Did Drukhari Just Get SCARY? Skysplinter Assault Detachment is Looking FUN



Let’s talk about the new Skysplinter Assault detachment for the Dark Kin, in the new updated Drukhari Index

Rules found here – https://www.warhammer-community.com/wp-content/uploads/2023/06/YM94ReD2i0ka88QU.pdf

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0:00 Intro
2:24 Core Rules
4:59 Stratagems
10:35 Enhancements
13:32 Rough Army List Idea
14:52 Outro

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38 thoughts on “Did Drukhari Just Get SCARY? Skysplinter Assault Detachment is Looking FUN”

  1. Warning! Warning! Word Wall incoming! ( :)P )

    Something to point out as a Drukhari player who's used them for 10+ years … the old Realspace Raid Detachment 'might' (might) actually be better than the new Skysplinter one.

    Heavy emphasis on the 'might' part though. This is just my gut instinct, and honestly I'm hoping that testing things out and playing the new detachment on the tabletop will prove me wrong… but I can't help but notice how you don't get many pain tokens with the new detachment. And you need lots of pain tokens if you want all those cool melee units to re-roll the hit roll, re-roll all wound rolls if led by an Archon, get the +1 AP in all close combat, etc. etc.

    Case in point:
    . Realspace Raiders gives you 6 pain tokens to start with if you include Lelith (a Succubus), Urien (a Haemonculous) and a generic Archon. Those characters are great and well worth including (they aren't a tax).

    . You take the archon purely to give him the '+1 pain token a turn' enhancement you get from Real-space Raid. You run him solo, by himself, in the backlines doing actions, holding the home objective, screening out enemy deepstrikes, preventing 'capture enemy outpost' by the enemy etc. He's won me games by merely existing on the board. I only let him do some fighting in turns 4-5 when the coast is clear. I keep him alive 'til the end of the game, that means I basically get 5 more pain tokens over the course of the game just by running him. +1 pain token a turn for 5 turns = 5 more Pain tokens to work with.

    . Let's say you don't bring Urien, &/or you bring a basic haemonculous as well. … well now you can give that guy the Crucible of Malediction enhancement. I,e the one that lets you generate even more pain tokens once per game by yeeting him into the middle of your opponent's army and forcing 5+ units to make a battleshock test at -2 leadership. Sure he'll die soon afterwards, but everything dies quickly in a Drukhari army (that's just how the army plays). And by the time he dies he's already got his value back by that point. I tend to average an extra 2-3 pain tokens from that manoeuvre, and suddenly my opponent's key units can't use any stratagems and are OC 0 at the crucial moment I need to take an objective. Again, I've won games off of that.

    So that's 6 plus 5 plus 2-3 pain tokens. 13-14 pain tokens are being generated 'for free' / with minimal effort by that detachment. Whereas the new detachment only hands out 3 at the start of the game. 3 tokens. That's it. That's what I've got to work with. Sure I can take the new enhancement that lets the archon gain 1 pain token every time they kill an entire enemy unit in melee. But A. There's no guarantee he'll kill an entire enemy unit in melee (this is a dice game after all, and some units are just really really tough to shift, even with the new +1 ap, etc). And B. Lets say he does kill a unit in melee and gets 1 additional pain token. Yaaay, congratulations! He's now stuck in the middle of an an open field with all the enemy's guns all trained on him and his unit. It's a Drukhari Army, what do you think will happen :)P.
    Even if you do pull shenanigans and get him re-embarked on a venom sat behind a wall etc, he still has to expose himself next turn if he wants to have a chance of even getting a 2nd pain token. All that effort to get maybe 2 pain tokens before he dies horribly to a random bolter 'cos it's drukhari. (Trust me, the the 2+ invuln save does not last forever. I should know… It was funny the 1st time it happened … I swear it's still funny 5 times later :)P. )

    Basically the old detachment gave me 13-14 extra pain tokens, which meant I was re-rolling hit rolls for every single unit in my army the entire game in both melee and shooting.
    … and do you know what? Those games were still a struggle because of how underpowered the melee was in that army because archons couldn't join incubi. My games were a struggle and the army felt really underpowered, and that was with 13-14 extra pain tokens. Now you want me to run a detachment with only 3 tokens? 5 max? What happens when I play against Custodes? Knights of any kind? an 'oops all Dreadnought only' army? I have to kill them to get my pain tokens back. But if I can't kill them because I don't have enough pain tokens to start with… do you see the problem?

    Am I a whiney, salty b*** who thinks Drukhari are dead? Oh No, Heck no! My Archons can join my Incubi now! XD And now they get +1Ap in melee and the archon makes them re-roll all wounds! That's hecking awesome! I'm incredibly happy! 😁 I'm gonna run 3 Archons in the Realspace Raid detachment. 1 to stay at the back and farm pain tokens/ screen deepstrikes as discussed, the other two will lead Incubi units into glorious melee combat and solve the original problem the Realspace raid Detachment had in the 1st place; a lack of melee punch.

    Like I said, I hope I'm proven wrong in a few months time. I hope other people go out there and find success with the new detachment, I hope I've misunderstood something and people find a way around the lack of pain-tokens. Either way, It really feels like Drukhari are great now. Drukhari are back babyyyyyyy! 😁🥳🎉 points are down across the board for our units too! I are Excite :)P

    Reply
  2. Even if I'm really happy with the new detachment I think that incubis and wyches are still underwhelming. Only S4 for incubis while Mandrakes have S5 in melee and most important, WHERE ARE THE DRUGS AND SPECIAL WEAPONS FOR WYCHES?

    Reply
  3. There are two times to worry for something in 40k FAQ's; the triple nerf, and the triple buff. Well, Wraithguard are nerfed into the ground. Their rules are worse, rules that work with them are worse, and their points went up. But the Drukhari here are triple buffed! Their rules got better, rules that work with them got better, and their points went down. Calling it now – this army is going to be insanely potent.

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  4. this detachment makes me actually want to bring out my De for first time in 10th even wyches are somewhat viable now charging out of a transport. a squad of wyches by lelith will do about 15w to marines with a pain token and that is just the wyches attackes. leilith will do another 6-8 wounds on top of that so her squad for 175 can pick up most marine units or similar tough units……..

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  5. It’ll be nice to have a detachment, the biggest problem with real space raiders is it doesn’t do anything, so literally anything they could have written would be better, and the stratagems aren’t really stand out.

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  6. The biggest thing with the other detachment is that it basically did nothing. Yeah, you maybe got a few extra tokens at the start but that's it. Nothing else, no cool stuff during the game. Just tokens.

    Wyches still seem pretty bad though.

    Reply
  7. I am so excited for this update. Had not touched my Drukhari in 10th and told my buddy unless the codex made Drukhari melee interesting I might wait until the next codex. This update is the type of update I was hopping to see in the codex. Melee teeth again.

    Reply
  8. At the risk of looking ignorant, or even dumb, I'm inclined to say I like that they gave DEldar a Hypercrypt Legion-style detachment, and I think this looks pretty nice! Will it carry them up through 9+ other factions, to a great place in competition? I don't know, though right now some of the best are doing great with only a single detachment to choose, but at least now they should have a shot!

    As a total aside, I do also really like that the Archon + Incubi I'd an option, again, as it was really jarring that it wasn't available, for a time. I'm not mechanically sound enough to just KNOW how effective that squad will actually be, with low S, low T melee still being a thing, but at least aesthetically,, it's the right choice! DEldar are certainly not my faction of choice, but these are definitely some good additions I feel they did need, abd will use.

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  9. I think sandman of terra mentioned in a recent video that he sees signs of the Aeldari or Drukhari being the big villains next year in the books and for a new launch set just as the tyranids were for leviathan. Maybe this is a sign?

    Reply
  10. With this new detachment being released, and me being primarily a world eaters player, some new concerns have crept into the back of my mind.

    For my faction, and those that are going to receive codexes towards the end of 10th, are we only going to get just a single year to enjoy having full rules before a new edition puts us back to the back of the queue with only a single set of rules again?

    Reply
  11. I think Ignore Cover is getting overlooked somewhat considering you can have special weapons squads in Venoms disembarking and reembarking every turn. Especialy if you have the "No Overwatch" on an Archon you can be in range for nasty weapons with some relative safety for the next turn via reembark.
    I'd argue that Nightshields is kind of a trap. Positioning and trading is part of the Drukhari game. Plus no access to CP regen means the movement shenanigans and Sustained 2 probably outweigh benefits of trying to defensively buff a unit most of the time.
    I think this detachment is very strong but has a higher skill ceiling as Pain Token management will be VERY critical alongside CP management. The strength of stratagems is balanced well by the CP economy and it will be super rewarding to find the right mix of units and play it well. I am PUMPED.

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  12. So, i know that everyone is pointing out the genuinely horrifying mortal wound bomb that is a Tantalus loaded with Wracks in this detachment. And i need to throw in my endorsement. It is 2cp to fully go off, but that gives you Tank Shock, the Scything Charge off the Tantalus, and then Vicious Blades in the Fight phase.

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