At last, the three issue spread on the Windrider Bikes is done and thus the original Aeldari Combat Patrol is completed. But in addition to this, we also get a cornucopia of gaming fun and 40K lore fun, so let's dig into this surprisingly dense issue. Thank you again to Goonhammer and Hachette for the opportunity to review these models, magazines, and materials.
Narrative Materials
This week continues to discuss the Drukhari. Now we learn about how Commorragh functions when everyone is a scheming backstabber: "Self-interest and survivalism. Amid this atmosphere of mistrust, the different groups are forced to rely on each other or face eventual death and the loss of their souls." We are told that this "twisted table of pacts, alliances, and intrigues" is deliberately established by Asdrubael Vect in order to keep the Drukhari society working. And what Drukhari society needs is PAIN. So some Drukhari go get prisoners to torture for their PAIN, while others have to make all the tools needed to capture and torture prisoners.
Credit: Sky Serpent (@skyserpent40k on Instagram)
We learn about the various factions that make up the Drukhari: the Kabals, the Wych Cults, and Haemonculus Covens. People want to join the Kabals in order to gain the protection of the Kabal, but this is risky because even if you are protected by the Kabal you are still responsible for plotting, scheming, and piracy. The Wych Cults are made up of "warrior-athletes" who give "intricate and balletic performances" in order to keep Commorragh running: if the Wych Cults don't publicly torture and do sharp things to people, Commorragh would collapse because they would have to torture each other instead of having public torture to enjoy. Meanwhile, Haemonculus Covens create life (new Drukhari and create other horrors), but they can use the life energy of prisoners to return Drukhari warriors to life. "All warriors must eventually strike a bargain with the Haemonculi". Well, at least the Haemonculus Covens don't have to go to the daily pain factory.
Drukhari Alliance of Agony | Credit: Garrett "John Condit" Severson
We then get the story of the Dark City of Commorragh, which has existed since before the Fall of the Aeldari. It is the home of plots, violence, debacuhery, and pain. We learn it is hidden in the Webway, and that while it is mostly a Drukhari city, other life forms exist there: pirates, bounty hunters, and alien mercenaries who brave the city in search of rich rewards for their service. We also get a description of the physical nature of Commorragh: the leaders live in luxurious spire or private sub-dimensions while others live in feoetid slums or the parts of the city that have collapsed, either dimensionally or structurally. This article makes Commmorragh sound like an Imperial Hive City, honestly!
Commorragh is ruled by Asdrubael Vect who has manipulated everything for thousands of years. However, he does not rule as a king: he's far more subtle, manipulative, and brutal in keeping the various pieces of Drukhari Society running.
Afterwards we have a spread of some additional Drukhari models: the High Spires Scourges who fly around the spires, arches, and gantries, the Raidcraft Workshops who build Raiders and all their guns, the Gladitorial Arenas where the Wych Cults do their torture athletics, and then the Aelindrach. "This is a place of shadow and dread where the darkness itself has gained a rudimentary sentience" where the Mandrakes live.
Credit: John from Can You Roll A Crit?
Woof! That is a very thorough discussion of a faction that does not have a Combat Patrol in this subscription. We get the Hachette "here's what we really think of this faction" writing, in that they emphasize that Drukhari society is basically a giant pain factory. What I think is interesting is how it is compared to the Imperium. The two factions are not as different as they may appear, and that is because both factions orient their society around one specific goal and try and cruelty their way to fulfill the specific goal.
Hobby Materials
The hobby materials are once again, two Windriders. This issue includes a painting guide for how to paint Windriders, focusing on the basecoats, wash/recess shading, and highlighting the washed basecoats. There's only five colors discussed (Corax White, Abaddon Black, Mephiston Red, Macragge Blue, and Nuln Oil), but that's still getting the models to GW's battle ready standard. The hobby guide also has instructions on how to glue the Windriders to their flying stands, warning the reader to "place the stand on a flat surface and move the jetbike until it is sitting at the right angle. You may need to hold it for a short while until the glue sets enough to hold the model in place."
Ulthwe Windriders. Credit: Corrode
This is a good way to end the Windriders three issue spread, as you now have instructions on building the bikes, getting them ready to play in an official GT, and even how to make sure they actually stay on the table.
Gaming Materials
This issue has a fair amount of gaming materials. We get Pages 11 and 12 of the Core Rules from the Core Rulebook, which discusses the Command Phase. We also get a breakdown of Combat Patrol: Aeldari the Fatebreakers and the models that make it up. We get an in-depth discussion of how to use the Windriders in the Combat Patrol: either one big unit of 6 or two units of 3, and the loadout of the two different types of Windrider bikes. We are given a discussion of their weaknesses (melee) and strengths (everything else). We also have a discussion of the Windrider's Swift Demise Rule.
We also get Scenario 19: Strike Force. This pits the six Windriders against 3 units of 5 Termagants. The goal is to score the most Victory Points by holding one of two objectives. There are no other special rules such as Hold One, Hold Two, or Hold More. The Aeldari get first turn. The Tyranids are able to respawn a destroyed unit during their Command Phase.
The Final Verdict
This one is a good issue. We get cheap 40K models, instructions on how to paint the models and mount them on their flying stands rules to use these models, a scenario in which to use these models, and we also get a colorful and characterful description of a major 40K faction. That's a really good deal and thus this issue is a pretty successful issue.
Until next time Combat Patrolers!
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don't forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website and more.
Thank you for being a friend.