Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Questionable Nov 30, 2023 @ 8:56pm
Drukhari First Impressions
What're ya'll's first impressions of the Drukhari?
For me they're pretty weak, they've got decent anti-infantry but fighting vehicles and high armored oppenents they're really weak, only having haywire and lance weapons on fragile frames. Plus sharing the same dillemma as the craftworld aeldari of having a hard cap on how many cities they can have.
Rather disappointing, I hope they get buffed quick-like.
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Showing 76-90 of 92 comments
First impression is DRUGS FOR EVERYONE !!!!! WOO HOO!!!!
Ire Dec 4, 2023 @ 7:50pm 
So after playing a few games to completion, my feelings on them are fairly positive.

Pros:

Highly mobile

Cheap units that can trade upwards

Dangerously high damage but fragile if caught out

Catch the DE lore fairly well for playstyle of good at hit and run

Archon and Hamonculus feel good

Wyches and wracks are fantastic units for their cost.

(In particular a raider with 2 wracks and a haemonculus can tank an absurd amount of damage for such low teir units, and a front line of those as an anvil to hammer units against with mobile units feels pretty awesome)

Incredibly high influence gain and expenditures feels about balanced - you make enough your not starved but not so much that you dont have to make decisions.

Strong fliers for lategame.

Im enjoying them

Cons:

Small roster, missing some units I would have expected like the talos. Nothing that can really compare with the sheer power of other factions teir 8 superheavies (although the voidraven and tantalus are nice) but with their mobility and damage I dont think thats a huge concern. I hope to see in the future: Talos, Sslyth, Ur-Ghul, Lhamean, Medusae, grotesques, khymara, razorwing flocks, beastmasters, warp beasts, Clawed Feinds, Hekatrix. Maybe even a dias of destruction as a late-game upgraded ravager, since you're going to have to really reach for powerful lategame units. eventually. Or added to the old dlcs, that would be nice. Could also throw in harlequins...

Many of the units on the roster do not come equipped as I would have expected them. Reavers are the big one here, as they dont function like the TT at all. just a bit of a weird choice imo. Or wych squads all having razorflails, but at least that is functionally closer even if it means they cant fight flying units like umbra at all....

Wyches have the worst models possible. Such a cool looking TT unit but I think they just reskinned kabalites. I hope its just a placeholder....

Their mobility gets them in trouble sometimes, due to lack of any scouting abilities/mechanics. Im hoping that some future units might resolve this (razorwing flock deployables like tau drones from a beastmaster, khymare/warp beasts, mandrake stealthed scouts, a scouting abillty tech upgrade for venoms/reavers etc)

Kabalite warriors seem pretty trash, and dont benefit from pretty much any upgrade. If they at least got plasma grenades it would help but need more imo. Same applies to Trueborn (I question if they have a range bug, why are splinter cannons only range 1?)

Likewise, the inability for kabalites/trueborn to shoot from their embarked raider is a bit dissapointing. Would make them more viable options in the mid-game.

Reaver jetbikes dont have the "move over enemy troops to hurt them" I was *really* hoping for. As they are a flying meltagun squad with no melee, they dont feel lore accurate at all, and they dont do enough damage for me to want to pick them over other anti-armor options

Hellions also feel like a poor choice, but to be honest I havent really tried hard with them. They just feel out-competed by other options, but I should try them out more.

Cronus is bugged. Its heal, the whole point of the unit, only works once in a rare while (20% of the time or so). If this unit worked it would be great. Issue seems more prevailent in multiplayer, but has happened in multiple games more often than not. I consider this to be the #1 current biggest issue with the DE as if it worked they way it was supposed to would be a game-changer.

A bit lacking in ranged anti-armor (only having range 2 weapons with scourges and ravagers, both of which are... okayish. I would have expected dark lances and haywire blasters to be better tbh (and more common in the case of the dark lance), especially how strong haywire grenades on wyches are), and every anti-armor option is locked behind tech. Haywire grenades are your friend throughout the game, but the faction can struggle against massed armor once those grenades are on their 10 turn cooldown.

Cant place cities where you want, and webway gates draw a ton of aggro. If you could build a city on top of your deployable gate that would be nice. Ive had a couple games where there simply wasnt a gate left on the map to build a 3rd city by the midgame. I havent decided on how many cities is optimal, but 2-3 seem good, with only 1-2 being unit production, with one city just feeding ore/food/energy to keep up. I feel like you have to be extra careful about your city planning with this faction - maybe not to the extent of tau/admech but mistakes will cost you.

The entire faction is missing splinter pistols. Sucks to find a midmap section populated by nothing but flying units and you dont have units that can fight them. I *guess* thats a reason to keep the otherwise terrible kabalites around....

Some mechanics are poorly, if at all, explained (like how and how much influence and outposts affect their cities growth and loyalty, or what exactly does "poison" do). Better tooltips pretty please?

Ive yet to see my succubus do anything but die instantly. Even when kitted out with 300 influence of tank gear. Maybe just bad luck, but my archons do the job of one shotting most enemy hero's and have that huge invuln save for 1 turn to get out in time. Plus that archon can earn 100+ influence for that kill with his ability. It also might be due to:

AI target prioritization against DE should maybe be adjusted a bit. The AI will shoot at a webway gate as priority over anything else, and trueborn/succubus next. This alone makes trueborn almost useless, as they are so fragile a stiff breeze knocks them over. And since you cant replace a destroyed webway gate, and since they are so fragile, it makes defending them difficult with a faction that's supposed to hit and run not hold a line.

some tech needs better explaination/ numerical values. Some tech seems pretty useless (like hammer of wrath, which gives a damage buff to the.... cronus? so it does 0.8 dmg instead of 0.6? Only useful unit it applies to is the scourges, but its a 25% damage buff at most every 3 turns). Most tech is desireable, and theres typically only a couple of techs at each teir I feel like passing on.

The questline is absurd. Every few turns, get horrifically powerful armies dropped 8 tiles from my capitol (eg: quest: build a raider transport. Completion: here, have a 10 unit tau armie including 3 ghostkeels dropped on your doorstep at around turn 20.) Ive beaten it, but as it is now im going to turn that off so I can actually play the game itself rather than sit there and just try to survive spawned armies for 100 turns while every other faction conquers the map and builds up.

tldr;

Bottom line: Good start. Fix the cronus, that would help a LOT if it actually worked. Flesh out the roster. Give better descriptions as to what stuff is/does. I there's arguments for a few balance tweaks and buffs here and there but I dont think the race is weak, Ive had fun and won games. Turn off the questline until they tone it down.
Last edited by Ire; Dec 4, 2023 @ 7:56pm
Ghom Dec 4, 2023 @ 8:32pm 
Originally posted by Orclover:
Worst. DLC. EVER. I'm assuming in the games workshop warhammer universe the dark eldar are completely worthless. Judging from this dlc.
They are horrifying in the lore. On the tabletop they have the lowest current win rate of all the factions.
Ehecatl Dec 4, 2023 @ 8:46pm 
Originally posted by Ghom:
Originally posted by Orclover:
Worst. DLC. EVER. I'm assuming in the games workshop warhammer universe the dark eldar are completely worthless. Judging from this dlc.
They are horrifying in the lore. On the tabletop they have the lowest current win rate of all the factions.
Win rate in TT is highly irrelevant as it changes constantly, in 9th edition Drukhari were absolutely dominant at their Codex release, it is a constantly shifting meta.
Ghom Dec 4, 2023 @ 8:57pm 
Originally posted by Ehecatl:
Originally posted by Ghom:
They are horrifying in the lore. On the tabletop they have the lowest current win rate of all the factions.
Win rate in TT is highly irrelevant as it changes constantly, in 9th edition Drukhari were absolutely dominant at their Codex release, it is a constantly shifting meta.
Hence me saying they are horrifying in the lore.
Questionable Dec 4, 2023 @ 9:09pm 
The exclusion of the Talos is super weird, but Drukhari are the only faction I've seen so far where a bunch of Tier 3 units can kill a Tier 8+ unit cost effectively. Drugged up scourges are horrifying to fortifications & vehicles and tantaluses can soak overwatches like nothing else I've seen.

One thing I'm quite surprised they didn't do for Drukhari is giving their transports weapon bays like a chimera that only work while they've got a unit in their cargo, cause all the Drukhari transports are open-topped specifically so the passengers can shoot from the shotgun seat.
TemplarGR Dec 4, 2023 @ 10:17pm 
Originally posted by Ire:
Kabalite warriors seem pretty trash, and dont benefit from pretty much any upgrade. If they at least got plasma grenades it would help but need more imo. Same applies to Trueborn (I question if they have a range bug, why are splinter cannons only range 1?)

No they are actually very balanced. Very strong damage vs infantry/monsters, very high mobility, cheap cost, squishy. Balanced. They don't need anti-infantry grenades, they have a strong poison weapon with many attacks, they can kill infantry alright....

As for Trueborn, they are just a direct upgrade for the late game. Both units are supposed to be used with transports ASAP, so they are not supposed to soak overwatch. They are actually great at this role. Also, Trueborn are not bugged, they have a trait that gives them range 1 if they have moved in that turn. Tells me all i need to know about your opinions when you don't bother reading a unit's description and instead call it bugged...

Originally posted by Ire:
Reaver jetbikes dont have the "move over enemy troops to hurt them" I was *really* hoping for. As they are a flying meltagun squad with no melee, they dont feel lore accurate at all, and they dont do enough damage for me to want to pick them over other anti-armor options

There are not many anti-armor options early in the game. Only Reavers and Scourges. Scourges need transports, Reavers do not. So the playchoice is basically, do you go the combat drug route or the transport buffs route. If you go for combat drug focused playstyle, you need to use Reavers. The reason is, you don't waste resources and time to make transports and instead spend them on Reavers, and you don't waste time making Scourges and instead make Hellions, because Hellions don't need transports and use combat drugs.

Originally posted by Ire:
Hellions also feel like a poor choice, but to be honest I havent really tried hard with them. They just feel out-competed by other options, but I should try them out more.

Again, what you say isn't true, but at least you are honest you haven't really tried them. Because that is the case, every time you played Drukhari you went with the Transport focused playstyle, yet you claim the other playstyle and its units is bad because you haven't tried it.

Basically, Hellions is what you use for the mainstray of your armies mid-game if you are focusing on Combat Drugs. They are mobile, relatively tanky, do insane amount of damage for the price, both melee and ranged. Again, research all combat drug bonuses, and keep using them on Hellions. You will see they are actually pretty great for mid game infantry.

Originally posted by Ire:
Ive yet to see my succubus do anything but die instantly. Even when kitted out with 300 influence of tank gear. Maybe just bad luck, but my archons do the job of one shotting most enemy hero's and have that huge invuln save for 1 turn to get out in time. Plus that archon can earn 100+ influence for that kill with his ability.

Here we go again.... Another unit that is based on the combat drug focused playstyle is deemed bad by someone who doesn't understand it or wants to play it...

Actually, Succubus is so strong, if players actually begin to understand how to play her, they will cry for nerfs. She can be insanely powerful, especially later in the game, she can be a live nuke to nuke whole armies with. I have made a lengthy post giving tips on how to use her. In short, combat drugs, combat drugs, combat drugs and a hit and run playstyle. She is very mobile, and can get tanky from T2 when you give +33% feel no pain with combat drugs. So at lvl 3 she already goes to +50% total, and that is without any other buffs. Give her the +3hp item too, give her the item to ignore overwatch, and give her melee offensive items and the dusk blade. She will melt anything she hits. And with her ultimate she will melt whole armies on her own. Just don't facetank whole factions with her and you will be fine, she is hit and run, she is not a Daemon Prince.

PS: Combat drugs are a distinct way to play Drukhari. In the early-mid game, you either go full blown combat drugs, or you avoid them entirely. You don't do mixed, it is inefficient. Combat drugs need lots of research and until T10 only specific units can use them, and those specific units tend to be mobile themselves and don't need transports that much since they rely more on being a cheap hit-and-run force. Also combat drugs are supposed to be spammed on cooldown when you are expecting battle. Combat drug units without them active, are useless.
Last edited by TemplarGR; Dec 4, 2023 @ 10:25pm
Bluti Dec 5, 2023 @ 5:47am 
Love 'em.

Freakin mobility and damage with drugs go up crazy. I had no issues playing the way they are made for: Hit fast, hit hard, move on.

Blasting a not heavy fortified city anywhere on the map in 3 rounds and having due to mobility absolute control over ressource spots keeps them flooding.
Warlok Dec 5, 2023 @ 10:40am 
A short two cents here: I have not played them enough to gauge, but a cohort is of the opinion they can be fantastically strong. Perhaps too strong. Low tier infantry disembarking from their transports can deliver incredible damage. So incredible that large cities can be utterly destroyed in a single turn.

His initial opinion is the disembarking bonus ought not be applied to grenade weapons.

That aside, I like what I see so far. Love the city architecture... will have to incorporate it into my reconstituted Necron empire. :)

Also, great audio work on them.
Last edited by Warlok; Dec 5, 2023 @ 10:40am
TemplarGR Dec 5, 2023 @ 3:37pm 
Originally posted by Warlok:
His initial opinion is the disembarking bonus ought not be applied to grenade weapons.

I don't know who he is and why his opinion matters, but he is wrong. And it is guys like this who destroy games by crying about differences and asking for nerfs for no reason.

Drukhari are all about hit and run. That is their weapon, that is their advantage. If you nerf their advantage in any way, then how they will be able to compete, when most other factions have far stronger units than them in the late game? Will you give them a super heavy or 2 to compensate? And what, this will make them Craftworld Aeldari no2, instead of being unique?

No, their grenades are fine. If an opponent allows the Drukhari to reach his cities unopposed en masse, he is playing badly.
Last edited by TemplarGR; Dec 5, 2023 @ 3:37pm
moradim Dec 8, 2023 @ 4:23am 
For me, they are very bad.
They need a lot of research to be correct.
They lack armor penetration and they don't have enough HP, and this is deadly against all factions that tend to spam vehicles.
For now, I clearly put them as the weakest faction in the game.
TemplarGR Dec 8, 2023 @ 5:02am 
Originally posted by moradim:
For me, they are very bad.
They need a lot of research to be correct.
They lack armor penetration and they don't have enough HP, and this is deadly against all factions that tend to spam vehicles.
For now, I clearly put them as the weakest faction in the game.

They have armor penetration in many units, and they have lots of resistances. They are fine, not overpowered, but not weak either.
fmalfeas Dec 8, 2023 @ 5:14am 
I only have one real gripe with them.

Why Haywires for the Scourges? Unless something big changed in recent editions, Dark Lances were basically the calling card of the Scourge. Jump infantry that suddenly left your tanks full of holes and corpses. From long range. The kind of obnoxious that nobody else does except the Tau, because the Drukhari don't believe in fair. Or nice.
TemplarGR Dec 8, 2023 @ 5:41am 
Originally posted by fmalfeas:
I only have one real gripe with them.

Why Haywires for the Scourges? Unless something big changed in recent editions, Dark Lances were basically the calling card of the Scourge. Jump infantry that suddenly left your tanks full of holes and corpses. From long range. The kind of obnoxious that nobody else does except the Tau, because the Drukhari don't believe in fair. Or nice.

Probably, just speculating, that they didn't want them to be effective vs infantry and monsters. Scourges in Gladius have an anti-metal (vehicles+buildings) niche. Kabalists have an anti-organics(infantry+monsters) niche.
Warlok Dec 8, 2023 @ 9:55am 
Originally posted by TemplarGR:
Originally posted by Warlok:
His initial opinion is the disembarking bonus ought not be applied to grenade weapons.

I don't know who he is and why his opinion matters, but he is wrong. And it is guys like this who destroy games by crying about differences and asking for nerfs for no reason.

Drukhari are all about hit and run. That is their weapon, that is their advantage. If you nerf their advantage in any way, then how they will be able to compete, when most other factions have far stronger units than them in the late game? Will you give them a super heavy or 2 to compensate? And what, this will make them Craftworld Aeldari no2, instead of being unique?

No, their grenades are fine. If an opponent allows the Drukhari to reach his cities unopposed en masse, he is playing badly.

I did say *initial* opinion...

:)
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