Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - The Great Unit Review Wheel! post!
In this series, I will review one unit at a time, picking them randomly.
So let me spin the wheel and see what I get:
Drukhari - Scourges
Right, more alien filth! And in this case the first of the Dark Eldar entries. The Drukhari are like Dark Space Elves. They are mean and full of cruel elegance and speed... xenos scum.
Generally speaking the Drukhari are probably the fastest faction in 40k, they are also capable of dealing a massive amount of damage.
Those two things together means that they have the ability to do horrific damage to whatever they want at accuracy. However, they are not the best at taking damage and they don't have a horde's numbers.
Scourges are the jump infantry of the Drukhari with a massive movement rate of 14" where they can still shoot at you!
The rest of the Scourges statline is basic for Drukhari/Aeldari: Toughness 3, 4+ Save/5+ Invul, 1 Wound.
The whole squad is armed with Shardcarbines and then have a massive line up of options, like this:
So a Shardcarbine is an anti-infantry gun:
18" Range, 3 shots, 3+ to hit, S2 AP0 D1
With the Anti-infantry 3+ rule, meaning it wounds Infantry on a 3+ regardless of toughness so the S2 means nothing.
The weapon is also Assault, so they can Advance and shoot... M14" + D6" +18" range... super fast.
The leader in the unit is a Solarite.
Solarite ranged weapons are the Blast pistol and splinter pistol
The Splinter pistol is the short ranged version of the Shardcarbine with a single shot. I would not bother.
The Blast Pistol however is 1 shot, 3+ to hit, S8, AP -3 and Damage: D3. Quite a punch!
The Scourges don't have good melee, but the Solarite can have a sword that wounds infantry on a 3+. But Scourges really should not be in combat.
4 of the members of a unit can have special weapons and by special I mean heavy weapon options on a fast jump pack unit!
There is a massive variety:
- Blaster - Low range, High strength, AP and Damage
- Dark Lance - Long range, Highest Strength, great AP and Damage
- Drukhari Haywire Blaster - Medium range, Anti-Vehicle 4+ with Devastating Wounds with flat 3 Damage
- Heatlance(meltagun) - Short range, High Strength, AP and Massive damage up close. (D: D6+3 at 9")
- Shredder - A S6 flamer with no AP and D1
- Splinter Cannon - Long Range, Anti-Infantry, lots of shots and D2
So in summary, the Shredder and Blaster is a waste of time, the Haywire is niche since some armies play Monsters and not Vehicles.
The Dark Lance is likely what you will see most.
The Heatlance is way better than the Blaster for that utility.
The Splinter Cannon is also pretty good but with the rest of a Drukhari army generally being good at Anti-Infantry, you probably want the Dark Lance in any case.
And then finally... the ability...
Ability
The ability to shoot and then move again.
This is the power...
Moving 14", taking a shot and then moving out of sight again makes them more safe than any armor or save.
They can even move, advance and then shoot with Assault weapons and THEN use Winged Strike to move again.
So all this extra movement is used to either run from behind one building and the next or to pop up from behind a ruin and then drop back down behind the walls and become un-targetable.
Thus there is only 2 ways of dealing with Scourges:
Get something into melee with them
Or
Use Overwatch and shoot them as to pop up.
I would even use a high level of heavy weaponry as long as the squad starts losing models!
That... quite a lot of review on this unit!
Thank you for reading this post! I hope that you enjoyed it!
Warhammer Review Library
Adeptus Custodes
Blood Angels
Dark Angels
Death Guard
Leages of Votann
Tyranids
Thank you for reading!
** Images in this post are from the Warhammer app.
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