Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Drukhari vs Aeldari DLC?
If you had to choose which DLC would you get and why? Seems like they play similarly, kinda curious what people think. Which on gives me the true "Eldar experience" aka. annoying my enemy to death? XD
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Showing 1-11 of 11 comments
Grotzel Apr 9 @ 10:49pm 
Kind of both ... but probably Drukhari even more so. Craftworld Aeldari are pretty good at laying ambushes with their infantry ... luring enemies into their overwatch and taking them apart. If I'm not mistaken, they tend to have more range than most Drukhari infantry (Rangers and Dark Reapers (DLC unit) have range 3). Granted, the Drukhari have two range two troops - still, in general, they seem to use mostly melee fighters with fewer good ranged weapons.
Craftworld infantry has this cool unique option of attacking and THEN running away with most of their infantry and heroes. On the other hand, once you get to heavier vehicles, things get more straightforward.

Drukhari on the other hand are all about their infantry - especially, loading troops into transports, seeking a victim and then unloading all their stuff to get a jolly little massacre - and swiftly running back if the resistance gets too fierce. That sounds pretty much exactly like what you are seeking here.

Both factions can use Webway Gates for optional extra mobility, but Drukhari will likely get more use out of theirs ... especially since you WILL have transports and infantry ... and because of the ability to create temporary Webway Gates.
they are far from simliar, both use eldar gates for city building and transportation (if the gate stays alive long enove) but thats where the similarities end, if we ignore both are fragile one rail races in gladius.

eldar are not great in gladius, with a weak start that neads one single research rail to stay alive first up to T5, and a long way to get medicore if they reach the endgame.

deldar are one rail tactic from start to finish, with practical zero ways to fix that. alphastriking (mostly with meles inf) and hope the enemy dies, with good dmg vs living things thnx to there tons of poison weapons and a big problem when the enemy fields many machines, thnx to there fixation to poison dmg. deldar have no real permanent means vs big machines to call home about (and no, the nades with the long CD are no permanent solution) and exept the only halfway decent hp pool of the tantalus transport no real tanky tanks, there other barks are mostly 1-2 hit wonders...
Last edited by Stardustfire; Apr 9 @ 11:16pm
I only play Imperium of Man, but for fighting, aeldari scum almost always get wiped out before turn 100, often around turn 50 by some faction or another. I have more than 1,100 hours of pure game time and they've only made it to around turn 120 like 4 or 5 times (this is with 16 factions no teams, or even 16 factions with 2 aeldari teamed and no one else). Drukhari are an actual threat, primarily due to their high mobility and buffs.
Last edited by BlissDefiler; Apr 10 @ 12:27am
thats because AI is real bad with handling low hp unit races. so it has a high chance to waste its start units with craftworld and gets caught with its trowsers down after that.
DEldar get it a little better because there start units are not on the same total underworldy level and can dish out a fair amount of dmg on range 2 vs none machines. so the AI can avoid to deal with reaction fire on range 1.
Last edited by Stardustfire; Apr 10 @ 10:47am
Dark Eldar for me. I like their play style more than Eldar's need for meticulous management of eco and troops. Being able to place a temp gate as DE is alone enough for me to prefer them.
Last edited by Noodlesocks; Apr 10 @ 3:17pm
lx Apr 11 @ 12:02am 
they all play similar.
if i remember correctly, about those 2,
drukhari might have a bit more advanced gameplay,
drukhari might be more annoying.
Craftworld eldar are a bit easier than dark eldar, and don't be misguided they are very strong if played well. Dark eldar lack strong endgame units
lx Apr 11 @ 8:45am 
Originally posted by subgenius:
... Dark eldar lack strong endgame units
with that said, maybe their endgame comes early? ...and ends the game?
Deldar are less fun, as for me. It is clear devs wanted to make "infantry + transports" work, but the result is that's the only strategy they can use. Up to T10 you use only 3 units: Wyches, Taloses and Raiders/Tantaloses, because Wyches are the best units using combat drugs, Taloses heal and buff them, and Raiders transport them. From T10 Wracks become new Wyches, as they are the best frontline infantry with combat drugs due to stacking FNP. Well, that's it for Deldar, no interesting interactions with morale (except for grenades for vehicles, but they are not very useful), no interesting heroes (especially since there is no point in spending influence on heroes), just raiding again and again with the same units.

Eldar, on the other hand, have to combine thin yet high-damage and mobile infantry with mobile tanks and thick whaith constructs, while balancing energy economics, profiting from losing units. The heroes are much more interesting, than Deldar ones. The endgame is much more versatile due to more balanced units.
Originally posted by DM|Hachbubuch:
Deldar are less fun, as for me. It is clear devs wanted to make "infantry + transports" work, but the result is that's the only strategy they can use. Up to T10 you use only 3 units: Wyches, Taloses and Raiders/Tantaloses, because Wyches are the best units using combat drugs, Taloses heal and buff them, and Raiders transport them. From T10 Wracks become new Wyches, as they are the best frontline infantry with combat drugs due to stacking FNP. Well, that's it for Deldar, no interesting interactions with morale (except for grenades for vehicles, but they are not very useful), no interesting heroes (especially since there is no point in spending influence on heroes), just raiding again and again with the same units.

Eldar, on the other hand, have to combine thin yet high-damage and mobile infantry with mobile tanks and thick whaith constructs, while balancing energy economics, profiting from losing units. The heroes are much more interesting, than Deldar ones. The endgame is much more versatile due to more balanced units.

I've only seen aeldari scum survive until later on a few times, but they get some pretty effective units when they do. If I'm not mistaken, however, it seems like Drukhari lack the T9/T10 type heavy units a lot of other factions have? I.e., Gargantuan Squiggoth, Scythed Hierodule, Baneblade, Scorpion, and so on.
Last edited by BlissDefiler; Apr 30 @ 12:06pm
Originally posted by BlissDefiler:
I've only seen aeldari scum survive until later on a few times, but they get some pretty effective units when they do. If I'm not mistaken, however, it seems like Drukhari lack the T9/T10 type heavy units a lot of other factions have? I.e., Gargantuan Squiggoth, Scythed Hierodule, Baneblade, Scorpion, and so on.
That's true, Tantalos is their heaviest unit. However they have super-effective super-cheap infantry. However you have to feed them influence for drugs, but they regain it when killing. Though, it becomes boring in the lategame, they just annihilate everyone, even squiggots.
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