. To make things worse, back then my carrying case wasn’t the greatest, and so gradual wear and tear resulted in a lot of damage to my poor models.

It was because of this that, when the new Codex: Drukhari dropped, I vowed that I would make my army playable again. Up until then, I had been using the old, horribly outdated Dark Eldar Warriors, and so made a point of buying two large squads of Kabalite Warriors (half of which came pre-primed and assembled from a friend). I was dissatisfied with how my old colour scheme had turned out, and wanted to use these Kabalites as a testbed for a new possible scheme (and/or to see if I could improve the old one)
At first, I tried experimenting with (from left to right), a base of Dark Reaper followed by a lighter grey colour; an attempt at painting ivory (which turned out horribly) and an attempt at doing Incubi Darkness followed by Kabalite Green.

The grey one, I edged with Sotek Green just to see how well the two would work together. I had it in my mind that I wanted to go for a scheme that seemed ancient, or even “spectral,” and I was inspired in no small part by the way the upcoming Nighthaunt minis have been painted for Age of Sigmar.
At some point in this whole process, I decided to base an entire squad in Dark Reaper, and see where I went from there. I think I was trying to do something similar to, or improve upon, my old colour scheme.

More recently, at a paint night at a friend’s house, layered one of these Dark Reaper’d models with Vallejo Sombre Grey (which I think is an equivalent to Russ Grey) and then went over it with a blue wash. The end result looks like this:

I have to say, I actually really like this colour– it evokes shadow and has an almost spectral look to it, while at the same time still is “colourful.”

Later on, I added purple to the plumage of this guy’s helm, just to add in some extra complementary colour. Note that I still need to do the flayed skin tabards of the Kabalites as well.

Here is an entire squad in progress. Later on I intend to add ice-blue highlights to the edge of their armour, just to get a little bit more colour done on them. That, of course, will be a time-consuming effort, and after these six, I have thirty-odd more to go.

The Archon

A while back, I acquired a new Archon model from Raging Heroes, although I had been avoiding painting her since. Given that I was uncertain of how I was going to be repainting my Drukhari, I wanted to be sure that I had a colour scheme in mind before I painted her. Even then, I wanted to be sure that she stood out– after all, she was going to be representing the big bad of my army, and I wanted her colour scheme to be distinctive in some way.

Assembling her wasn’t too much of a hassle…except, however, that the tip of her little arm-blade snapped off when I first tried to transport her. Sadly, despite my best efforts, the tip keeps breaking off every time I try gluing it back on. I fear the damage may be permanent. If that’s the case…well, then I’m going to have to get used to my Archon having a rather stubby arm-weapon thing.

At first, I debated painting the Archon silver or ivory to make her stand out from my grey Kabalites. However, I decided against it: I doubted I could make the details of the model (ie her eerily funerary-looking mask, her segmented armour, etc) stand out that well in silver…and I just find it really difficult to paint ivory. So instead I went for a lighter version of the Kabalite colour scheme, going for a straight base coat of Sombre Grey followed by a blue wash. Here is that initial attempt, shown next to a Kabalite for contrast.

From there, so far, I have darkened the armour slightly with more blue, while using Russ Grey to highlight the model. I’ve also painted her gun, the chains on the model and the skulls dangling from said chains, and most importantly, painted her cloak a regal purple, working up from several successive shades. The end result so far looks like this:

I have to say, I am loving how she looks so far. The grey/blue is turning out just right, and more importantly, is working very well with the purple. I still have to touch up her armour a little, and maybe add some ice-blue highlights to tie her further to the rest of the army. Her base came from a third party supplier (sadly I can’t remember which), and is pretty much supposed to look like an Eldar Craftworld base. I’m debating painting it a dull grey or a sharp bone colour, though a friend has also suggested scratching up the surface a little to make it look like a recent battle-site. Overall, though, I love this model: she has an easy, arrogant grace to her that makes me imagine her sauntering across a battlefield, unconcerned about enemy firepower and commanding the respect and fear of her followers.



Ages ago, I hit upon the idea that my Kabal’s allied Haemonculus, instead of creating Grotesques normally (which is a relative term, depending on how “normal” you consider Groteques to be), and instead harvests and corrupts Wraithguard into horrendously altered wraithbone killing machines. It made sense to me, modelling-wise– Grotesques are roughly on par size-wise with the “standard” Grotesque models, as well as with Crypt Horrors, which I have seen used as the basis for so many Grotesque conversions. The Wraithguard, unlike the hunched, bestial Crypt Horrors, though, have a rigid, fluid look to them that, normally, makes them look like they are striding calmly and silently forward. It would be an image I would be all to happy to ruin with a whole lot of awkard poses and spiky stuff.

For a background reason, I figured that my Haemonculus was less concerned about the torments that could be inflicted on the flesh, and was more interested on experimenting with the immortal, undying soul. Hence, Wraithguard, and more importantly, the spirit stones within– and it was then that I realized that I had hit upon something far more horrifying than Grotesques, for the souls trapped inside the Wraithguard would no doubt be tormented to the point of insanity.

I started off with two Wraithguard, adjusting their poses slightly and replacing some of their arms with those from a Talos sprue (plus a bladevane from a Venom). In many cases, a lot of sawing and pinning had to be done to keep the new arms/hands/implements in place.

From there, I did two more– one, with leftover arms from a sprue of Kromlech mek-arms that I had lying around from when I’d converted my Arco-Flagellants, and the other, with its hands replaced by the blades of Wraithblades swords to create a “mantis”-type construct.

I plan to create possibly up to 10 of these guys to form a terrifying giant unit of death, possibly later with some Taloi backing them up (what Hero calls “the Miserable Meat Mountain,” only in this case with 99% less meat). I don’t know how I’m going to paint them, at the moment, but I may use an exacto knife to carve furrows and cracks into their surfaces to make the Wraithbone look like its fraying under the pressure of its unholy alteration.

At this point, though, I’m just scratching the surface of what I need to get done with my Drukhari. I still need to do my Reavers, half of my Mandrakes, and my Wracks, not to mention painting up my Succubus as well (and possibly redoing the colours of my Wyches). And that’s not even mentioning the possibility of redoing my vehicles, or getting a third Ravager, more Wracks, and assembling my Scourges and Taloi in the future…

Sigh. Whoever said building an army was a leisure activity had no idea what they were talking about…

The Invasion of Realspace: Two Drukhari Lists

After a hiatus in gaming brought on my work and life constraints, I finally have some time to get some games in in the next few weeks. I’m looking at this as an opportunity to finally test out the Drukhari book, and so I’ve had plenty of time to fidget between various lists on Battlescribe.

In particular, I’ve been focusing on trying to create a good Alliance of Agony list. Here’s what I initially came up with:



Archon- blast pistol, Djin Blade, Famed Savagery- 76
10 Kabalite Warriors- 2 blasters, splinter cannon- 104
-Raider- disintegrator, splinter racks- 90
5 Kabalite Warriors- blaster- 47
-Venom- dual splinter cannons- 75
Sslyth- 27
-Venom- dual splinter cannons- 75
8 Mandrakes- 128
5 Scourges- 4 blasters- 128
Ravager- 3 dark lances- 140
Ravager- 3 dark lances- 140
Razorwing Jetfighter- 2 disintegrators, splinter cannon- 145


Haemonculous- liquefier gun, flesh gauntlet, ichor injector, Diabolic Soothsayer
5 Wracks- ossefactor- 52
-Venom- dual splinter cannons- 75
3 Grotesques- 105
-Raider- dark lance, grisly trophies, phantasm grenade launcher- 90


Succubus- Archite glaive, Triptych Whip, Blade Dancer- 54
18 Wyches- 2 shardnets & impalers, Hekatrix w. agonizer- 158
9 Reaver Jetbikes- 2 heat lances, 2 grav-talons- 201

Total: 1999

Pre-Game Command Points: Alliance of Agony, Prizes of the Dark City
Total Command Points: 5 (-2, +d3)

This list was based primarily on units i have, and/or ones that I really want to test out. The general idea of this list is to flood the board with maximum threat overload by turn 2. While the Kabal forces are there to provide fire support, everything else in the army is there to provide some close combat punch. Fire priority in this list will first go to killing enemy shooty units, particularly things that can threaten my vehicles and counter my mobility, while secondary targets will be anything with the close combat punch or mobility to pose a serious threat to me. With the Grotesques riding around in a Raider, the Reavers zooming around, the Mandrakes coming in from reserve and the Wyches coming out of the webway, I’m looking at multiple nasty close combat threats swarming the enemy lines by turn 2, with the aim of swarming the opponent, ganging up where possible, and inflicting plenty of damage (particularly with my mean characters). The Scourges either hang around on the board, hopping from cover to cover, deep strike in to kill some vehicles with their blasters. The characters, meanwhile, join the Sslyth in a Venom, and together ride off to provide buffs wherever needed, provide close combat support where needed, aand drink orange mocha frappucinos in the meantime.

A lot like this, only replace WHAM! with the screams of the damned.

I do have a few issues with this list, though. Firstly, given the number of deep striking units that I have, I can’t help but wonder if I’m leaving my main army a little more vulnerable to the enemy’s turn 1 shooting. I’m hoping that the turn 2 assault by everything on the board will more than make up for the diminished turn 1 board presence. This is coupled with the question of whether I have enough firepower on the board on turn 1. I like to think, realistically, that I do, but then again there are always extremes– I may find that I don’t have nearly enough lances if I end up against an IG tank horde, or Imperial Knights, or vice versa, enough decent anti-infantry weapons if I run up against Tyranids, Orks, or Poxwalker-heavy Death Guard (though I am hoping that the Wyches and my other close combat stuff can deal with that– that the best way to deal with a horde is another horde).

I am also wondering whether or not to switch the Cult of Strife for the Red Grief– on the one hand, Strife benefits the big Wych blob quite a lot, especially since, given that they will be arriving on turn 2, they will already have rerolls to charges thanks to Power from Pain, and will be arriving close enough to the enemy that they won’t need Red Grief’s advance-and-charge ability. On the other hand, the same can’t be said for the Reavers, who will most definitely benefit more from Red Grief than Strife, especially given their hefty advance move.

Finally, there’s the issue of command points. Quite simply…a Raiding Force may not cut it competitively any more. If I want more command points, I may need to bite the bullet and switch one of my patrols into a Battalion, though I would have to make severe cuts to the list to do that. Just as an example, though, I’ve tinkered with the above list and made this secondary version:


Archon- blaster, Djin Blade, Famed Savagery- 93
Archon- blaster, huskblade- 93
10 Kabalite Warriors- 2 blasters, splinter cannon- 104
-Raider- dark lance, splinter racks- 95
5 Kabalite Warriors- blaster- 47
-Venom- dual splinter cannons- 75
5 Kabalite Warriors- blaster- 47
-Venom- dual splinter cannons- 75
8 Mandrakes- 128
Sslyth- 27
-Venom- dual splinter cannons- 75
Ravager- 3 disintegrators- 125
Ravager- 3 dark lances- 140
Razorwing Jetfighter- 2 disintegrators- 135


Haemonculous- stinger pistol, ichor injector, electrocorrosive whip, Diabolic Soothsayer- 86
5 Wracks- ossefactor- 52
3 Grotesques- 105
-Raider- dark lance, grisly trophies, phantasm grenade launcher- 90


Succubus- splinter pistol, Blood Glaive, Hyper-Swift Reflexes
9 Wyches- shardnet and impaler, Hekatrix w. agonizer- 80
-Raider- dark lance, grisly trophies, phantasm grenade launcher- 90
8 Reaver Jetbikes- 2 heat lances, 2 grav talons- 182

TOTAL: 1994

Pre-Game Command Points: Alliance of Agony, Prizes of the Dark City
Total Command Points: 10 (-2, +d3)

This list gives me way more Command Points to play with, but does so, sadly, at the expense of my Scourges. To cut back on points, I was also forced to downgrade one of my Ravagers to disintegrators (though “downgrade” is a subjective term, as it will still do plenty of damage to multi-wound models, and absolutely murder things like Primaris Marines). If I were to fiddle with this list more, I might consider trading the Razorwing for the Scourges again, if I find that I miss the anti-tank firepower that they provide. At the very least, though, I have more Warriors now, and an extra Archon to join the Party Venom.

I also wound up going Red Grief in this instance, for three reasons: (1) it would improve my Reavers tremendously, (2), it would mean one less Command Point to spend, and (3), the Red Grief’s relic and warlord trait are simply far superior for a Succubus. That being said, I still do want to experiment with the Cult of Strife and their bucketload of attacks at some point, and so the Webway-wandering Wych party is something that may still show up in future lists.

While both are designed as all comers lists, I anticipate my first opponents being Imperial Guard and Space Marines. After my first few games I’ll hopefully have an idea of what’s working and what’s not. More importantly, later down the road I do want to experiment with different obsessions and/or list themes, and see what’s next on my shopping list. Of the two, I’ll probably try the first list first, simply because…well, I have only one Archon model.

Hopefully I’ll have more updates on my Drukhari to come. Until then, happy hunting, Kabalites!

Review- Codex: Drukhari

(Image courtesy of Games Workshop)


So, I’ve been meaning to write this review ever since the book came out. Sadly, work and other real life stuff has been incessantly getting in the way, and so this review is a bit late– by now, most of you have already read better, and more concise reviews on the new codex. Regardless, I’m here to give my two cents on the new book, what I like and dislike about it, what I thought the most significant changes are, and what I think it means for the army going forward.

Without further adiue, here’s my take on the new Codex: Drukhari.

The Background

In general, the background section in the codex is quite solid. A lot of the things that have been in the previous two codexes are in there as well- background on individual units, a lengthy and detailed history of the Drukhari, from the Fall to the present day, and a description regions and society of the Dark City. This background, while detailed and well-written, is also largely unchanged from the past two codexes. What’s new, however, is a large section that goes into detail on various Kabals, Wych Cults and Covens within the Dark City– something that the previous books never did. I personally found this to be a significant improvement, as one thing I felt the previous books were lacking were details on individual Kabals, their organizations, cultures and societies: it is nuggets of information like these that are great for helping players develop fluff for their own armies. I found myself particularly liking the descriptions of the Kabal of the Last Hatred (re: Drukharii dabbling in necromancy), and the Cult of the Blade Denied (Wyches who practice unarmed combat). The book even goes into detail on how Kabals, Cults and Covens are organized– I now know for the first time that Kabals are organized into company-like subgroups called “shards,” which in turn are divided into “splinters” (Cults and Covens have Circles and Cells, respectively)

One of my biggest questions prior to the release of the new codex was: what was going to change? The new edition of 40k has pushed the story forward in some massive, sweeping ways, particularly with half of the galaxy now being covered by the Cicatrix Maledictum. Given that the past Dark Eldar codex (and the Gathering Storm books) left the story of the Dark City on a bit of a cliffhanger, with Khaine’s Gate on the verge of opening and unleashing an apocalypse upon Commoragh. It was a dire note to leave the story of the Dark City on, and I was very curious to see how they would resolve it.
Well resolve it they did, in ways I wasn’t expecting. The relevant new plot points include:

-Khaine’s Gate opened, unleashing a massive Daemon invasion on the Dark City. Eventually, the invasion was beaten back to its origin point, but not defeated– instead, the sub-realm containing Khaine’s Gate was isolated, and is now called the Chasm of Woe. Even then, however, daemons are still pouring forth from the Gate, and Vect has now been forced to sacrifice more and more sub-dimensions just to keep them in check. I found this to be an interesting plot point, albeit a somewhat grim one: like the rest of the galaxy, Comorragh hasn’t been unscathed by the opening of the Maledictum and the rise of Chaos. While it hasn’t fallen, it is now slowly but surely being eaten alive from the inside, dying a slow death. It lends a new dimension to the story, as it raises a lot of interesting questions: how will the Drukhari stave off their eventual extinction? Will they band together, or stay their usual, selfish course?
-Speaking of Asdrubael Vect, he pulled a grand ploy by staging his own death, being visibly torn apart by Mandrakes and seemingly having all of his soul-containers annihilated. A wake was held for him, and naturally, all of his enemies came to gloat…and naturally, all of his enemies wound up very dead when Vect revealed he was alive and executed his grand trap. Vect has now consolidated his power even more and has declared himself “the Living Muse” (ie essentially a paragon of Drukhari ideals). Interestingly, Lady Malys had the foresight not to attend, and took her Kabal into the webway outside of Commoragh, where they wait still. Perhaps more of Vect vs Malys looms on the horizon?
-There’s also more mentioned on the Ynnari– namely that Lelith Hesperax and the Cult of Strife have joined the Ynnari’s crusade, despite the fact that Lelith was the one who killed Yvraine in the first place. Lelith’s reasons are that she wants to take on Lucius the Eternal– a prospect that intrigues and terrifies me. On the one hand, if anyone could potentially beat Lucius, it’s Lelith. On the other hand, a proud creature like the Queen of Knives can’t possibly resist Lucius’ curse– ie, feel pride at killing him, and thus get possessed by him. Meanwhile, Vect is plotting to deal with Yvraine, seeing this new prophet as a threat to his power base.
-The Haemonculi have taken an interest in capturing Primaris Marines and Custodes. There’s also a fluff bit the Inquisition briefly discovering a Coven making a blood and guts-covered version of the Golden Throne. Given that there was an earlier bit in the Mechanicus book about the Mechanicus trading with the Haemonculi in order to fix the Golden Throne, perhaps this is a result of that devil’s pact.



Believe it or not, the artwork is always a big deal for me in a new codex. Whether it be a new release or just an updated one, the artwork has always been key in giving the codex a sense of theme, atmosphere and character– an illustration of a Space Marine resolutely firing his bolter, for instance, or even better, fighting a swarm of Orks or Tyranids while surrounded, gives you a visual idea of what the army is like in battle that the unit descriptions, fluff and painted minis do not. To me, the artwork fills in the gaps and supports the fluff, and a lot of previous books have had some truly fantastic art pieces. The last two Dark Eldar codexes, in particular, have had some very good pieces of artwork, not just of the Dark Eldar in battle, but of the Dark City and life within it.

Sadly, this new Codex falls short in the art department. While there is one good new colour art piece in the book showing the Drukhari murderizing some White Scars, for the most part almost all of the artwork is recycled from previous codexes. There a lot of portrait-style illustrations showing members of the various Kabals, Cults, Covens, etc, and in some cases these are very well done, especially where they do full-body portraits to display that subfaction’s colours and visual themes. For the most part, though, these portraits are pretty hideous– I don’t know if it’s intentional or not, but whoever did them just cannot draw faces. All in all, I’m just not impressed.



For the most part, there remain a lot of rules similarities between Index and Codex– for instance, the core rules, Power from Pain and Combat Drugs, remain unchanged. The most significant however, come not from the core rules, but from army organization. In the new Drukhari book, Kabals, Wych Cults and Haemonculi Covens are all treated as distinct factions– in many ways, the book is one that covers three armies, rather than one, with each having not just their own separate keywords but also distinct subfactions. This makes mixing and matching units impossible outside of fielding separate detachments– although certain units like Incubi, Scourges and Mandrakes have no factional keywords and are freely usable by all three groups. To compensate for this lack of integration, the book features the “Raiding Force” rule, which means that if the army comprises of at least three Patrol detachments, then the army gains +4 command points instead of the usual +3.

I have to admit that I am personally torn on this rule change. On the one hand, I like the fact that the book is reflecting the fact that the Drukhari are NOT a unified race– that each raiding force is not a single army, but a loose collection of vaguely combined interests that will happily turn on each other once the fighting is finished. It also emphasizes that Kabals, Cults and Covens are all their own unique factions, and need to be treated as such Indeed, the Alliance of Agony stratagem (more on that later) makes it all the more rewarding to field the Drukhari as a tripartite force. At the same time, however, there is a “taxation” element to this that reminds me uncomfortably of the hated formations and detachments of 7th edition, and which makes it difficult to field armies themed around a single faction. In order to field a pair Ravagers in support of a Wych Cult, for example, I would first have to throw in an Archon, and then, depending on which detachment I’m using for said Ravagers, also throw in a squad of Kabalites or one more Ravager than I needed or wanted. In making the Drukhari a tripartite army, they made it a lot more difficult for armies from just a single faction to function competitively, which could be a problem for players who have a specific theme in mind for their army. That being said, how well “mono faction” armies can fare in this edition I think is a topic that needs to be explored further.

It is worth noting, by the way, that while I personally find the Raiding Force option to be a fun one, if you really want lots of CP in your army, you are better off going with Battalions (especially since they yield 5 CP as of the FAQ), and/or going for a CP farming combo of Black Heart/Prophets of Flesh. It isn’t difficult to, say, throw in two Battalions and still have room for a Spearhead, Outrider or Vanguard detachment at 2000 points, though this may come at the cost of taking minimum-sized troop units (which honestly isn’t a bad thing, considering that Raiders can carry two squads potentially). Ultimately there is only one CP of difference between a Raiding Force and a Battalion, and certainly, Drukhari can make up the difference in various ways, but the Raiding Force is certainly not the only option for the Drukhari when it comes to detachments.



It’s also worth going into the subfaction rules for a bit. Like most other Codex armies released up until now, the Drukhari have a list of subfactions (or “obsessions”) in their book, only in this case their obsessions are divided, as is everything else in the book, betweek Kabals, Wych Cults and Haemonculous Covens. Almost all of the obsessions have a general theme in mind: Kabal obsessions tend to be very shooty, Wych obsessions all have assault bonuses, whereas the three Haemonculi Covens revolve around resilience, leadership debuffs and armour-piercing attacks, respectively. What I like about the subfactions in Codex: Drukhari, however, is that there are fewer “obvious” or “mandatory” choices like you get in the other codexes, where some subfactions (ie Alaitoc, Salamanders, Alpha Legion) have become go-to competitive choices. I can honestly and happily say that I remain torn on which Kabal obsession to use for my army, as they are all equally good: the Flayed Skull and Poisoned Tongue both boost the massed splinter fire of Kabalites, with the Flayed Skull in particular also getting ignore cover on Flying units, and the Obsidian Rose is just generally good with their range bonuses. The Black Heart, though, seems a must-have for a competitive build, even for a small detachment, as they let vehicles ignores wounds on a 6+, and have an amazing relic, warlord trait and signature stratagem to boot. Even then, it still becomes a tough choice between these decent perks and the overall goodness of the other three Kabals.

The same goes for the Wych Cults– all three of their obsessions are worth taking, and all three are ones that I want to experiment with in the future, although some Cults favour certain builds more– any Wych force with Reaver Jetbikes, for instance, is going to want to seriously consider the Red Grief and their ability to charge after advancing, while Hellions will benefit more from the +1 strength bonus of the Cursed Blade. I  would say that the only real “no brainer” subfaction in the army is the Prophets of Flesh Haemonculus Coven, partly because Wracks, Grotesques and Taloi with a 4+ invulnerable save are amazing, and partly because their Diabolic Soothsayer warlord trait is a must-have for any Alliance of Agony list. Overall, though, the obsessions of the Drukhari open up a lot of tactical and list-building options, and I am excited to explore those options in the games to come.




It will take too long to go through the major changes unit by unit, so just as a quick summary of the standouts for me:

-Just as I had hoped, the Archon has gone from zero to hero (or villain, rather). Firstly, he has received a rules buff, with the Overlord rule now giving them a “reroll 1s to hit” aura instead of simply giving nearby minions his leadership. More importantly, Archons now have access to better melee weapons, with the huskblade having been boosted to a beautiful +1 strength and d3 wounds, and, as will be mentioned later, they also have access to a wide array of relics, warlord traits and stratagems that can make them extra killy. The Archon is a scary model once again, and I couldn’t be happier.
It should be worth adding, by the way, that this has not happened at the expense of the other 2 HQ choices. Both the Wyches and the Haemonculous now have a plethora of great options of their own, and both are still quite good at their respective roles and factions…and now, thanks to the Alliance of Agony stratagem, you’re pretty much encouraged to take all three.

-Although they are single models, the Court of the Archon do not count as characters, and so, thanks to the rules around targeting characters, are now much more useful than they were before as bodyguards. Already, I’ve seen Sslyth show up in a lot more lists because of this.

-Warriors now can take 2 blasters in a unit of 10, making large units of them an even more attractive option. Perhaps fittingly, Raiders now come once again with the option for splinter racks, allowing the passengers on board get exploding 6s with their splinter weapons. This makes them arguably a better (albeit pricier) option than 5-man units in Venoms, but I guess it depends on your points and play style. Two units of 5 riding on a single Raider is definitely an attractive option, however.

-Blasters are much better now, doing d6 damage as opposed to the d3 from the Index. This makes Kabalites, Scourges, Reavers, and any other unit capable of wielding blasters that much more effective.

-I was terrified that Mandrakes would be nerfed in some way, or worse, exiled into the limbo of uncertainty that is the Index. Thankfully, this was not the case: they are still in the book, and are still boasting a decent shooting attack, boatloads of melee attacks and their -1 to hit ability. I can’t wait to use these creepers more in the future.

-Wyches, as I had hoped, got a significant boost as well, now coming with +1 attack base, a choice of either +1 strength, +1 attack on the charge or rerolling charge distances (depending on their obsession), and a slight buff to their dodge save– out of combat, they now get a 6+ invulnerable save, which stacks with Power from Pain. It’s still not great– Wyches are still going to die like ants to shooting– but it’s still much better than what they had before. Besides which, thanks to things like the Webway Portal stratagem, being able to reroll charge distances on turn 2, Cult of the Red Grief, etc, they can get into combat a lot sooner. It’s also worth noting that shardnets and impalers have improved dramatically, bolsterng Wyches’ chances of keeping enemies from falling back.

-Grotesques, incidentally, have been improved somewhat now that their monstrous cleavers are -2 armour instead of -1. Taloi, similarly, have had some of their melee weapons buffed slightly. Combine this with Haemonculous Coven obsessions and suddenly they become amazing.

-A quick note on special characters: Lelith Hesperax has not changed too much, as she can still unleash half a million attacks on her own. Now, however, she can also choose a stat to boost at the start of each turn, in a similar manner to combat drugs (only better, in that she can change it each turn, and that this does not use up a combat drug “slot”). Drazhar, meanwhile, has become downright amazing: not only has he gained the Hatred Eternal warlord trait to reroll failed to wound rolls, but he can now attack twice in the Fight phase after charging. In other words, Drazhar is now officially the Drukhari version of Kharn.

Oh yes, and Urien Rakarth now boots the strength as well as toughness of nearby Coven units, making any nearby Grotesques or Taloi extra tasty.

-Trueborn and Bloodbrides are gone, as are blasters for Archons. They are still available in the Index, though, which means they are still technically usable.

A LOT of these changes are extremely exciting for me, and I’m actually struggling to find a unit in the book that I would consider not worth taking.



As expected, the new codex has also brought with it new relics, warlord traits and stratagems for the Drukharii to bring them in line with the current range of codexes. In keeping with the overall theme of the codex, while several of these relics are universal, many others are specific to either Kabals, Cults of Covens (while a select few are even sub-faction specific). Without going into too many details, I will simply say that for the most part, the relics are quite good: there are no relics that immediately stand out as “bad” or underpowered (except maybe the Spirit’s Sting, and I’d say that’s more situational than anything else), and a select few of the relics are downright amazing. Standouts for me include the Helm of Spite (which lets you deny psychic powers and force Perils of the Warp in the process), the new and improved Djin Blade (which still grants +2 attacks and can still mortally wound its bearer on a roll of 1, but grants +1 strength and d3 wounds in the bargain). There are some neat obsession-specific items as well, such as the Kabal of the Black Heart’s Writ of the Living Muse, which grants your Archon an aura of reroll 1s to wound in addition to his/her rerolling 1s to hit aura, and the Cult of Red Grief’s Blood Glaive (an Archite Glaive without the -1 to hit penalty that does d3 damage). A full list of the relics, and the character combos that they open up, may very well be the subject of a future blog post (although HERO, being the hero that he is, has already written a very good article on the subject).


Again, the Warlord traits are divided between Kabals, Cults and Covens, and some of them are subfaction-specific. Once again, though, the selection is actually quite good, ranging from competitive to enjoyable, and there are very few traits that aren’t worth taking. The traits range from letting your Archon reroll wounds regain wounds by killing models, to Succubi getting extra combat drug rolls, inflicting mortal wounds or boosting their invulnerable saves to 3+, to Haemonculi regenerating d3 wounds a turn, boosting the invulnerable saves of nearby Coven units and reducing the amount of damage they suffer. Two standouts are the Prophets of Flesh trait Diabolical Soothsayer (which grants d3 command points at the start of the game, which is almost a must-have for an Alliance of Agony) and the Black Heart trait Labyrinthine Cunning, which lets you roll a d6 every time you or your opponent spend a CP and regain one on a 6. While these two traits, for Haemonculi and Archons respectively, are extremely good almost to the point of being must-haves, the other traits are still quite good as well, and the Alliance of Agony will give a player to chance to try multiple multi-faction traits in one list. One combination I am personally keen to try is a Flayed Skull Archon with the Djin Blade and the Famed Savagery trait, as this will give him 8 strength 5 attacks rerolling 1s and doing d3 wounds (with the potential for the attacks and strength going up further if he kills a character and uses the Soul Trap stratagem– more on that in a bit).



Probably the second biggest new change advantage to the Drukhari after their Obsessions and Raiding Force rule are their stratagems. Speaking as someone who, up until now, has been fielding Index-only armies and thus has not used stratagems that extensively, they will be a new and interesting experience for me, and, like everything else, one that will bear much experimentation. The sheer number of stratagems that the Drukhari have (33 to be exact) is going to take some getting used to as well, as it will be difficult to remember most of them– I suspect that the stratagem cards that came with my copy of the codex are going to be very handy for this reason.

Numbers aside, what I will say is that the Drukhari stratagems generally seem quite fun and, more importantly, characterful– a lot of them reflect things I had always imagined the Dark Eldar doing in the background, like having lightning-fast reflexes or being masters of terror terror tactics. A lot of old wargear items and unit rules have been recycled as stratagems as well. Some of my favourites include:
-Soul Trap (1 CP)- if your character kills an enemy character, they gain +1 strength and +1 attack for the rest of the game. As far as I can tell, this is cumulative.
-Lightning-Fast Reactions (2 CP)- any unit that isn’t a Coven unit can force -1 to hit in either shooting or melee.
-Fleshcraft (1 CP)- a Coven unit can regain D3 wounds
-Eviscerating Fly-By (1 CP)- a Wych Cult unit with the Fly keyword can fly over an enemy unit and inflict mortal wounds (the old, and long-missed, 6th ed Reaver rule)
-Cruel Deception (2 CP)- a unit can fall back and then charge

Some of the stratagems, though, are potent enough to revolve entire lists or strategies around– I am thinking in particular of the Webway Assault stratagem and, even more importantly, the Alliance of Agony. Speaking of which, I need to devote a paragraph to the wonderful weirdness that is the 1 CP Alliance of Agony. Simply put, if you have an Archon warlord, along with a Succubus and Haemonculous in your army, then you may give the other two characters warlord traits as well. It is practically designed to be used in a Raiding Force, and like the Raiding Force, highlights that the Drukhari are essentially three armies in one. It is, admittedly, a neat stratagem, especially since it makes it clear that you only lose Slay the Warlord if the Archon dies, and it enables you to tool your characters out even further and set some some interesting combos. It also allows you to play the “CP farming” game almost as well as the Imperial Guard if you combine the Black Heart trait Labyrinthine Cunning (recycle/steal CPs on a roll of 6), and the Prophets of Flesh trait Diabolic Soothsayer (+D3 CPs at the start of the game).

While the Alliance of Agony seems fun, it is, in my opinion, by no means a must-have, and it is worth noting that it doesn’t specifically have to be used with a Raiding Force– any combination of detachments will work with it, as long as you have those three characters in your force and an Archon warlord.

I should add in closing on this that the Drukhari do not seem to have any “broken” stratagems by any stretch of the imagination, save one– the much-hyped Agents of Vect stratagem for the Kabal of the Black Heart. For 2 CP, it allows you to effectively negate an opponent’s stratagem, potentially foiling their plans and/or denying the rabbit that they were about to pull out of their hat. It is a really good foil for opponents who may be relying on one or two major stratagems (I’m thinking in particular of Blood Angel Smash Captains), and it certainly is a good reason to field the Black Heart, but I don’t see it as game-breaking as the internet is making it out to be, nor do I see it as something to be relied on or to revolve strategies around. It is good, and annoying for the opponent, but unless my opponent has some truly heinous stratagems, I would prefer to keep my CP for stratagems that let my units do more damage/stay alive.



Overall, I like the new Drukhari book. It does a lot to add flavour, flexibility and (very) competitive options to the army, and if I’m honest, it has made me enthusiastic about playing the Dark Eldar for the first time since the dismal 7th ed Codex killed that enthusiasm. I am probably going to do further posts on army lists, individual unit/stratagem reviews, and further tactical thoughts on the army, but overall, I am quite pleased.

Over the next little while, I’m going to be revamping my existing Dark Eldar army to raid the tabletops, and hope to explore this codex further, game by game. Hopefully, I’ll be able to share more posts on my little Alliance of Agony as I add new units, restore old ones, decide whether or not I want to revamp my army’s existing paint scheme at all.

Anyway, there’s my review. Happy hunting, fellow raiders!

Updates- new Drukhari book, a Raging Heroine, Arco-Flagellants and more

(Image by Games Workshop)

So, I realize that I haven’t posted in a while. Work, various social events and the occasional bout of I-don’t-wanna-write-right-now-ness have kind of been interfering with my ability or willingness to post any updates. That being said…here’s an update!

The most important thing I want to post about is that yesterday, I received my pre-order of the new Drukhari codex (complete with complementary datacards). I can’t say enough about how excited I am right now about this book– I am currently leafing through its colourful pages as we speak, devouring all of its secrets and absorbing the lore of the Dark City. I will, at a later date, be posting a several-part review of the new Codex, particularly of its new lore, new unit updates, faction rules and stratagems, and how I intend to put it all to use. For the time being, all I can say is I am already trying to figure out which Kabal/Cult/Coven rules I want to use for my Alliance of Agony, and I think it’s saying a lot that I can’t decide– all of the sub-faction rules are just too good!

On to other progress: so last January (yes, I know), I posted about two new models I had gotten from Raging Heroes. After putting things off for way too long, I finally got working on one of them, and finally have some results to show for my efforts.

My primary focus has been on Sister Ardanna: I still need to decide how I’m going to paint Silkeeriss/Drukhari lady. When I first started on Ardanna, I painted her main body before applying her sword, figuring that, given how her arms block her face and her sword blocks much of her torso, I really didn’t want to have to paint around either. For the initial steps, I painted her face Cadian Fleshtone, her dress Kantor blue and her armour and the insides of her robe Celestra Grey working up to Ulthuan Grey. I quickly discovered that paint had a tendency to congeal far too easily in the recesses of her dress: after applying some paint thinner by q-tip, I was forced to be much more cautious with how I was thinning my paints.

From there, I applied:
-Balthasar Gold on the metal bits I added, along with a wash of Reikland Fleshshade (I still need a lighter gold to highlight this with). Note that one of the spines on her icon/backpack thing is bent: unfortunately, I am afraid to try to apply pressure on it without breaking it, and am currently looking for solutions on how to right it (a compress and warm water might work, though I have no idea if that will warp the resin or not– yes, I am inexperienced with resin).
-For the blue, I made successive highlights with Kantor Blue, Altdorf Blue, and Drakenhof Nightshade before a final highlight of Calgar and then Hoeth Blue.
-The face was washed with Reikland before being highlighted with Kislev flesh.
-Mournfang Brown was applied to the hair, again with Fleshshade wash
-Some Vallejo Red (I forget which, I’m not as well versed with Vallejo) was applied to the red bits
-A bare Mechanicum Grey was applied to the gargoyle and base, along with an Altdorf Oil wash
-Bare Ulthuan grey has been applied to the designs at the bottom of her robe

The sword took the most effort after the dress, as I moved from the Vallejo red up to Trollslayer and then Fiery Orange, and then a faint bit of Evil Sunz yellow. I was trying to maintain a hot, orange look to the blade without making it look too fiery.


So far, I like the progress I’ve made on her, though I still have a million and a half highlights to apply, particularly to her dress and to the stonework. I am also debating whether or not the sword is too bright, or not bright enough– I’m debating switching from the fiery orange look to a more black-to-yellow “lava” look. Game wise, I will most likely use her as a Canoness with the Blade of Admonition, although one blog I discovered suggested using her with the Emperor’s Champion rules. Regardless, I’m happy with how she’s looking so far…though, as a guy who is too used to heavy models, I am surprised by how light she is.

Meanwhile, another thing I went back to working on was my Arco-Flagellants. Where possible, I have the Flagellant models power claws, drills and saws from the Kromlech range, and when I ran out of those bits, I modelled them wielding their flails as normal (although in two instances I actually attached the flails to their arms at the wrist). I went with masked heads wherever possible, but where that was impossible, I used green stuff to make heavy hoods for them. I also put green stuff on their back so that I could then apply crisscrossing bent pieces of paper clip, to represent various wires and tubes jutting out of the Flagellants’ backs. Here they were when I primed them. I am happy with how these conversions turned out, actually: they have a mad, aggressive dynamism to them that makes me easily visualize them charging headlong into the enemy in a storm of whips, flails and buzzsaws.

So how did they turn out? Sadly, not great.

As you can see, my limited sculpting skills become quite visible here: my attempts at making hoods, despite my best efforts, have instead yielded these globular, overgrown…things around their heads. It is no better on their backs, where I have used green stuff as a base on which to apply the wires: in those cases the green stuff is literally all over the place, and in many cases it has absorbed dust or stray cat hair. The result is unpleasant looking to say the least. My putty skills are, sadly, quite lacking.

Paint scheme wise, I went with a Steel Legion Drab base for the colour scheme. I couldn’t decide on red or blue as a secondary character, so I alternated between models. The result isn’t…terrible, but I have yet to apply highlights. It is clear to me that the Arco-Flagellants will still require a lot of work, and that if I’m to save them, I’ll need to do some headswaps on the hooded ones to save them from my horrible sculpting attempts. Sadly, suitably helmeted or robotic heads will be difficult to find, so it seems that the headache that is this unit may persist for a while yet.

In the interim, though, I have a few other projects lined up on the horizon, including (a lot of) Drukhari and a new Inquisitorial guest for my Sororitas…

Batrep #3: Raid on the Black Mountain

(Original art by Games Workshop, colourist unknown)


Zhirae, Succubus of the Cult of Spite, exalted in the feeling of the wind whipping through her red braids as her Raider screamed across the flatlands, followed closely by flocks of Venoms, Reavers and Ravagers and other skycraft. Her raiding host was in motion, a fleet of flinty grey dagger-shapes speeding above the surface of this world like loosed arrows homing in on the soft flesh of a target. The world itself was a flat, ugly black rock, with a landscape of dry canyons, plains of barren earth and rising outcroppings of sandstone and basalt. There seemed to be nothing alive here– nothing that she could hunt, nothing that she could kill. It was oddly peaceful and tranquil– which made Zhirae hate it all the more.

Normally, she would never have even bothered leading a raid here, out into the middle of nowhere, but her patron, Lord Scyrex of the Revenant Shroud, had personally sent her on this mission. And in the distance, she could see their target approaching, closer and closer– a steep, slope-sided mountain, seemingly formed from black marble, its sides smooth and unblemished. At a cursory glance, the black mountain might have seemed to be a wondrous, if wholly natural, phenomenon. Zhirae knew better.

Soon, there would be battle. Her fingers closed against the handles of her blades in anticipation  of the slaughter to come. She could feel the palpable excitement of her Wych sisters alongside her in the Raider…but one other passenger was less than enthusiastic.

“Try not to cause too much collateral damage in your enthusiasm, Zhirae,” her sister by blood, Zhael, said with her usual icy aloofness as she absent-mindedly checked her nails. “Lord Scyrex will be disappointed if you accidentally break what he asked us to retrieve.”

Zhirae’s perfect lips twisted in an annoyed frown as she turned to her sister. “If you’re afraid of things getting rough, then why are you sharing a berth on my Raider, with my Cult?” she retorted. “Go on one of the other transports and sip wine with your Kabalite friends if you’d rather not get dirt all over that fancy dress of yours.” At this, her Wyches cackled in approval at their leader’s remark.

As usual, Zhael didn’t rise to the bait. She was, as ever, ice to Zhirae’s fire. “Lord Scyrex may have given you command of this raid,” she said, barely keeping her disapproval of this fact hidden, “but he appointed me to keep you in line, and to remind you of your objectives.” The ghost of a smirk could be seen on her alabaster face. “Of course, if it were down to me, I’d leave you to your own devices and watch  you explain your failure to him in person.”

For what felt like the millionth time, Zhirae suppressed the urge to stab her sister– not that the two hadn’t crossed blades hundreds of times before. Unlike Zhirae, Zhael had never joined the Wych Cult, choosing instead a path of subtlety and political machinations over  that of the blade. At this time, she was a high ranking Archon in the Kabal of the Revenant Shroud, and didn’t hide the fact that she was aiming for the position of Hierarch, the second-hand woman to Lord Scyrex himself– a title that Zhirae herself coveted.

A prominent Archon and the leader of an allied Wych Cult, both on the same Raider, both on the same realspace raid, both vying for power. Even an idiot could see that Lord Scyrex was testing them to see which of them would be worthy of being his right hand. Perhaps he even expected only one of them to return.

“You know I’m going to kill you one day, sister,” Zhirae muttered.

Zhael’s smirk widened. “You keep saying that, dear sister,” she said, “but you never succeed.”

Zhirae smirked back at her. “And neither do you.”

Whatever retort Zhael was going to issue was lost, as at that moment, the horizon was lit up with green radiance.

Shouts and cries of alarm went up as the raiding craft all took evasive maneuvers. Running to the prow of her Raider, Zhirae brought bone-carved telescope to her eye and stared down its length. She was greeted by a sight that sent involuntary chills down her spine. Skeletal, metallic figures were suddenly appearing before the mountain, winking into existence in flashes of sickly green light. As she watched, dozens of the figures were soon standing in rank after rank in front of the mountain, wielding rifles that crackled with viridian power. Around them buzzed dark, insectoid shapes, the occasional glint of nature betraying their artificial nature.

But that was nothing compared to the thing that appeared at the heart of this force. Hovering in the middle of the metallic warriors was a swirling mass of darkness, a writhing pulsar of shadow that seemed to suck in the sparse light of the grey world. As the raiding host drew closer, Zhirae could see other details in that mass of shadow– an umbral robe that writhed as though alive, a towering, emaciated body like that of a victim of famine, and a great scythe, the sight of which sent ripple of unspeakable terror through her soul.

Lord Scyrex had warned them that they would face resistance, but this…this was Death itself.

Zhael strode up next to her on the prow of the Raider. “Having second thoughts, sister?” she purred with a smile.

Zhirae flashed an angry look at her sister. “Hardly,” she snarled, before turning drawing her glaive. “All craft, attack! Let’s show these soulless things the true meaning of death!”


I while back, I broke my Dark Eldar (or Drukhari, or however you want to call them now) out of stasis and took them down to my LGS. I had arranged to meet another new-ish player for a game, and had agreed to a 1500 point battle between my Drukhari and his Necrons. We figured that this would be a decent matchup, given that we were both fielding Index armies and were both still learning the wonders and intricacies of 8th edition.

The scenario was No Mercy, Dawn of War deployment, and I had brought the following:



Succubus- Parasite’s Kiss, Archite glaive, Blade Dancer

Archon- blast pistol, agonizer, phantasm grenade launcher

5 Kabalite Warriors- blaster

-Venom- dual splinter cannons

5 Kabalite Warriors- blaster

-Venom- dual splinter cannons

5 Kabalite Warriors- blaster

-Venom- dual splinter cannons

8 Wyches- hydra gauntlet, Hekatrix w. agonizer

-Raider- dark lance

10 Mandrakes

6 Reaver Jetbikes- 2 grav talons

Ravager- 3 dark lances

Razorwing Jetfighter- 2 disintegrators


This list is fairly similar to what I ran back in 6th and 7th edition, with two new additions in the form of the Mandrakes and the Reavers, both of which I wanted to test out. Please note that I am in the process of painting over a lot of new minis for this army, so I apologize in advance for some of the unpainted or partly-painted models you’ll see in this game.


My opponent, meanwhile, brought:



Overlord- Staff of Light, resurrection orb, Enduring Will

Lord- Staff of Light


20 Necron Warriors

20 Necron Warriors

10 Immortals- gauss blasters

Shard of the Nightbringer- Antimatter Meteor

6 Canoptek Scarabs Swarms

6 Canoptek Scarabs Swarms

3 Canoptek Wraiths



I set up my army with my Wyches, Succubus and Archon deploying together in a Raider on the right flank, along with the Reavers. My aim at the time was to use the two units as a hard flanking punch. In the centre I put two Venoms and the Ravager so that I could get some shooting done as soon as possible.


Meanwhile, on the left flank, I placed another Venom and the Razorwing. (Note, all of the infantry models you see there are either in reserve or mounted on vehicles) The Mandrakes, meanwhile, went into reserve, waiting quietly in their shadow-dimension.


The Necrons, meanwhile, deployed with their Warriors and forming a semicircle around their Overlord and Cryptek. The Immortals and Lord went on the left flank, the Wraiths on the right, and the Scarabs occupied a flank each.




Going into this battle, my plan was to isolate and destroy his units one by one with overwhelming firepower and assault. I figured that the only way to counteract his Resurrection Protocols was to wipe his units out before they had a chance to resurrect.

I won the roll off…and for some reason chose to go second. I think at the time I wanted him to get closer before I sprang my assault units on him.




The Necrons began their turn with everything advancing. The Wraiths zoomed up ahead of the Necron phalanx, while the Scarab Swarms skirted up the flanks. The only unit that did not advance was the leftmost blob of Warriors, which levelled their gauss rifles and zapped a wound off of one of my Venoms at extreme range.

In response, I was left with a conundrum. My original plan had been to zoom aggressively down the right flank with my Wyches and Reavers, but now he had his Warriors on that flank nicely screened by Scarabs. At best, I would wipe the Scarabs out only for the Warriors to shoot me up in the following turn, at worst the Scarabs would survive and retreat, and my Wyches would be shot up anyway.


Instead I moved my Wych Raider and Reavers up towards the centre, biding my time and keeping them there for when the Necrons inevitably crept closer. The rest of my forces angled around a little as I brought every gun I could to bear on the Wraiths– I needed to destroy those things quickly, or they would tear apart whatever they charged.

In the shooting phase, almost my entire army unloaded into the Wraiths– save for my Razorwing, that was, which split its fire between the Wraiths and the leftmost Scarabs. A storm of splinter and darklight fire lashed out at the insubstantial killers, but when it cleared, one Wraith was still standing (floating?) on two wounds. My Razorwing’s missiles had also managed to kill two Scarab bases and put a wound on another, but I had really been hoping to kill off those Wraiths early on– even a single, wounded Wraith could cause me problems if left alone.



Drukhari- 0

Necrons- 0




Once again, the Necrons marched onwards, with the Scarabs advancing up to hopefully threaten my skimmers next turn and the lone Wraith diving headlong towards my massed vehicles. The Necron infantry, in turn, edged up, many now getting into long range of my nimble skimmers. Ahead of them, the Shard of the Nightbringer floated, gazing ominously at the assembled Drukhari.


A nearby Primaris Marine spectates, often quipping about the superiority of Mankind and how cheesy the Necrons are.


In the shooting phase, the central block of Warriors, hitting on 2’s thanks to their nearby Overlord, unloaded on my wounded Venom and stripped it of all 5 remaining wounds, wrecking it for First Blood! One Kabalite was wounded in the destruction, but thankfully, he passed his 6+ save from Power from Pain. The rightmost Warriors, thankfully, were out of range, but the Nightbringer unleashed an Antimatter Meteor at another Venom, blasting a wound off of it. It also unleashed its Gaze of Death at it, but scored no damage. Finally, the Immortals fired their gauss blasters up at my Razorwing, blasting 2 wounds off of it despite the -1 to hit modifier.

In the charge phase, the last Wraith lunged at the recently disembarked Warriors, who stood and shot in overwatch. By some miracle, the blaster hit and wounded…and then the Wraith failed its invulnerable save, even with a command point reroll! I proceeded to roll a 2 on the blaster’s damage, and the Wraith was vaporized as it tried to charge in. Needless to say, both my opponent and I were quite stunned by this.

In my turn, I realized that I had to go on the offensive now, especially since the Necrons would be getting into rapid fire range soon. With this in mind, I summoned the Mandrakes over from Aelindrach, and, after much deliberation, brought them in near the Immortals.

No, that’s not an empty base. That particular Mandrake is just really well camouflaged.

The Razorwing also flew over towards the Immortals that had so rudely shot at it at turn before, while the Wyches and characters disembarked and headed towards the Nightbringer. I really wanted to charge the Warriors behind the C’tan, but with it blocking the way, I knew the best I could do would be a multi-charge. I was hoping that my agonizers, sheer number of attacks and invulnerable saves would be enough to deal with the Nightbringer.

To the right of the Wyches, the Reavers flew up to go after the Warriors as well, while the Raider flew up to charge in and absorb overwatch. Finally, my Kabalites, Venoms, and Ravager all circled to bring their firepower to bear on those pesky Scarabs.

In the shooting phase, the Mandrakes began the festivities by unleashing 20 baleblast shots into the Immortals…and proceeded to roll an inordinate amount of 6s to wound, killing 5 of the Immortals with mortal wounds!

Not one to be outdone, the Razorwing unloaded all of its weapons on the Immortals as well. After a blistering squall of firepower, the remaining Immortals were annihilated, leaving the Necron Lord standing on his own.

In the rest of the shooting phase, my Venoms, the Warriors on board, the Ravager and even the Reavers all fired into the Scarabs. Just as in my last shooting phase, my Venoms rolled poorly, while the Warriors on board were unerringly accurate. Still, after all was said and done, both units of Scarabs were wiped out. As an encore, the Wyches fired their pistols at the Nightbringer and managed to plink a wound off of it as well.

In the charge phase, the Raider went into the Necron Warriors to soak up overwatch…and proceeded to take 7 unsaved wounds from massed gauss fire! The Reavers went into the Warriors as well, while the Wyches and both of my characters multicharged both the Nightbringer and the Warriors. Finally, the Mandrakes made their long charge into the lone Necron Lord.

In the fight phase, the Mandrakes unleashed 30 attacks and managed to hack 3 wounds off of the Necron Lord, who whiffed his return attacks thanks to the Mandrakes’ -1 to hit rule.

In the big central fight, the Succubus focused all of her attacks on the Nightbringer, scoring 7 hits on it thanks to her Blade Dancer trait but only doing one wound. In retrospect, I should have sent her against the Warriors rather than attacking a tough target like the Nightbringer. In exchange, my opponent used two command points to interrupt with the Nightbringer, who focused its attacks on my Succubus, did something like 12 wounds to her and killed her outright. This hurt, because not only had I just lost my warlord, but also the Succubus’ reroll 1s aura for the Wyches and Reavers.
In the rest of the fight, the Archon and Hekatrix did a wound each to the Nightbringer with their agonizers, while the rest of the Wyches and the Reavers combined to kill an impressive 10 Necrons. The Warriors swung back though, and clubbed down two Wyches. The Necrons had sustained massive losses, but my opponent then spent two more command points to have them auto-pass morale, keeping them from evaporating in the morale phase. That hurt, as I had been hoping to wipe out that squad in one fell swoop, and now I would have to deal with their Resurrection Protocols next round.

Drukhari: 4
Necrons: 4


At the start of the Necron turn, the Necron Lord regained a wound, and five Necron Warriors rose again…before the Overlord used his resurrection orb, raising back another three. In an instant, almost all of the damage I had done to that squad was gone. At least he didn’t also have the Veil of Darkness to teleport them out of combat– THAT would have been annoying.
With only one unit unengaged aside from his characters, the Necron player edged his rightmost Warriors into rapid fire range of the Razorwing. They proceeded to then freem 5 wounds off the plane, leaving it teetering on 3 and its last level of damage. Then, in close combat, the Nightbringer scythed down two Wyches, while the Wyches did a wound to the Nightbringer and killed a Warrior. In reply, the Warriors, hitting on 2s thanks to the nearby Overlord, clobbered down all four remaining Wyches and did two wounds to the Raider, leaving it hanging on one. The Archon, in turn, whiffed, while the Reavers sliced down another three Warriors.

Elsewhere, the Necron Lord again swung and missed at the Mandrakes, before being torn limb from limb. Victorious, the Mandrakes consolidated towards the unengaged Warriors.

In my turn, the Razorwing used it’s full move to flee back to my deployment zone, while the Raider limped out of combat. The Mandrakes moved towards the unengaged Warriors, and everything else angled to get line of sight on said Warriors.

In the shooting phase, almost everything in my army shot at the unengaged Warriors, with the Mandrakes doing the lion’s share of the damage once again with their superbly effective baleblasts. When the dust cleared, a massive fifteen Warriors had been brought down, leaving five. Meanwhile, the Archon fired her blast pistol at the Nightbringer, but failed to hurt the C’tan.

In the charge phase, the Mandrakes charged the surviving Warriors, shrugging off overwatch and, now hitting on 2s thanks to Power from Pain, wiping the Necrons out in a hurricane of rusty blades, before consolidating into the nearby Overlord and Cryptek. In turn, the Overlord and Cryptek swung back at their shadowy foes, the Overlord managing to cut down one of them.

Meanwhile, the Nightbringer turned its attention to the Reavers, cutting down one of the nimble Jetbikes, though the Warriors did no damage. For their part the Reavers sliced apart another four Warriors, while the Archon tried and failed to hurt the Nightrbringer.

Drukhari- 5
Necrons- 5

At the start of the Necron turn, six Warriors once again stood up. The Nightbringer, meanwhile, unexpectedly flew out of combat to go after the retreating Razorwing, ditching my poor Archon on the dance floor. My opponent later told me he had done so because he didn’t want the Nightbringer stuck fighting the Archon all game.

In the shooting phase, the Nightbringer unleashed an Antimatter Meteor at said Razorwing, doing three wounds and instantly causing it to crash and burn, killing one of the disembarked Kabalites in the explosion! As an encore it tried to freem a nearby Venom with its Gaze of Death, but failed to wound.

In close combat, the Reavers scythed down another five Necron Warriors, though the Necrons scored a wound on the Reavers in return and took no further damage from morale. Meanwhile, the Mandrakes scored a wound each on the Overlord and Cryptek, though the Overlord swatted down another of the shadow-things in reply.

In my turn, I had a big, Grim Reaper-shaped problem in my deployment zone, and one that I needed to deal with immediately. To this end, I had all of my vehicles circle the Nightbringer in an effort to finally bring it down.

With everything else in combat, I went straight to the shooting phase and fired everything I had at the Nightbringer, unleashing lances and splinters into it from every angle. My opponent made an absurd number of invulnerable saves, but in the end, one last splinter shot from one of the Venom-mounted Kabalites took the C’tan’s last wound, sending the Nightbringer shrieking back into the abyss from whence it came.

In the charge phase, the Archon, who had been separated from the main fight by placement and consolidation weirdness, charged back into the fray against the Necron Warriors and proceeded to hack down two deathbots, while the Reavers sliced down another four. It was at this point that I looked back at the Index and discovered that, contrary to my initial belief, the shadow field COULD NOT be rerolled by a Command Point– a supposed fact that had kept my opponent from allocating any attacks to her all game. The last few Warriors directed their attacks at the Archon, did a handful of wounds…and sure enough, a 1 came up, causing the shadow field to short out. My Archon was now wounded and bereft of her fancy force field…and to make matters worse, the Necrons passed their morale test! Uh oh…

Elsewhere, the combat between the Mandrakes and the Necron characters dragged on, with the shadow-things hacking two wounds off of the Cryptek. In reply, though, the Overlord hacked down another two Mandrakes, and the fight dragged on…


Drukhari- 6

Necrons- 6



At the start of my turn…yes, you guessed it, Reanimation Protocols kicked in, and 9 Necron Warriors clambered back to unlife. Oh joy. And, as usual, both Necron characters healed a wound each.

With nothing able to shoot, we went straight to close combat. The Necrons managed to hack down the wounded Reaver, before wailing on my defenceless Archon. I fully expected to lose her then and there…but to my surprise, she managed to cling to life on one wound remaining! In exchange, though, the Archon only managed to kill one Warrior, while the Reavers only slice down two more. This time, though, in part thanks to the -1 LD inflicted on them by the Power from Pain table, the Necrons actually failed morale, and one Necron settled into the peaceful abyss of perma-death.

Meanwhile, the Mandrakes again only did one wound to the Cryptek and bounced off of the Overlord, who killed another of them in return. And so the endless combat dragged on…

In my turn, I finally realized that (1) I needed to get Linebreaker, and (2) my Mandrakes were fighting a losing battle. I had my Mandrakes fall back out of combat, while my vehicles all zoomed up, with one Venom advancing into the enemy deployment zone as they all circled the two Necron characters. I was tempted to have the Reavers fall back as well, but I figured that they were better off slicing Necron Warriors into chunks.

In the shooting phase, the Archon fired her blaster pistol and failed to wound with it. Meanwhile, everything else that could opened fire on the Overlord and Cryptek. The Cryptek was the first to die, shredded from one poisoned hit too many. The Overlord, on the other hand, kept making save after save, but eventually, one last blaster shot vaporized him, killing him off and earning me Slay the Warlord.

No sooner had the Overlord been vaporized, though, when we went to close combat. The Archon managed to kill one more Warrior before being unceremoniously hacked to ribbons by the Warriors. The Reavers, in turn, managed to kill another two or three Warriors, but again, the Necrons held their ground.

At this point, we had to roll for random game length. The dice roll came up as a 1, and the game ended.



Drukhari- 10

Necrons- 8


Thoughts: That was a fun, close battle, with the score being tied all the way until the end. Despite the score being so close, though, I actually felt like I was fairly in control all throughout the game. Thanks to my army’s superior mobility, I was able to strike when and where I wanted, dictating the flow of the battle and forcing my opponent to react to me. The fact that I was able to destroy his most mobile units early on helped a great deal as well, as it meant I was pretty much able to run rings around his army at leisure. My strategy of isolating and destroying his units worked well…sort of. While I was able to effectively wipe out several of his units with combined shooting and assault, his big block of Warriors proved almost unkillable thanks to the buffs of the nearby Overlord and Cryptek, absolutely refusing to die and killing off my Wyches and Archon in that big never-ending melee. While the Necrons weren’t able to outmatch me in the shooting department, the sheer resilience of their units made this a fairly close game.

After my first outing with the Drukhari (before their new codex release, that is), I’m happy to see that they are still as lightning fast as they were in previous editions, but there are a lot of changes that I will have to get used to. The change of splinter cannons to rapid-fire weapons meant that I was forced to become much more aggressive with Venoms, and the fact that the Razorwing could actually be hit more easily by enemy fire (albeit with negative modifiers) meant that I was forced to be more cautious with the fragile plane when it started to take damage. On the other hand, I love how reliable combat drugs have become, how much more resilient Reavers are (even if Wyches, sadly, still die with ease), and just how amazing Mandrakes have become– my one unit of Mandrakes almost single-handedly steamrolled the back half of the Necron army. And if nothing else, I’m happy to see that Drukhari are still as effective at mobile firepower as they have always been– my vehicles and vehicle mounted squads, as before, were able to inflict a lot of damage with their massed firepower.

Overall, this was a satisfying first game of 8th ed with my Drukhari. I have no idea how many games with them I’ll be able to get in with the new codex, however, so it may be the next game with them may be with a completely new set of rules.

Drukhari MVP: The Mandrakes were on fire in this game, annihilating the Necron Lord, half a unit of Immortals, and a unit of Warriors, and they also came quite close to killing off the Cryptek as well. Honourable nods also go to the Warriors and Venoms, for just generally providing me a reliable and effective firebase all game.

Necron MVP: The big unit of Warriors gets my vote, as they took pretty much everything I could throw at them and still came out of the battle above half strength, having killed off the Wyches and my Archon in the bargain. My opponent, however, felt that the Warriors were awesome only because of the Cryptek boosting him, and so personally gave his MVP to the Cryptek.


Zhael felt one eyelid stutter open as weak sensation filled her frame. She could taste blood in the back of her mouth, and her body was wracked with sharp, biting pain, raw with the memory of Necron blades splitting her flesh. It took a few seconds for her to realize that she had been momentarily dead, before the parasites injected into her by the Haemonculi did their grisly work, regenerating her wounds and bringing her back to life. The pain would linger until her body, now whole and unblemished once more, grew used to its latest resurrection, But then, she and pain were old friends, and it had few surprises remaining for her.

“Ah, you’re awake,” a sibilant voice spoke. “I was wondering when the regenerative cultures would do their work.”

Not suppressing her annoyance, Zhael slowly sat upright, opening her eyes fully to the sight of Vakkan, one of the Kabal’s allied Haemonculi, hovering over her, elevated by the prehensile spinal column jutting, serpent-like, from his back. No doubt, he had arrived on the scene from the webway after the fighting was done, as usual.

She also realized that he was holding something tightly in his three arms: a smooth orb, its glossy black surface shimmering with faint traceries of green light. It was the orb that had been carried by the Necrontyr Lord: the same orb, she realized, that they had been sent to retrieve in the first place.

She did nothing to hide her annoyance as she stood back up, seeing now that her dress was torn and stained with blood and soot from her most recent “death”. This just would not do, she thought bitterly as she took a look around her surroundings. Her raiding party was busy recovering the damage, dragging away the bodies of their comrades, and, where possible, looting what they could. But of the Necrontyr, there was no sign– no bodies, no wreckage. Nothing but the grave-like stillness of the air as the the day slowly turned to night.

“The raiding host suffered minor personnel and material losses,” Vakkan stated matter of factly, pre-empting her question as always, before holding up the orb. “But thanks to your efforts, we have Lord Scyrex’s prize. We should be able to make our transition through the Webway without further incident.”

“Then let us be on our way,” Zhael replied, adopting her aloof demeanour againdespite her battered state. “If you haven’t resurrected my sister yet, do so. This world no longer retains my interest.”

Vakkan said nothing. The pale skin around his shrivelled skull tightened involuntarily in what could pass for a frown.

“What?” Zhael asked.

The Haemonculous’ body dipped low, giving an obeisant bow. “About your sister…there were…complications.”

Zhael felt her blood run cold. “What do you mean complications?”

Bowing again, the Haemonculous turned and gestured across the field. Numbly, Zhael followed his gaze to the middle of the battle site, where the bodies of the Wyches were being dragged off for resurrection, in some cases after being shamelessly looted. All of the bodies, that was, save for one. There, Zhirae lay spread eagled on the ground, her usually pale skin now a bloodless shade of white and a massive gouge opened in her chest. The Succubus’ weapons lay scattered beside her, and her eyes were open, staring up sightlessly at the sky as though silently asking it for some answer.

Slowly, Zhael walked over to her sister’s body, her movement somewhat staggered as sensation returned to her limbs. “Why have you not brought her back?” she asked Vakkan.

Floating up next to her, Vakkan tented his syringe-clawed fingers together with a metallic clack. “I have tried, Mistress,” he replied. “But unfortunately…there is nothing for me to resurrect. Her soul is gone.”

Zhael felt her pulse drop. She turned to face Vakkan. “What do you mean gone?”

“I mean, the soul-prism she carried with her is empty,” Vakkan replied. “She was slain by a shard of…Kaelis Ra, yes? The Nightbringer. A creature that is the embodiment of death itself. When it killed her, I fear it took her soul in the process, and quite possibly, obliterated it.”

For a moment, Zhael was silent. Then, slowly, she took a step towards Vakkan, her movements stiff and deliberate. “Impossible. Bring her back,” she ordered. “Now.”

Vakkan shook his head. “There is nothing to bring back, Mistress, she is gone,” he replied. His mouth soon twisted into a horrible, rictus grin. “Which means that the credit of this victory will be yours, and yours alone. No doubt Lord Scyrex will recognize you well for this success. Congratulations, Hierar–“

There was a flash of silver, and Vakkan’s head flew from his shoulders. The Haemonculous’ body remained suspended upright for a few seconds, as though surprised by its sudden decapitation, before flopping lifelessly to the ground.

Dropping her blade, Zhael knelt over her sister’s body, and screamed up at the uncaring sky.