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Drukhari Codex Review: Elites: Ur-Ghoul

The rest of the Court of the Archon have been bad, but strap in, because we’re looking at the worst of the worst here. Click to read on if you dare, or check out the Tactics Corner for discussion of units and strategies that aren’t terrible.

Overview

The Ur-Ghoul can at least claim to have a slightly more unique statline than most Drukhari units (or Court units), although honestly this doesn’t count for a lot. 8″ movement is common to the other members of the Court, as is weapon skill 3+, but lacking a ballistic skill entirely is something of a novelty, albeit not in a good way. Strength four is something of a rarity as well for an Aeldari model, though the standard toughness of three is still there. Three wounds is more than most typical infantry models but is not enough to sustain the unit on its own, especially not with no armor save whatsoever. Four attacks (and leadership four, for some reason) round out the profile. Should you dare to take one despite all of this, an Ur-Ghoul is fifteen points and can only be taken as solo models.

Special Abilities and Wargear

You might think that the Ur-Ghoul would come with the standard abilities of a Drukhari, but you would be wrong! Because they are aliens, you see, so they don’t get Power From Pain like all of the other models in the army. They do get their own rule (Insensible to Pain) for a 5+ ability to shrug wounds off, which is at least fairly useful. Like other members of the Court, they have a rule which grants them rerolls to hit while in range of an Archon and they do not take up slots when taken alongside one.

Ur-Ghouls also come with Ferocious Charge, which grants them +2 attacks on the turn that they charge. Normally we might consider this a pretty big bonus on a melee unit, but the Ur-Ghoul has an incredibly helpful feature that renders it all but worthless: it doesn’t have any melee weapons. I mean, technically it does have one (its Claws and Teeth), but they are identical to the free close combat weapon that every model gets, so it is functionally worthless.

Sorry, there aren’t many images of this terrible unit around.

Uses

Normally I would say something useful or interesting about how to include the unit in an army. Alternatively, it would be where I critiqued the design of a subpar unit and explained where it failed in its aims and what would need to be improved to make it worthwhile.

However, with the Ur-Ghoul there just… isn’t a lot to say in either respect. It’s bad, no doubt about it- bad damage output, bad survivability, bad costing, bad everything. But it’s not bad in an interesting way or one that we can say anything useful about, because it’s really just a pile of stats and little more. The most I could say would be that stats alone do not a melee unit make, but even that isn’t really very insightful because the Ur-Ghoul doesn’t have particularly good stats- it sits well below a Primaris Marine in overall numbers and will virtually always lose a fight to one despite costing more and coming with fewer rules.

Countering

Ahahahahahahahahahahaha.

No.

Final Thoughts

We are nearly out of this hellhole of Court of the Archon models, so just bear with me a touch longer. Soon we’ll be able to talk about interesting models that can theoretically be used on the table again.

As always, remember that you can buy your wargaming supplies at great discounts every day from the Frontline Gaming store, whether you’re looking to start a new army or expand an existing one.

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