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Incubi. At T10 you get a tech to allow all infantry (therefore Incubi too) to use combat drugs. Incubi are already good vs vehicles and buildings because of their high damage and 7 armor penetration. When they gain +33% attacks and +50% melee damage from the combat drugs, that is essentially a 2X in damage. Incubi at lvl 1 do around 10 damage, with combat drugs they do 20 damage. They can get another +10% at experience level 6, on top of the typical damage bonuses. Since buildings don't have much higher armor than 7 (some have less), all this damage per hit is dealt whole, minus city tile bonuses.
So, just fill a Raider or Tantalus with Incubii, use combat drugs later in the game, and you can bring down any city very easily.
Can confirm the Drukari quest line is bonkers. "Research and build a raider transport" okay.... Spawns a tau army that has 3x ghostkeels plus a dozen other units 8 hexes from my city.
they both have the fleet trait for all of their infantry so they really have the same movespeed. Arguably the Drukhari are even faster than the Asuryani because all their transports have assault transport so as long as they start their turn in a transport they basically have double movement, especially if they're jump pack infantry since they can jump straight out of the transport and appear anywhere they've got space.
That the Drukhari are an early game powerhouse.
All of their starter and early units absolutely obliterate any and all neutrals easier than any of the other factions. The only neutral units that are awkward to deal with are the kastellan robots, but haywire grenades shred them.
The vehicles are also very effective against squads, even the Ravager once torment grenades are researched (blast weapon) will happily rock squads as their lances (anti tank laser) are multi shot.
Vehicles can heal 12 hp every two turns, and infantry heal quicker when inside a transport. Alongside with inbuilt invulnerable saves/damage reduction most units can be surprisingly resilient.
Drukhari have an easy method of creating new cities, coupled with their unmatched ability to rapidly clear neutrals means they can play wide exceptionally well, or immediately use an offensive webway portal to attack a rival where their troops have the edge against any other infantry making them unpredictable and absolutely lethal in multiplayer.
Mid game is where things start to stall out as Drukhari have no tech to evolve into, whether its turn 1 or 100, it's the exact same style of unit.
The lack of barrage or weapons with range 3 or more really hurts, and breaching fortified positions is very difficult.
Winning the field battles and absolutely dunking on the enemy early game is very easy, but delivering a killing blow against turtling opponents making clever use of forests/ruins/city tiles is very difficult as there are no siege units. The lack of talos or grotesques is keenly felt.
Late game is where the hammer drops. When everyone else is roaming with Titans, Baneblades, Squiggoths and other colossal and powerful units, the Drukhari have absolutely nothing to compete.
The Tantalus, while cool and useful, is little more than an upgunned version of the Raider, aka a beefy transport.
Drukhari are still spamming Ravagers and basic troops and are wholly reliant upon already holding a winning advantage and monstrous economy, or are relegated to supporting allies in team games with flocks of fast moving aircraft and skimmers to pounce on vulnerable areas.
Overall, the Drukhari are absolutely brutal in the early game against any faction that doesn't have quick and easy access to strong starting vehicles such as the Necrons or Imperial Guard.
Their units are high damage and clever expenditure of influence on skills like combat drugs will turn the tide of otherwise closely contested battles.
Combined arms is also highly rewarded and the Drukhari make for outstanding allies in a team game with their high power in a quicker format, as well as their speed and re-deploying/teleportation abilities via webway gates.
Where they start to struggle is against laying siege to defended cities or fighting armoured columns, and the later the game goes, the less effective most of the tech tree and abilities become.
They don't, but Incubi (once with T10 drugs) + Wyches on steroids can deal a very high damage and are resilient enough (except against grenades for instance). It takes however a focused infantry economy to field them (meaning you have to have made enough recruitment buildings to ditch them out fast). In addition, once you have many of them, you can rotate the troops from the frontlines easily with portals. Adding air units can help on ganging up on big targets.
Influence-wise, their infantry even endgame kill enough and reap enough influence to keep being on drugs, and Incubi especially can deal enough damage to even the biggest foe whereas Wyches are faster to recruit.
They will be a main thing in my Drukhari games.
To be honest my main nemesis are super anti-anything troops like the modded Obliterators from alpha legion or other super high SM troop.
As you point out very well though, this drukhari drug strategy leads to a lack of "nice new unit" we unlock in the later tier, which (wych? haha sorry, must lack sleep ^^) leads to lacking in diversity in gameplay.
No they are not an early powerhouse, in fact they need be played carefuly in the early game. They lack much of the synergies they need to hit their apex in the beginning of the game, they only benefit they have is that their starting unit, while weak, can explore fast and deals great damage to all organic neutrals. Facing an metalic neutral or a Bastion will make you go back though.
While torment grenade launchers seem cool, they don't deal much damage to units with high morale. They have this trait, morale soak, that reduces the damage done by the morale of the unit.
Yeah, it also costs 80 influence per vehicle per heal. Good luck paying that and then good luck destroying your economy when 0 influence. Until the very late game, you can't spam those heals, they are only for special occasions. You should rely more on their Soul Hanger ability that for 80 influence will make everything heal for 2hp/turn. Basically the Drukhari can repair vehicles a little better than the Sisters of Battle....
No they shouldn't be played wide. Their units are very cheap and they lack end-tier expensive behemoths so you do not need a very large end game economy with them. It is better to have a smaller, more tight economy with less loyalty penalties. Typically 3 cities are fine, with no rush for the 3rd city. You should secure webgates anyway of cource.
No, mid game is actually when Drukhari hit their apex, as they can combine and stack all the different buffs from units, heroes, transports, combat drugs, and techs.
Drukhari are mostly a melee faction. Melee doesn't care about cover, they ignore ranged damage reductions.... Also Incubi, especially at T10 with combat drugs, are an elite infantry unit. Haven't done the detailed math yet, but they certainly feel at the Space Marine Terminator level or even better. While being cheaper.... You won't have an issue sieging any city with a Tantalus filled with 5 Incubi surrounding the city, they will bring in down in 1-3 turns.
Yes, late game can be tougher since you lack a super heavy. But you aren't spamming basic units in the late game, Only Incubi, Tantaluses, heroes if needed, and air units, lots of air units as they lack any kind of anti-air and strong mobile tanks. Anything from lower tiers is obsolete in the late game and shouldn't be used, and i wouldn't call Incubis, Tantaluses, or air units, "basic". And Ravagers shouldn't be spammed in the late game, waste of resources and building output.
They are not brutal in the early game. And both Necrons and Imperial Guard can easily handle them in the early game. Seriously that's so wrong.... Also, starting vehicles of both Necrons and Imperial Guard are more than fine dude... You mean to tell me Scout Sentinels or Tomb Blades can't handle Kabalist Warriors or Wyches? Get outa here.... Just do the math and test it yourself... And the following vehicles from both factions are even better...
It is funny for an Orclover to say that though. I mean, Drukhari literally play like more focused Orks. They are the bonafide infantry + transport focused faction now. I mean, Orks used to be this way too, but they always had some stronger vehicle presence even without the DLCs. With DLCs, devs added many heavier vehicles thus allowing Orks players to even play them like a vehicle focused faction if they wanted to, albeit at lower efficiency than better vehicle factions.
I see it a lot, most players do not like the transport + infantry playstyle, or even do not understand it at all, and they just want to spam heavy tanks and point and click. So when they try factions like the Drukhari or Orks or Space Marines, they cry they are underpowered.
The primary resource produced by a new city is the population that you will be using to build additional resources with. Drukhari don't need to pay the additional city tax to get elevated population rates though. Every outpost gives you more and more population climbing to the point you'll get a new population every two turns. Drukhari can build tall at a nearly unmatched rate, so lean into it and stick to 2 cities. Push for that mid-game advantage as hard as you possibly can, because if you can't get into a position to close it out before the AdMech start churning out a Knight every turn you've already lost.
Spawning a portal next to enemy city, sending some of your troops through it, and others via vehicles let me basically destroy opponent's capital in two turns, before he could react in any way.