Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, they may not have a late game unit per se, but in the late game, with enough influence to sustain Soul Hunger abilities + the disembarking bonuses + the drugs, your infantry can deal insane damage (especially if you combine those buffs with haywire grenades). As such, my first impression is that their late game potential should not be completly disregarded.
Additionally, I also played with new 3 techs per tier option and it felt realy good not having the feeling of falling behind due to researching more than 2 techs per tier.
Did you not find any need for scourges in addition to your reavers and ravagers?
I am not sure they have, BUT in the end stage of the quest you defend against massive Chaos Daemons, so.....
Yeah, their infantry is deceptively powerful once you setup your buffs. When i say that they drop in the late game, i do not mean they are utterly useless, just that they lose the "edge" relatively to other factions. It is still manageable to win in the late game if you slacked earlier, but the odds will be worse.
Also, i didn't notice they added an option for more techs per tier prior to advancement. That is actually cool. Will definitely make the armies more well rounded and not just everyone rushing to T10, lol.
In my first game (i just began a second one) i tried everything to test it. So i did try the Scourges in combat and i noticed 2 things that bothered me:
1) They really suck vs organics. They rely too much on the Haywire trait of their weapon to do good damage vs vehicles and buildings (for those who don't know, it adds +3 damage to every attack and essentially removes all armor from the target, and Scourges do many attacks, so at full strength it is somewhere near 15 damage). But without it, it deals pathetic damage to organic targets (only 1.5 damage per attack and only 2 armor penetration IIRC).
2) Add to that, the fact that it is relatively squishy without strong buffs, and it becomes really tricky to use effectively without transports. Basically once it uses its jump, it gets stuck and becomes an easy target. If it soaks overwatch, its dead. It is less mobile without its jump since it doesn't ignore zone of control like the Reavers do. On the other hand, if you wait for the opponent to come to you, you are most likely getting hit first...
It is best to have them inside a transport, let the transport or another more resilient target (like an Archon) soak overwatch, and then unleash them to kill a pesky vehicle. Better to leave the jump for the return to the transport. That is how i will be using them. Essentially, the transports are the equivalent of an aircraft carrier and Scourges are the bomber jets, lol. If i need standing anti-armor, i would rather use Reavers or Ravagers.
Interesting ... that might indeed be a hint that you need not be too worried about the League of Votann. :) Perhaps a bit vague - but still ...
Basically, Drukhari up until the ending stages of the game, have to choose between one of the two playstyles i described above. You can mix them, but it is not optimal.
What is worse, is that units that come with combat drugs by default, are totally useless without the combat drug tech upgrades (which is why many are complaining about them). Especially T2 Painbringer, which gives +33% feel no pain while drugged, is a must-have ASAP. It can transform early Wyches into neutral clearing machines.
The combat-drug group are Wyches, Succubus, Reavers, Hellions. If you go with the drugs, those are the ones you should be mainly using until you reach T10 and research Cult Cold Trader. Then you should only be using Incubi in Tandaluses (with the drugs of course). But Incubi with Tandaluses is the end stage both playstyles converge either way, it is how you reach that point that differs.
Even Wyches with the combat drugs fully upgraded can be a powerhouse, especially if they reach level 6+. They can do insane amounts of melee damage then (even to armor) and can be very mobile and tanky. And they are so cheap to make.... Just spam them with no care in the world, though make sure you have a nice influence production to pay for their drugs.
Once you gain access to Hellions, forget Wyches, make Hellions instead. They are only slightly more expensive, but are even more mobile, can attack air targets, are tankier, and do more damage. They lose the grenades but gain jump. They die easily to beefier units in the mid game, but they are far cheaper than those, 20 food 20 ore and 2 food upkeep for this amount of performance is nothing. They are very spammable and don't need transports, spam away!
Reavers are a very underrated unit as well. In the early game with drugs, they are very very good for the price. Actually, with drugs they are better than Scourges and can actually kill everything, no just vehicles and buildings. And don't need transports. Reavers are a must have if you use combat drugs, if not, do not make them at all and make Scourges inside Raiders. But honestly, with combat drug techs Reavers are one of the best anti-armor vehicles in the game at their tier. They have lance and armor penetration 8, so they ignore all armor. They are ranged, and do around 8 damage at lvl 1 at full strength. For 40 ore and 2 ore upkeep, at Tier 2, how many factions have better anti-armor vehicles?
As for Succubus, i am in love. Such a great little hero.... She eliminates almost anything that doesn't fly.... As long as you are careful with her and don't take badly calculated risks, she is awesome!
If you go with the combat drugs, do not make early transports like the Venom and the Raider, they are useless. The infantry by itself is more mobile, and the ore is better spent on Reavers and Ravagers to support your infantry. You don't need to heal them so much, they are expendable, spamable. Only make Tantalus later in the game, and only after Tantalus research the transport buffs.
Honestly, people should try a game focusing only on the combat drugs units (+ Haemonculus/Wracks/Cronuses obviously, those are generic for both styles) and see for themselves how powerful they are in the early-mid game with the drugs. I would argue they are better than the non drugs alternatives.
Drukhari play like Orks. They benefit a lot by playing aggressively, and the combat drug variation is the most aggressive. They are essentially elven orks, lol. If you love one you will love the other. And since i love Orks and Chaos personally, i really like this faction. It is very fun, actually. I am impressed! And i didn't want them, i wanted Chaos Daemons. Well, good job devs!
With that group, you need the Kabalist variants for anti-infantry and monsters, and Scourges for anti-armor and anti-air (except organic anti-air like the Tyranid units.... then you will have to use Reavers or Ravagers or your own air units). Basically, if you play the transport playstyle, do not make any combat drug unit, you need to rush research for the transports and their buffs instead.
Units that belong in the transport group are the Kabalists Warriors + Trueborn, Scourges, and the Archon hero. Later Incubii but you will converge using Incubii anyway, both styles use them.
If you choose this route, DO NOT MAKE Reavers (unless you need anti-air vs Tyranids and you lack air units). Do not make Ravagers either, they are not that good vs infantry and their anti-armor is not better than Scourges. They are not much tankier than the Raider transport either. So you don't need the pure combat vehicles, just don't make them at all and do not research them. Only make air units later.
Playing this style, the key vehicle early on is Venom light transport. Venom is cheap and makes your Kabalist Warriors very lethal. Spam Kabalist Warriors + Venom constantly to clear neutrals. Then upgrade to Raiders and place a mixture of Warriors and Scourges inside. And of course you should end with Incubii inside Tantaluses accompanied by air units, that's your end game.
Also key are the transports researches with that style, get them ASAP. All 3 are great, more damage, more defence, and more healing inside the transport, all are important for the air carrier playstyle, as i call it. Because that is how you play it, you move transport into position, unless the infantry inside, they kill, they come back inside, you move the transport. Rinse and repeat.
Wracks, are tankier than other units, but they are slow and only good vs infantry and monsters. They are the only infantry you have that can hold a line, If for some reason you need to hold a location (which is less often for the Drukhari), you definitely need them. as your backbone. They come with +33% feel no pain as a trait, so at level 3 that becomes +50%, and of course at T10 they can get combat drugs which are very effective on them as they are a melee unit. And not to mention Haemonculus and Cronos adds to their feel no pain resistance, although with combat drugs, they don't need any other buffs after level 3, they reach the maximum 83% on their own. The issue is that unless you are using transports with them, they are very slow and can't keep up with the more mobile Drukhari so they are mostly defensive in nature. And if you are using transports, you don't need them so much because you have the transports as your shield and fallback. The cool thing is that due to combat drugs at T10 they can remain viable even in the end game as a meatshield, more or less like Drukhari's version of Bullgryns, albeit more cost effective. They are the only unit that can clear tiles, so no matter what you should be making them. Their price is awesome.
Haemonculus hero is universal, you need him no matter the playstyle. He is your basic healer and support, very cheap and quite resillient and with nice damage especially when upgraded and gets combat drugs. Then he becomes one of the most powerful healers in the game in terms of damage and resilience. He gets a free action to heal 6hp/turn to Wracks, aside of his normal hero heal ability, so he is definitely one who should be paired with Wracks to provide a meat wall if you need a meat wall. Well, at least the Drukhari get an early game meatwall, the Aeldari did not, lol.
Last but not least, Cronos, is the 3rd of the meatwall group. Again, slow and tanky, supports and heals, not great damage. Cronos alongside Wracks and Haemonculuses comprise the trinity of the Drukhari meatwall, use all 3 in combination and you form a solid line that is very difficult to penetrate without superior fire power.
Those 3 are your Drukhari anvil, and the transport group or the combat drugs group are your hammers. That's basically how the Drukhari are played.