Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Outside212 Dec 5, 2023 @ 11:44am
Drukhari thoughts (long)
The Drukhari (DE, sorry but they will always be Dark Eldar to me) play so much differently than any other faction that has hit the game yet. They require a LOT of micro management to be effective, not dominant, but just effective. They can be dominant but it basically requires waiting till end game and even then, you have to micro manage their attacks and movements more than anyone else.

The DE rely heavily on infantry and the use of abilities to be effective. Getting haywire grenades is an absolute must for when you're fighting armor. DE excel at fighting other infantry and monstrous creatures simply for their poison weapons on basically everything. I honestly don't even worry about getting plasma grenades since they shred infantry so fast; however, their ability to crack armor is pathetic.

Against armor you really have to focus on using Scourges imo. You can get Wracks and things onto them and hammer it down, but to really hit them hard, you need things like scourges or Ravagers. Sadly all the DE's stronger weapons suffer from movement penalties. Even their trueborn need to be standing still for a turn to get the salvo bonus. All of this is the complete opposite of the Hit and Run style game play they focus on. You're supposed to be moving them with Raiders/Tantalus, (lets face it, the Venom is useless) jumping out, and using the damage buffs to really slam enemies. Sadly this doesn't work well in a turn based setting since you need another turn to put them back into the transport, and then another turn to jump out and attack again for max damage.

The combat drugs are meh. They would be MUCH better if there wasn't such a huge cooldown to use them, and also if the price wasn't so steep. You can buff the drugs a lot, and reduce the price some, but ultimately you get 1 turn in 10 per unit to be stronger at a base cost of 30 influence. This could be offset if EVERY unit in range got an influence income when something in range died, not just the killing unit, but not the case. Combat drugs just don't do enough to be worth it till MUCH later.

I was surprised when I noticed the DE have no real artillery unit. Basically every other faction has something to fill this roll, and the best the DE can boast here is maybe a Ravager or Tantalous, but they aren't really artillery. The Ravager is just more of a basic tank but it is squishier. Eventually DE can get some good protection with all the Invul buffs, but till then yikes.

The DE also have too many units designed to soak punishment without actually adding much to the fight. The Chronus is pretty useless imo. It is just a damage sponge that has a sad little heal for flavor.

Don't even get me started on their flyers. Against ground target, they are above average; however, when you're against other flyers they are basically just throwing spitballs and praying to blind the other pilot and he crashes.

Basically the DE suffer from too much focus on being hit and run pirates without the proper tools to do it. I would say a large part of this would be solved if they could shoot and move like Eldar. DE could pop out, shoot with the damage buffs, and survive any return fire with the invul buffs. Next turn they could shoot and then jump back into their transports. Move away, rinse, and repeat. This would create a waterfall type fighting tactic that I believe the DE desperately need to be truly viable. As it stands right now, the faction just doesn't have the power it needs to be anything more than an annoyance on the field.
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Showing 1-7 of 7 comments
AlphariusOmegon87 Dec 5, 2023 @ 11:55am 
That's funny, I've had the complete opposite experience with these guys, I feel like they are incredibly overpowered at the moment
Jey Dec 5, 2023 @ 11:59am 
Originally posted by Outside212:
The combat drugs are meh. . You can buff the drugs a lot, and reduce the price some, but ultimately you get 1 turn in 10 per unit
The drugs are supposed to be consumed by the units, not the player.

They last 10 turns.
They also don't cost 30 influence but 20 on standard speed.

I think you haven't played the game.
Last edited by Jey; Dec 5, 2023 @ 12:00pm
AlphariusOmegon87 Dec 5, 2023 @ 12:02pm 
Originally posted by Jey:
Originally posted by Outside212:
The combat drugs are meh. . You can buff the drugs a lot, and reduce the price some, but ultimately you get 1 turn in 10 per unit
The drugs are supposed to be consumed by the units, not the player.

I think you haven't played the game.

♥♥♥♥♥♥♥♥♥ that's the best comment I've ever read lol :)
Originally posted by Jey:
Originally posted by Outside212:
The combat drugs are meh. . You can buff the drugs a lot, and reduce the price some, but ultimately you get 1 turn in 10 per unit
The drugs are supposed to be consumed by the units, not the player.

They last 10 turns.
They also don't cost 30 influence but 20 on standard speed.

I think you haven't played the game.
They cost 30 on slow and 40 on very slow
whitehead1981 Dec 5, 2023 @ 1:29pm 
DE suck balls atm ! Some bugs, not working mechanics, no anti armor and no movement like eldar (whynot oO). I wait till they got balanced out. Ppl who say they are OP probably playing on normal or hard diff lol
NEgative Dec 5, 2023 @ 2:12pm 
Drukhari are more like broken good than broken bad.

Wyches stay relevant like... whole game. Really spammable unit, can't go wrong. Kabalites on the other hand are bad, same with Incubi. Hellions are kind of garbage, so are Scourges. I would just play Wyches, Reavers, Raiders, Ravagers and Homunculuses and Archons. Haven't played around a lot with the Cronus, but the few times I tried it, it's too slow.

Basically you kind of play 'macro', raid the map [the outposts] with your raiders and fast units, avoid the conflict a bit and try to destroy your opponent with thousand cuts while tech rushing and pulling ahead in army size. The mechanics discourage you from building several cities. They have quite insane Soul Hunger abilities mid-late game.
DasaKamov Dec 5, 2023 @ 6:19pm 
Originally posted by whitehead1981:
no anti armor
Except for Scourges, Reavers, and Haywire grenades on everone?
no movement like eldar (whynot oO)
Why would they? They already have Fleet of Foot and Webway teleports like the Aeldari; the Craftworld pace-elves need some unique mechanics to keep for themselves.
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Date Posted: Dec 5, 2023 @ 11:44am
Posts: 7