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==Unit Analysis== ===HQ=== *'''Archon''' - The core commander of many players' Dark Eldar armies. Solid overall, with tons of Wargear options, including the Huskblade (an AP3 instant death weapon), which is more or less the nightmare of any unnamed character in the game (except a space marine commander that has taken a shield eternal, because space marines want to make you cry). Shadow Field is borderline-mandatory and goes in practically every Dark Eldar army list with an archon - almost everything else is up to you to pick, though power swords, as always, are good ideas (provided you want AP 3 and can't afford an Agonizer, Djinn Blade, or Huskblade; if you wanted AP 2 or Concussive, you need a different HQ). An Agonizer is also a good choice (and if you end up in a situation where it's not worth it, IE against Grots, you've used the unit entirely wrong). Still, if you're willing to put in the points and have a use for it, an Archon can be an excellent choice, and your opponent will HATE you when it kills Kharn in a challenge and then chops up half the unit with the rest of their attacks. If you're gonna take an Archon, be aware they can't be both cheap and effective, but if you're willing to put in the points, they can be a brutally nasty CC character. **'''An Alternate Take''' Since the Archon can have a Venom as a transport, it could be used as a [[DISTRACTION CARNIFEX]]. **'''Another Alternate Take''' Leave the close combat shenanigans to the Succubus, she's better at it anyway. Give your Archon a Blaster, stick him in a squad of Kabalite Trueborn also with Blasters on a Raider (hell, chuck in a couple of Splinter Cannons and slap a Splinter Rack on the Raider too if you like!) and go tank / MC hunting. This combo works delightfully with a Webway Portal, as you can surgically remove your opponent's biggest toy without worrying about deep-strike mishaps. *'''Court of the Archon:''' If you ''really'' want to you can add a retinue from the choices below - but you're often better off keeping him as an IC - bear this in mind. The new codex now allows you to better kit this out to your advantage, as you're no longer required to stick to one of each into the court. They also can grab the Archon a Raider if you feel like keeping one just to spam Sslyths or something. The Lhaeman and Medusae both benefit from PFP. The Court can double as a cheap HQ option for budget lists, as the Retainer rule no longer requires an Archon for the unit to be taken at all, it just allows you to take a Court without using up a slot if you do have an Archon. None of the Court are Characters, so if you do go this route some other model in your army will likely end up being the Warlord, just keep that in mind. Great option for a secondary detachment, though. **'''Medusae ''' - Assault flamers. Have Str 4, AP 3. The loss of the random AP, while statistically better, really only gives him one purpose: auto-overwatches. Just to add to the buckets of Chaos Player tears everywhere. Also can work surprisingly well with Webway Portal. ***''I've'' got another purpose for you: You know how Space Marines love roasting your asses with flamers, and then laugh it off in their power armour when someone does the same to them? Grab a couple of these and let them gaze into Medusa's unblinking brown eye of doom. **'''Lhamaeans ''' - Basically Wyches with poisoned weapons that wound on 2 and ID on 6. That's all it is. There's really not much reason to grab them compared to the others, other than to pad out the list and some bonus poison. Nice, cheap and great 2+ poisoned attacks though so don't be afraid to take one or two if you are looking to fill up the last seats in your Archon's party bus. Woah, hold on a sec, they have 2 attacks base (pistol + non specialist weapon) with 2+ poison, take ten for 100 points, put them in a raider and launch it at a something you want to die. Enjoy your 30 attacks on the charge that wound on 2s. For 100 points you could do far worse. **'''Ur-Ghuls''' - Decent on the charge but fail in every other regard. Take them only if you need warm bodies (they have FNP, so they'll last) and lots of regular attacks in your retinue. **'''Sslyth''' - T5 Meatshields. Similar to Ur-Ghuls except they can carry shardcarbines. Also, if your Court has a majority of Sslyths, all hits against the unit are resolved against Sslyth's T5; save for precision shots. With 2 wounds each with FNP, they make excellent suckers for the Archon's Look out Sir! rolls. (Tip use these guys to eat wounds while you get your Archon pumped with the soul-trap). If you haul a couple Sslyths along in a Raider with Splinter Racks, you'll have some fun as you shoot things to utter shit. With CCW and pistols and 3 attacks base, these guys will put out five S5 attacks on the charge. Great for finishing whatever survives your archondrop's shooting. ***To sum it up: while the Court isn't a bad choice in the same sense Mandrakes are, for their points there are definitely far more better choices. With the abolition of the one-of-each clause, you can now give some good meatshields if you really feel uncomfortable alone. *'''Haemonculus''' - HQs that can be customized specifically for the troops you want them to lead that got slightly pricier at 70 but have the Ancient's statline by default. These guys serve a critical rule by granting the unit he's in as having a bonus turn for PFP rules, meaning free FNP. Relatively tough and with access to some pretty heavy-duty wargear, including the Crucible of Malediction, which gives all psykers within 3d6" an unsavable S6 hit, and your only source of HQ-level Concussive, via the Mindphase Gauntlet, which is unfortunate, because Reavers and Acothysts with Electrocorrosive Whips are better at making Concussive attacks stick. In shooty lists, it's not uncommon to see a single, cheap haemonculus with a liquifier gun or a hex rifle (or an otherwise naked Archon with a blaster) stuck in with a larger squad just to fill up the mandatory HQ slot, because the DE will not be winning by combat in this edition (damn Overwatch). ** In the Covens supplement, these guys become your ONLY HQ choice. This makes bringing them even more critical, as their PFP boosting is the only way the Grotesques can last despite their shit Leadership. Keep them as cheap as possible, and keep the relics you grab from the covens as low as possible, because most of them kick ASS. ***Using the Parasite's Kiss coupled with a splinter pistol or a stinger pistol lets them gun-sling very efficiently *'''Succubus''' - At a glance, the Succubus is kind of weird; she has 6+ armour (4++ Dodge during the Fight sub-phase), though with a damned fine statline befitting a Wych - but she has rather poor limited options, with the best ones being Agonizers, Power Swords, and the Archite Glaive, her only AP2 weapon. It may be a good idea to give her the Armour of Misery to increase her out-of-CC save to 4+/6++, and the combination of Fear and -2 Ld debuff makes it easier to decimate and scare away the opponents. Her biggest advantage, by far, is the ridiculously small amount of points she costs to get out; even fully-kitted out she's unlikely to reach 150 points. Worth taking if you plan to use Wych cults, especially as Lelith costs twice as much if you take a Succubus as-is. Also, unlike Lelith, she has combat drugs, which can definitely boost her combat potential. She won't last long outside of a combat so either hide her in a big unit of wyches or have her deep strike with them. She also makes a great secondary HQ due to her low points cost. Let your primary commander (the archon of course) go with the incubi or banshees while the succubus just sticks with the wyches to help tie down units until the archon arrives. **One interesting idea might be to put a Succubus with the Archite Glaive and the Armour of Misery (the rest is optional) in a small team of Incubi (preferably with Klaivex). Not only do you get to mix "horny daemons" of both sexes but the entire team ends up with a number of high WS, high Initiative S4 AP2 melee attacks. Get them a dedicated Venom and skim around the map to remove distant objective holders, whether a squad of Cultists or Tac Marines. The FNP and Furious Charge the team gets as the game progresses significantly increases their effectiveness. ====Special Characters==== [[Fail|Due to the new 7th Edition Codex, over half of our named Characters are gone, including the main player, Asdrubael Vect]]. ([https://www.youtube.com/watch?v=6a0Eu4bTY-4| Cue this reaction from Dark Eldar players towards GeeDubs]). *'''[[Lelith Hesperax]]''' - High Weapons Skill and an amazing special rule make her a giant fire magnet, which is mostly offset by her 4++ save (3++ in close combat!). She makes your opponent sweat, since any squad she reaches close combat with is comprehensively screwed - unless she starts hammering away on something she'll have difficulty actually hurting (such as Plague Marines)- Strength 3 isn't doing her any favors. On the plus side, her armor-ignoring special rule makes her a great ''"fuck you"'' against [[Tarpit]]s and 2+ armor saves, meaning your Wyches will spend less time mulching conscripts and more time focusing on actual threats. Her lack of combat drugs is also irritating due to how useful those buffs would be on her...though it's all worth it when you split her off from her unit and send her into a Fire Warrior blob. The mental images are priceless. (And fap-worthy.) To add insult to injury, she also can re-roll to-hit and to-wound in a challenge. If you've gotten Lelith into close combat with a vehicle, you are using her ''entirely wrong''. If you really feel uncomfortable on taking tough things in combat, you can buy an Impaler - her special rule overrides the AP5, and she gains re-rolls 1s to-wound. (One word: Wraiths) ** Of note here is that Lelith has lost her ultra-cool super-special-snowflake rule from 6E that allowed her to generate more attacks if her WS was higher than her opponent's. A League Apart now only allows re-rolls To Hit and To Wound in challenges, because [[Games_Workshop|GeeDubs]] really, ''really'' hates Dark Eldar - especially their special characters. In exchange she now gains Rampage and the WT Blood Dancer (+1 WS) automatically. Meh. *'''[[Drazhar]]''' - An expensive beatstick with the ONLY 2+ in the army. He has seen a little bit of rework, like Lelith, but in his case not all the changes are for the better (also like Lelith). He has lost, like the klaivex, his special powers and in exchange he got rampage. That is not terrible, but is quite situational at best (you should try to take advantage of it by putting him in a little elite squad...just like how Incubi are suppose to work!). He has also lost his Dragon Ball-like ability to teleport himself in whatever spot he liked in close combat and riposte, that allowed him to kick in the balls every enemy unit was attacking him if he rolled a 6 when taking an armour save. In exchange for that he now [[Haruspex|gains an additional attack in close combat every time he rolls a 6 to wound]], made at the same initiative step, which is arguably better than riposte, and he's a bigger boon for Incubi, as he gives +1 WS for the unit he joins, which is rock. He can still do his job quite well, especially in the late game when he could possibly unleash a grand total of [[Rip and Tear|9 Strength 6, AP 2, Weapon Skill 7, Initiative 7 attacks, which can generate more attacks on a 6 to wound roll]]. He and his squad still lack grenades though, so take care not to charge enemy in cover if you want to make the most of their high initiative. Put him in a venom with 4 incubi for maximum [[Carnage]]. He also suffer, like Klaivexes, from the nerf to Demiclaives, sadly. ** On a side note, he doesn't come with a pre-established warlord trait. If this was an error or on purpose it's unknown, but it allows him to be a little bit more flexible (although not a lot: he is still a beatstick and can't do nothing other than kill units in assault). A good warlord trait for him would be Hatred Eternal, giving him hatred and making him even a stronger rape machine, but Labyrinthine Cunning is simply too good to pass on so you should take it if you roll it. *'''[[Urien Rakarth]]''' - A super-Haemonculus. Has T5, 4++, 4+ FNP and IWND, which is sweet and makes him one of the tougher Dark Eldar HQs. He also gives ALL units within 12" +1 PFP, which makes him a lot more welcome in a Kabalite army. His relic is very meh, though, as it's a single use 12" S3 AP3 Assault 2d6 shot, which isn't terrible, but hardly something to take him for. In the Coven FOC he becomes a much bigger deal with the altered PFP makes more fearless minions to work with. Important to note that his Father of Pain special rule does not stack with master of pain on a Haemonculus ===Troops=== *'''Kabalite Warriors''' - You know them, you love them. They're your cheap scoring, your anti-tank, and your source of Raiders and Venoms. The big question is whether to take them in 5-man Venom or 10-man Raider squads - the 5 man squad puts out 17 poison shots (and 22 in rapid fire range) and costs 110 points, while the 10 man puts out an effective 13 to 27 poison shots at 160 points thanks to Splinter Racks. Either squad can take a blaster, but the presence of the Raider's Dark Lance and their ability to take another Dark Lance makes the 10 man squad better at early game and emergency tank-hunting. Once you get within Splinter Rifle range it's wasteful to shoot at tanks. Venoms are better at Alpha striking infantry from far away, so keeping them hidden behind Ravagers or stationary cover for much of the game is a good idea. ** tl;dr If you want somewhat (we're talking relative to the DE here) more durability and objective-camping ability in exchange for less initial fire power, take a pair of kitted-out raider squads. If you want more initial firepower take Venoms instead. 2 Raider Squads costs approximately 3 Venom Squads. ** Running 10-man squads disembarked and in area terrain also helps troop survivability. This way when the raider goes boom, you don't lose half the squad due to S4 hits and bad rolls. Give them a splinter cannon, and let them pour out shots. If you get turn 1, you can move up with the raider, disembark into some cover around midfield, and get even more done with them than you ever could in the raider. ** Strictly speaking,there isn't really much point to the shredder. Even though it is S6, it has no AP, meaning even Ork boys can take saves against the thing. Just buy a splinter cannon instead. Much better and no finicky blast templates to mess with. *'''Wych Squad''' - Unfortunately Wyches can no longer take Haywire grenades. (Re-read the book) One of our few methods for close range anti-tank is gone, but with the new Combat Drugs and the new way Power From Pain works, just pray your Wych squad lasts until they get Furious Charge. This combined with a lucky Combat Drug roll will still mean these Wyches mulch through Hordes with a bunch of high initiative attacks. Give them a Raider to improve their mobility as always, and consider deepstriking them to avoid their useless first turn. **With all of their previous tricks taken from them such as Haywire or Wych weaponry that reduces numbers of attacks. Wyches best function now seems to be as delivery vectors for your Succubus, since they can hold high value units such as Terminators in place while Lilith/Succubus steadily dismantles them. As mentioned above they also function against low value Hordes by striking first with massed attacks, but other Dark Eldar units such as Beastmasters can do that better. ** All three Wych weapon choices are AP5, S-, and 5 points each. It should be noted that ALL weapons mentioned are taken on both hands, meaning that they'll always get another attack for having a second melee weapon. Each grants a particular type of rerolls. *** Shardnet and Impaler: Reroll 1s both To-Hit and To-Wound *** Razorflails: Reroll failed To Hit *** Hydra Gauntlets: Reroll failed To Wound ** At first glance, these three choices seem roughly identical. However, Weapon Skill 4 means that Wyches will only hit on 5s against WS9 and up. To be honest, if Wyches are against something with WS9, they're there as a tarpit, not to do damage. Razorflails, thus, are mostly trash. The Shardnet and Impaler, condoning rerolls of all 1s in close combat, seems useful. However, it quickly pales in comparison to the last weapon. Hydra Gauntlets, thanks to the Shred rule, re-roll ALL to-wound rolls. This is a much bigger boon than any of the competition. Wyches are Strength 3, meaning they'll wound Space Marines on 5s. Re-rolling this is much more important than rerolling the 3s to hit, since there are simply more chances to fail. The benefits against Toughness 3 units are also notable; most Toughness 3 models are also WS3, meaning the Wyches already hit them on 3s, rendering razorflails relatively redundant. ** '''Another take''' - There is a lot of negativity surrounding Wyches in the 7E codex, but consider this: While you are unable to spam ungodly amounts of Haywire Grenades as before, you can still give them to your Hekatrix and the rest of the ladies do still have Plasma Grenades which are more than sufficient for cracking open light and some medium vehicles. If you get lucky with your Combat Drugs and last until Turn 4, then you will be Strength 5 on the charge too, which is even better. Couple this with the large number of attacks, FNP and the 4++ Dodge and you have a really nasty melee unit that can comfortably hold its own against any other Troops choice out there, seriously threaten anything with T6 or lower, and can also function as a tarpit or character delivery squad as required. The one thing they can't really do is hold on to objectives, and obviously keep them away from units with multiple flamers. If used correctly though, Wyches can be absolutely '''terrifying''' to your opponent. Don't underestimate them. ** '''Another take Part 2''' - 150 Points gets you 10 Wyches with 3 Hydra Gauntlets and Hekatrix with an Agonizer. You're killing almost 3 MEQ at Initiative 6, and that's not even factoring in Combat Drugs. As long as you roll one of the good ones (Attack, WS, or S), pump that up to almost 4. Do they have furious charge from PFP? That's now MORE than 5 MEQ dead. This doesn't even count their pistol shots. Yes, that means you can mathematically wipe an entire Sternguard, Devastator, or objective-camping Tac squad in one turn of combat! Deepstrike the Raider, jink like your life depends on it (it does), and send the ladies in against anything MEQ or worse and you WILL see your enemies die horribly. Of course Incubi could also do this (and do it against TEQ), and they have a 3+ save, but the smaller squad size and lack of grenades really hurts. Think about it -- where else can you get 3 attacks on the charge at WS4 (maybe 5!) and I6 with assault grenades and a 4+ invul in close combat for 10 points per model? The hekatrix costs 55 points but puts out 4 Poison 4+ AP3 CC attacks at I6. They're not that bad! ===Dedicated Transports=== ''(Raiders and Venoms are now Fast Attack choices! Eldar Allies high'''jinks''' (huehue) commence!)'' Both transports are open-topped, and meant to take on one type of target. Raiders provide an anti-tank shot, Venoms provide a '''lot''' of anti-infantry shots. Venoms get their Flickerfield for free, while Raiders get access to more stuff, including splinter racks and Nightshields. For example, a mech army can ignore Wracks in a Venom, but not if they're in a Raider. They can't ignore Blaster trueborn in a venom, for similar reasons. Aside from that, there are some additional notes. Oh, and never forget that these are pretty much '''the most fragile vehicles in the game.''' Now that glancing hits send vehicles to smithereens, pretty much anything with S4 will take your spiky flying ships down, so neglect cover saves at your own risk. 7th edition hit them hard. Not only they lose 5+ jink for just moving, but now flamers and other template weapons deal D6 hits to their passengers, which, considering they're mostly T3 Sv5+ is BAD news. HOWEVER, with the way the new Jink rules work, Raiders have become a fair bit more useful. Reason being that while Jinking forces the vehicle itself to snapfire in the following Shooting Phase, nothing is said about the passengers (the Jink rule is worded that only the model with said Jink rule benefits from it). Therefore, while Jinking with Venoms makes your 12 shots snapfire, Jinking with your Raider only makes the Dark Lance/Disintegrator snapfire, and the passengers are free to shoot at their full BS. So that's about 10 (bare minimum) to 30 (absolute maximum) poisoned shots coming from one unit, plus rerolls for Splinter Racks, and a 4+ cover save. Have fun. Objective Secured/New Scoring rules also sheds new light on these good ol' Transports. Keep your Venoms as your backfield scoring or last minute grabbing if you're using Combined Arms Detachments. Your infantry that was inside/could be inside being elsewhere scoring more objectives. Bring a spare Venom for your buddy Autarch, a WWP HQ, and a few special buddies and drop right where the enemy is most vulnerable. The value these guys have as delivery mechanisms is priceless, and if you use BB and Realspace Raiders, they become even more critical. *'''Raider''' - You'll want these for assault troops for one simple reason. Most DE assault units are primarily anti-infantry. Of the upgrades they get that Venoms don't, Shock Prows are the most general-purpose, as tank shock has a lot of utility. Another one good upgrade is splinter racks, perfectly good for any shooting shooting platform now that it makes any splinter weapon TL. Night Shields are pretty much an auto-take, as this is the only protection they can get, and even then they need cover. Something to note regarding allies - these are the best assault vehicles for ALL Eldar factions (craftworld, harlequins, deldar). With a capacity of 10 and a 3++ jink save this can deliver a harlequin troupe or a unit of wraithblades wherever you need them, quickly. *'''Venom''' - In addition to their normal AT bits, that they're smaller makes them better for speedy assaults. Less chance of mishap and whatnot and now come with Flickerfields by default. Always pay the points to jack up your Splinter Rifle to a Splinter Cannon. It must be said, the look on an Ork player's face when your Transport pumps 12 Poisoned Shots into his unit is priceless. The Venom did get hurt by 7th Edition's assignment of 2 Hull Points to it instead of the average 3 (which the Raider has). * Here's a fun tidbit that a lot of people won't expect - as Raiders are oddly shaped (compared to a standard [[METAL BOXES|METAL BAWX]]), their front armour and side armour really flow together. Keep in mind that you draw an X across the 'corners' to determine where these facings are (not that it matters because 10 all-round). In short, raiders can easily poke their nose out to get a shot at a target, while still covering their side armour completely (and getting a 3+ cover save for their trouble a lot of the time). Clever movement and positioning will go long way to making your paper boats more survivable. ===Elites=== *'''Wracks''' - With the removal of FOC alterations in 7th, these guys can no longer be the kings of Troops, not that it matters so much with everything being Scoring and no Objective Secured in the Realspace Raiders Force Organization Chart. They've taken a few hits since the last codex, as alterations to FNP, FC and Poison have all lowered their offensive and defensive potential. Still they're cheap, reasonably survivable and can still put in a nasty charge if needed. 10 Wracks (not incl Acothyst) vs. SMs in 7E: 30 Attacks, 15 Hit, 7.5 Wound, 2.4 Dead Power Armoured Space Marines. There are several ways to use them; either a minimal squad as a "scoring upgrade" for a Raider, a 5+ Liquifier escort for a Haemonculus, or a 10-strong unit in a Raider, going full-turkey - a decently kitted Haemonculus can help here, giving them Furious Charge a Turn early with his power. If you're making them anti-infantry, the Ossefactor is another option, as it can spread the pain around if someone dies. ** As a rule, the Acothyst is too expensive for his cost, especially since with dual poison blades, the assorted melee options are that much less attractive, although if you've got the points to burn (and/or your Wracks are footslogging) a Hexrifle can be useful. ** The Covens make these guys the cheapest troops you can find, and they'll probably find the most use as they're the least likely to break. The issue is that they have very few guns to work with, and what they have is either unpredictable or unimpressive. Keep them with a Haemonculus to make sure they survive. ** (Another take) a 10 man squad of these guys in a raider with 2 Ossefactors is a great MC hunter If they fail to shoot it to death they can charge it (unless it has 2+ armor then only if your desperate) With 2 AP2 Fleshbane attacks this cheap(ish) unit will take the opponent's attention. *'''Grotesques''' - Grotesques are another melee elite for Dark Eldar and probably their toughest unit point-for-point. With Toughness 5, built-in Feel No Pain and three wounds apiece, their lack of armor is almost unnoticeable. However, they're slow and have a comically low Leadership of 3 (or 4 if you upgrade one to an Aberration); that last part means that you need to babysit them with another Character or else they're very likely to break on the first Morale check, get Pinned down once their transport is shot down, are ironically one of the most vulnerable units to Dark Eldar Phantasm Grenades (and are especially vulnerable to Psychic Shriek)...but provided the player can work around that, they will be potentially rewarded for their efforts. Each Grotesque gets three attacks base, plus an additional attack for two melee weapons, plus Rampage, meaning 5-7 attacks per model. Though they do not ignore armor saves, these attacks are Poisoned and inflict Instant Death on 6s, letting them shred through most rank-and-file units in the game since they wound anything below T5 on a 3+ with a reroll. ** That said and done, this unit is 'best' taken by Covens. Their Power From Pain table 'fixes' most of the issues with their Leadership by granting them Fearless from the second turn onwards, while several formations improve their overall durability and output such that these guys will inevitably fuel your assault game. A Haemonculus is going to have to be kitted to help them here and sadly, this usually won't do without an artefact helping some. If you roll the WT that gives them IWND (or the similar formation), rock out. You now have regenerating monstrosities that will inevitably become even deadlier. **'''Pain Train Covens Edition:''' Throw 10 of them with a Haemy equipped with a WWP and go to town. 10 of them will have 30 Fearless T5 FnP5+ wounds turn 2 and get IWND turn 3. Bonus for taking the Haemy/Talos/Cronos formation with a WWP and Spirit Probe. 4+ FnP on 30 T5 wounds is a lot to surmount. Especially with the two Engines right next to them. ** Alternatively you could take the Grotesquerie, take the Aberration as your warlord and put a kitted out Archon (both Combined Arms/Realspace Raiders) in the unit with Webway Portal to fuck around/deny challenges/bump up PFP/-2 Leadership/look like a cowboy/tank everything at 5 T with 2++/do the same with 4++/Make up for the loss of fearless for zealot with his own fearless. We could take cheap Lhamean HQs already anyways, so crank the fluffrape and cheese up to eleven doing this (remember to put space marine pauldrons on the Aberration). *'''Incubi''' - Incubi are the army's "can opener" unit. Though they are the only non-Talos/Cronos unit in the army with a 3+ Armor Save, their main ability is that each model has WS 5, two attacks base, and is armed with a Klaive, which equivalent of a Power Axe that strikes at Initiative. Despite their armor save, they are still only Toughness 3, and pricey at 20 points a pop. They hit hard for their but will not stand up to sustained aggression. Finally, while Incubi have high initiative, they still lack assault grenades and will strike last when charging through cover, though their armor means this isn't as disastrous as it is for Mandrakes (discussed below). Grotesques are ultimately still the most "well-rounded" melee choice for this army. **That said and done, Incubi "can" serve as a roaming "hunter-killer" unit. Incubi can be taken in squads of three models, for 60 points a pop, while 10 points upgrades a model to a Klaivex, a Character with +1 WS, Initiative, and Attack, and Rampage on top. Consider that this is the same cost as a unit of five unupgraded Tactical Marines (and that Marines will generally take Grav Cannons wherever they can fit them), and ask yourself which unit would win in a melee (hint: The ones with the Klaives). On the charge, the Incubi and Klaivex average 10+D3 attacks, hitting on 3s and wounding on 4s, killing four of the five in one go. The Marine player either has a dead Sergeant from a challenge, or does not get the ability to attack back. Assuming the Marine player then fails their Leadership check, the unit would attempt to fall back, but the Incubi would have Initiative 6 versus 4 to catch the unit in a Sweeping Advance, locking rather than destroying the sole survivor "thanks" to ATSKNF. The Incubi finish off their assault in the subsequent turn, Consolidate, then look for a new unit to murder. However, move outside the realm of pure theoryhammer, and this scenario falls into the issue that MSU marine armies take lots of transports, and that two of the most notable variants either get Hit & Run (White Scars), or Overwatch at full Ballistic Skill (Dark Angels). A more feasible scenario would be to use the Klaivex as an assassin, to go after key enemy characters; though the Klaivex will bounce off a [[Smashfucker]], they will reliably blender a Librarian or other support HQ in one go. *'''Mandrakes''' - Your sole Infiltrators, Mandrakes are essentially the Dark Eldar equivalent of Striking Scorpions but worse in every way. They lack a save though they get Stealth&Shrouded. Thus, while placing them in a forest or ruins means they can get a 2+ save, they die to melee or any cover-ignoring shooting; [[fail|a single order is all it takes for this unit to be mowed down with lasguns. Adding insult to injury is the fact that despite having Move Through Cover, they still lack Assault Grenades, and so the aforementioned unit of Guardsmen could strike first and kill off a good few Mandrakes (not to mention Overwatch)]]. Minimum-sized units "are" cheap, and Infiltrate combined with 7th ed shooting rules means that they "can" have a reasonable chance to snipe a hidden Marine Special weapon...save for the fact that the 'default' Marine army is a Gladius Battle Demi-Company, thus getting free Transports. In short...Mandrakes are a unit without much purpose, in an army where every point counts. **If you're dead set on taking Infiltrators, use Allies. Eldar Rangers are amazing Snipers, Striking Scorpions are better at the melee thing. Otherwise, just skip them and grab a WWP. *'''Kabalite Trueborn''' - At first glance their +1 attacks and leadership appear deceptively lackluster. The Trueborn's real strength is their access to some of the DE's shiniest bits, most commonly blasters (the blasterborn build). They can take an anti-infantry build, but the gimping of Ravagers, the loss of haywire, and our meh flyers and monstrous creatures means you really need these for anti-tank, unfortunately. Take a small squad loaded for bear, stick them in a Venom, and try to keep these guys out of trouble - a quick deep strike with a webway portal archon will help you take out a high-priority target, but they'll be at their most vulnerable. Sadly, the change in decent codex fixed minimum amount of this guys to 5 so no webway portals in Venoms. Use Raiders instead. Time has proven these guys to be the best of the elite choices, with only the Incubi as viable competitors. They really force you to ask yourself, "why am I taking ___ instead of trueborns?" **'''Trueborn Big Game Hunting Party:''' 5 Trueborn - 3 Blasters, 2 Splinter Cannons, riding a Venom also with dual Splinter Cannons. This provides what is commonly referred to as a '''METRIC FUCKTON''' of firepower and is pretty much a hard counter to things like Riptides and Dreadknights. It can even make tanks suffer critical existence failure if you're lucky. For best results, keep this in reserve to avoid having it blown to pieces on turn 1, and deep-strike to cause havoc in the enemy backfield. And the best part - it will set you back only 195 points. Have fun! *'''Hekatrix Bloodbrides''' - Just what you were afraid Trueborn were. Ever so slightly beefed up Wyches with a slightly higher concentration of heavy weapons. Nothing that a Wych couldn't do cheaper or an Incubus couldn't do better. They don't even get more wych cult weapons than the standard byches do. To get more that 1 wych cult weapon they need 10 models. Don't bother with these ladies. ** '''An Alternate Take:''' Wyches often lack the oomph to kill off a unit unassisted. Bloodbrides tend to do pretty well when dropped off on someone's back lines and given free reign. The primary value with Bloodbrides is their cost. Each Bloodbride costs only 3 points more than a standard Wych, and the extra attack per model actually means something in this case compared to Trueborn. A unit of 4 Bloodbrides with a tooled-up Syren in a Venom will cost you only 170 points, and will give you 21 attacks on the charge (5 of which are AP3 with 4+ Poison, because of course you took the Agonizer didn't you?), and of course you can soften your target up with the Venom's Splinter Cannons first. That is a staggering number of attacks generated by only 5 models, and is bound to make any opponent sweat, without even taking combat drugs or Power From Pain into account. Now whether this is worth using up an Elite slot or not compared to more expensive options depends on individual taste, but for those who run themed Wych Cult armies, or want a cheap Elite unit to cause chaos in the enemy backfield, a unit of Bloodbrides can be very handy for taking out things like Imperial Guard command squads, Devastators, Assault Marines or even Terminators and Centurions in a pinch. All it takes to make this unit work is a little imagination and the brass balls to see it through. ===Fast Attack=== Dark Eldar fast attack! Fuck yeah! *'''Hellions''' - The street gangs of the Dark Eldar. Unfortunately, these are the wyches that weren't good enough to ride jetbikes in Commorite Death Races. Hellions are inferior to Reavers in almost every way. They're slower, pack less of a punch, have a worse Toughness and Save, must move 6" to use their Hammer of Wrath (which hit like noodles compared to Bladevanes), can't take any anti-tank weapons, and the Arena Champion can take every upgrade that the Helliarch can (minus the Phantasm Grenade Launcher and Stun Claw). On the plus side, Hellions have 18" splinter pods (which is a moot point, because if you want to shoot with your Reavers, you can shoot and then Jetbike Move during the assault phase), and you can take Hellions in units of 20 (don't). One important note is that the hellions' helglaive is AP5 which makes them very effective horde sweepers, combined with their splinter pods, you can expect around 10-15 kills depending on the enemy you fight and the combat drugs you roll. So while not competitive in the least, they're fun and great against nids, orks and guard. *'''Scourges''' -Versatile units that can easily shred lighter units with their default weapons, and can be deployed in smaller squads with Dark Lances or Splinter Cannons for troubleshooting vehicle, infantry, or independent character targets. As tempting as it may be to take dark lances, they should be ignored. Point being, take the heatlances or blasters for tankbusting (and their mobility and good accuracy does support this), but the short range of these weapons mean that you will be quite vulnerable. On the plus side, they've got excellent armor for Dark Eldar, with a 4+ armor save and 6+ Invulnerable save due to their Ghostplate armor and now have Trueborn-tier levels of options for weapons. With their mobility, they can be complete pains in the ass - they are now just 16 points a piece. Try to keep them out of melee, though - with one attack each and no pistol they're not all that good unless you splash out for the Solarite. However, since you get Hammer of Wrath if you moved 6" the turn that you charge, you might get enough volume of dice to polish off weakened units. ** '''Tip: BEWARE SCENERY!''' Scourges have an unfortunate habit of failing Dangerous Terrain checks (1 in 6, same as everyone else unless your dice hate your guts), and when they do, they only have 4+ armour to save them. There's nothing more frustrating than Deep Striking a unit of Scourges behind a nice juicy tank, only to have two of your avian horrors skewer themselves on a nearby ruin on the way down, or faceplant into a wall when leaping up onto the roof of a building to get better line of sight! Only use their jump move if you are feeling lucky or when moving them across flat terrain. If you want to move them into cover, then consider just running them into it like normal infantry instead unless you want to risk embarrassment. ** Weapon Analysis: *** '''Haywire Blaster''': Hell on wings against vehicles. Better against all but the squishiest of vehicles compared to Blasters or Dark Lances, and better than Heat Lances except at extreme close range. Unfortunately, it's of limited value against most anything else, being just an Assault 1 AP4 bolter. *** '''Blaster''': Overall a good choice combined with Scourges' high mobility as Jump Infantry. Blasters are by far the best choice for hunting Monstrous Creatures, while being fairly effective anti-tank. Since you can take four, that's enough volume to be a threat to heavy (TEQ) infantry, and utterly unfazed by the high toughness of things like Wraithguard, Tyrant Guard and Szeras-enhanced Immortals, and at S8, they deal Instant Death to T3/4 multi-wound guys. *** '''Shredder''': These would be awesome if they launched pie-plates, but with only muffin-tins, they're marginal compared to Shardcarbines. Shredders have the shortest range out of all the possible scourge weapons (only 12 inches) meaning that you have to get really close to even shoot. They're good for hordes while also having the capability to glance transports to death, but if that's what you want, the codex offers lots of better options. They are also the cheapest of all the scourge weapons so keep it in mind if you going for a cheap anti horde unit. *** '''Heat Lance''': At close range, the combination of Lance, Melta and AP1 eats vehicles for lunch, but outside of Melta range they're less reliable than Blasters. Lower Strength makes them less suitable against MCs, but they're by no means bad weapons. Generally speaking they're just as good against heavy infantry as Blasters, except against the few T5/T6 guys, and even then, they still work fairly well. In short, Heat Lances are far more versatile than Haywire Blasters and cheaper than Darklight Blasters, so they're a good option for a TAC army. **** '''ALTERNATE TAKE:''' Not that they're an option in this army, but these are directly inferior to the Melta weapons. At best the Lance quality will reduce armour 14 to 12, an increase of 2... making the 6 strength equivalent to 8. In NEARLY (AV 15 also exists, if you want to get even more niche) every other case (Creatures, lower armour vehicles), a melta would be better. That being said, they will out perform Blasters vs Vehicles at close range, but it's hard to justify it. Take if you know you can get close enough to the enemy vehicles to grind on the windshield. *** '''Dark Lance''': A Blaster with twice the range? What's the catch? Heavy weapons on Jump Infantry? Oh. I suppose these could be nice if you plan to castle up in a ruin and pretend to be Devastators, but with Jump mobility and better armor than most Dark Eldar, why in the nine hells would you do that? *** '''Splinter Cannon''': See the main objections to Dark Lances above, though slightly less so. Salvo rather than Heavy is a bit less bad, but now you're firing four shots at 18" - 10 points for a slightly faster Shardcarbine that stops you from charging? Nope. **** '''ALTERNATE TAKE:''': You aren't going to want to charge a squad of scourges into '''anything''' (except maybe Tau or IG) when they only have strength 3. Take 4 splinter cannons, and you can shit out 30+ poisoned shots on the move, and 39 staying still (why would you stand still?). Capable of killing just about any high-toughness things that get in your way, both via the poison and the sheer number of shots that will get through their armour. *** '''Final Analysis''': If your main target is tanks, and only tanks, the Haywire Blaster is unreasonably effective, but it stinks on ice against pretty much anything else. Heat lances tackle tanks, heavy infantry and MCs in that order, while Blasters are good for hunting MCs with heavy infantry and tanks as targets of opportunity - deciding between the two comes down to which of the three you'll see the most of. Shredders might be good for hordes if your luck with small blasts is better than average while Dark Lances and Splinter Cannons are generally best avoided unless you're using them for long-range fire support. The default Shardcarbine is pretty effective for mobile anti-infantry, and if that's your intended use, it probably pays to keep it cheap rather than splashing out for Splinter Cannons. ** '''Solarite Weapons''': If the Solarite trades out his shardcarbine for a splinter pistol or a blast pistol, he can take one of three upgraded melee weapons. *** '''Venom Blade''': 2+ Poison, but no AP. Possibly a reasonable choice for dealing with high toughness models, but since you only get the one, it's not that impressive. It is cheap though. *** '''Power Lance''': S +1 AP3 on the charge, S user AP4 thereafter. Possibly interesting for challenge-sniping MEQ characters, but mostly useful because it's cheaper than the Agonizer. *** '''Agonizer''': The same weapon the Reaver Arena Champion, Hekatrix and Archon can take, and just as useful here as there. Easily the best choice you have, but also by far the most expensive. *** '''Blast Pistol''': As with everyone else who can take it, pretty marginal. ** '''ALTERNATE TAKE:''' It's not exactly elegant, but one way that Dark Lances can be useful for Scourges is for IC hunting and ripping open transports. Dark Lances are meaty enough to threaten most units with instant death, and their range is infinitely better than either the Haywire or Heat Lance. If you want a slightly more flexible option, they're worth considering. ** '''ALTERNATE TAKE:''' In the new Eldar codex, Baharroth, the Swooping Hawks phoenix lord, got a point reduction and now makes any DS unit he joins not scatter. Join him to a unit of heat lances scourges and finally get rid of the one thing that made me personally never run them: scattering away from the vehicle you want to blow up. He can tank shots for your Scourges with his 2+ armour and wounds, making them far less of a throw-away unit, and is even faster than they are. Whether they're attacking tanks or MEQ, he can participate using haywire grenades, plasma grenades or his S5 AP5 Assault 3 24" weapon. *'''Beast Packs''' - A surprisingly flexible choice, that sadly usually gets edged out by Reavers. The entire unit is composed of Beasts, so they move fast and aren't slowed down by cover, though you will notice the lack of Grenades. You can have anywhere from 1-12 models in this unit, mix and matched from the below options. ** Clawed Fiends are OK, decent at dishing out strength 5 attacks and absorbing wounds, but they're expensive. That said, a solo Clawed Fiend makes for a surprisingly passable [[DISTRACTION CARNIFEX]]! **Khymerae are decent filler, not bad on the charge, and can usually eat face. **The Razorwing Flock is arguably the real MVP of this formation - 5 rending attacks and 3 wounds are amazing when taken in large numbers, even if they're WS2. ** This unit can also be used as a cheap fire magnet. Two Beastmasters with 4 Razorwing Flocks comes to 100 points, 22 Wounds, and 24 Rending attacks on the charge. Doesn't make a bad for a throw away unit as long as there's no pie-plates or templates out to ruin you, as the Razorwings are now Swarms. *** Mathhammer dictates you to always use Khymerae over Razorwing flocks for sheer damage output. Against MEQs and TEQs they are much more effective on the charge (and even slightly more afterwards) and more than double the effectiveness against GEQ. Only against vehicles with Rear AV 11 or 12 it's better to take Razorwing. Also your Khymerae are harder to kill with templates and (nearly) always have their 5++. ** New rules for the unit no longer actually require you to take beastmasters at all, just 1-12 models chosen from the list. So while you can mix it up to create nicely utilitarian squads, you may be better served by taking big units of a single type to fill out a certain role, such as tar-pits of fiends or mass rending attacks from razorwings. The beastmaster need only be added to bump up the LD of the rest of the unit. ** Hilariously, you can also take nothing but the Beastmasters themselves, resulting in essentially cheaper Hellions. This isn't ''good'' as such, but it's a barrel of laughs. For even more lols, you can give all the beastmasters agonisers, making them the same price per model as a clawed fiend. Pretty pricey, but absolutely hilarious. *'''Razorwing Jetfighter''' (Fighter) - Two Disintegrator Cannons and an available Splinter Cannon make the jet a very strong option for both tank and infantry hunting, and the four free Large Blast missiles are excellent against infantry squads; Necrotoxin missiles have fleshbane while Shatterfield are strength 7 with shred. Both lose the AP 5 that the monoscythe missiles have, so those guardsmen and gaunts are getting their armor save, but these kill non-GEQ units better. Generally Shatterfield missiles are better because they make sure things get wounded with shred, whereas the fleshbane on necrotoxin missiles is largely useless except in rare cases of blobs of high-toughness units, since the base option is already strength 6, and even then shatterfield missiles still have a great chance at wounding. Deploy it quickly against footsloggers and horde armies - four basic missiles, a splinter cannon, and 6 disintegrator shots supporting swarms of trueborn and warrior venoms can cripple an Ork or Tyranid army in one turn and table them in two. For the cost, it's a rather flexible model and you should always take at least one against horde armies. ** It also might be worth your time to purchase the Dark Lances on to go Flyer Hunting, a role that's not very well filled in the Dark Eldar codex as of right now. ** New Information: now that 7th Ed has landed, flyers are no longer restricted as to the amount of missiles they can fire - up to four. The Razorwing is back! Also sporting supersonic, just because, fly on, blast the hell out of a unit with four S6 large blast templates, then spend the rest of the game flyer/vehicle hunting with the dark lances! *** Your weapon choice is going to be based around what the rest of your army is doing. Typically you'll be looking at blasterborn as your anti-heavy infantry because they're just so damn good at it while your anti-armour and AA choices are less easily filled. In that case a platform that handles both well is nice and you get missiles too to support against infantry. The blaster cannons are really nasty guns against the right opponent but your army is really well served by a unit who can threaten vehicles like artillery and transports who are likely manoeuvring to deny your typically short ranged AT weapons a good shot. *'''Reaver Jetbikes''' - With the removal of the hax Bladevanes, these babies are now nothing better than a pack of HoW (Hammer of Wrath) goons to distract someone with, especially if you buy a Grav-Talon that gives them Concussive. They lost their former uniqueness and anti-FMC utility. However, they are still Dark Eldar Jetbikes that might take a few AT special weapons. Moreover, their Rending HoW starts to aggravate quickly when you upgrade them with the Cluster Caltrops. It's nothing to scoff at, really. Also, don't forget the improved Combat Drugs chart that may buff them noticeably. Of course using HoW requires them to get stuck in combat, but with Initiative 6 and Hit & Run it's easy to withdraw when necessary. Also don't forget to declare your 3+ Jink save against Overwatch. **'''Loadouts''': Cluster Caltrops are strictly superior to Grav Talons. Heat Lances versus Blasters are more debatable. On one hand, Heat Lances are undeniably superior versus vehicles, especially given the ease of getting in Fusion Blaster Range then moving to safety. On the other hand, Blasters don't depend on closing the gap, and are better at stripping wounds off Monstrous Creatures, including Riptides and Wraithknights. **'''Squad Size''': The big question usually ends up being "squads of 3, or squads of 6?" MSU is fine and dandy, but the difference between 2 bullet catchers and 4 is dramatically noticeable, and chances are you will want to fire 2 AT weapons at a time anyway, since you don't get easy access to BS boosts. **'''Alternate Take''': 6 Reavers, 2 Caltrops and 2 AV weapons, with an Arena Champion with an Agonizer, and you have a toolbox unit for just about the price of old reavers with just the caltrops. **'''Another Alternate Take:''' Unit of 6 with the aforementioned Caltrops and 2 Heat Lances will WRECK vehicles. S4 HoW with Rending, plus 2D6 S6 HoW on the rear armour facing in base contact = excellent tank hunting unit. Chuck in the 2 Heat Lances for insurance. **'''Yet Another Alternate Take:''' If you get lucky and end up with Painbringer for your Combat Drugs roll, you now have a pants-shittingly fast T5 unit that ignores dangerous terrain tests end enjoys a 3+ Jink save due to Skilled Rider, and gets the Power From Pain FNP against everything except S10 weapons. Combine this with Cluster Caltrops and you have one of the deadliest assault units in the codex! **'''One Last Alternate Take:''' You know who can take a jetbike as wargear? An allied Autarch. You know who can take a Banshee Mask as wargear? An allied Autarch. You know what Banshee Masks do? Yeah, they cancel Overwatch. That's right - no more Overwatch on your Reavers. [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-]] *'''Raider''' - See Dedicated Transports. Use this for allies if you want some big pack of Banshees to get into battle with your WWP Succubus. *'''Venom''' - See Dedicated Transports. Grab for small squads, like a Farseer and maybe a small retinue. * '''Raven (Forge World)''' - An old as balls FW Flyer, now with strafing run and +1 cover on evade (to 3+). It can reroll the scatter if it's within 12" of another skimmer or flyer. Mounts two dark lances and a heavy 10 splinter cannon. Way overpriced at 205 pts (the much better Razorwing will be 195 when fully kitted out), but hey, it's fast attack now, freeing your HS slots - which would mean something if we didn't already have four good-to-great Fast Attack options. Despite strafing run USR, this flyer can actually do good as AtA fighter, especially against flying monstrous creatures - those flying Tyrants and Bloodthirsters would explode from the sheer amount of poisoned and lance shots this bird deliver. Air-to-Air may be its best use, since we're not exactly lacking anti-infantry fire (and Scourges do it much better for only a little bit more). ===Heavy Support=== *'''Ravager''' - Slightly less effective than before, due to a slight hike in base cost, the fact you have to pay for the Dark Lances now (assuming you want to go full anti-tank) and the loss of Aerial Assault, the Ravager is still one of the DE's best heavy support options. Triple Dark Lances will ruin any tank's day, while Disintegrators are still pretty useful if you expect to be up against a lot of 2+ saves. If you're taking a transport-heavy or Realspace Raider army, these are the preferable Heavy Support option, unless you're in a game with high enough points that a Voidraven becomes an option. Can now Deep Strike, for some reason. Be sure to take Night Shields for these every time, we can't afford to snap shot these every time an Autocannon looks at you funny. *'''Talos Pain Engine''' - The classic Dark Eldar Monstrous Creature, now subscribing to the Carnifex model of squadding. The Engine can be kitted out for infantry-hunting, tank-slaying, or any variant thereof. However, it's slow...in a Dark Eldar army. It's *tough* as far as Dark Eldar units go, but unlike most of the other Heavy Supports, does not pack lances. If you do take these guys, bring enough Jetbikes or similarly-sized models to keep them able to claim cover, as they don't like being hit by anti-tank weapons. Since you are taking a hit anti-tankwise when bringing these models, and are not fast enough to really benefit from the Heat Lance, the Haywire Blaster is a fair prospect for this torture-device. Sadly the poor Talos got slapped pretty hard in the new book, it took an arbitrary 20 point base price hike while getting nerfed in the form of losing random attacks for a baseline 3(4 with 2 CCWs) and no longer being able to buy a second melee weapon to be able to strap on a Liquefier(Not that you would anyway this edition). The ichor injector is great against other, non eternal warrior, monsters. Fleshbane from the injector allows the Talos to deal with wraithlords with ease. ** The Coven places a lot of hopes upon this. As the only non-transport weapons platform usable, it becomes vital that you pick the proper guns to cover vehicles, as your mobs of reassembled freaks will cover Infantry. ** It goes without saying, but the Talos makes an ''outstanding'' [[DISTRACTION_CARNIFEX|DISTRACTION CARNIFEX]] if you have points to blow, if you want to troll your opponent, or if you bought one because you thought it looked cool and then realized it was only sort of meh. Make it look absolutely terrifying (via liberal use of the blood technical paint), take the haywire blaster and chain flails, and make a point of cackling whenever you move it toward your enemy. With T7, stock FnP, and a 3+ save, the Talos is dead hard as far as DEldar go, and the look on your opponent's face when you pop a transport with haywire and then Shred the '''shit''' out of the little fleshlings inside is pure gold. As mentioned above, keep things in front of it to allow it to claim cover. That, and/or take Harlies as allies and continually cast Dance of Shadows on it. DISTRACTION TALOS is a bit pricy, but very worth it when everything goes [[Just_as_planned|Just As Planned]]. *'''Cronos Parasite Engine''' - A mini-Talos that can now buy FNP for allies within 6", boosting it up to a max of 4+. Still sorta good, but all your other units may be out of range by the time this monstrous creature starts feeding on souls. Keep them to protect some backfield campers in cover. Just like the Talos, this bad boy got slapped around in the new codex, it's more expensive base, the Spirit Syphon was nerfed to S3 and you are no longer allowed to take both the Probe and the Vortex. ** One thing above all else for Covens: Take the soul probe. That FNP is so good, and it's the only thing that can boost it for everyone. Bring him on the frontlines along a Haem, and keep him behind his ablative wounds so that he can keep living and keeping them alive. *'''Voidraven Bomber''' (Bomber) - [[rage|AV 10 Flyer part 2]]. 2 S9 lances. A one-use Strength 9 Lance Large Blast. This thing's going to draw a lot of fire very fast, and for good reason. For added fun, toss on Implosion Missiles and watch Terminators weep. Depending on your enemy, you might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. The Voidraven is almost king when it comes to blasting other Flyers, so there's that to consider - obviously, the only real competition is the [[Eldar|superior in every way]] [[Crimson Hunter]]. If you're not fighting horde armies, slap on some missiles and take this over the Razorwing. **Be aware: Being AV10 you're made of paper. Paper that will either: 1. Jink due to a single Quadgun behind an Aegis, thus rendering it useless. 2. Get shot down thus rendering it useless and destroyed or 3. Suffer a stunned/shaken result anyway, thus making it useless. Taking multiple can help mitigate this, but they aren't cheap, especially with added missiles. So be very sure you want this over a RWJF or three. *** Be aware that you can drop the Bomb before they fire Interceptor, so you'll get that at least. Plus you can shoot a Quad Gun to death pretty quickly (Oh it's T7? How cute.) so try to kill it before your Voidraven arrives. ***It may be possible to use RWJF to obscure a VRB to give it a 5+ intervening model save, 4+ if it's mostly obscured and with night shields for a 3+ without jinking. * '''Reaper ([http://www.forgeworld.co.uk/Downloads/Product/PDF/r/Reaper.pdf Forge World])''' - Forgeworld made a model for the Dark Eldar. ''And now the Horsemen are riding.'' At 135 points with a built-in aethersail, this heavy support option is halfway between a Ravager and a Raider - no transport capacity, but a single heavy weapon that functions like a cross between a 3rd edition Disintegrator cannon (2 firing strength options) and a haywire blaster. One option is a S5 AP4 Pinning large blast with Haywire and Concussive. The other is a single S7 AP3 shot that inflicts D3 Haywire results on a Vehicle, or might insta-kill a model with Toughness value on 5+ to wound. All in all it's a fairly versatile vehicle. While it might suffer from One Weapon Syndrome it still has the ability to take Flickerfield, and given the significant nerf of the Ravager that came with the new Codex the Reaper is worth considering as a replacement. * '''Tantalus (Forge World)''' - our second horseman of the Forgepocalypse, and apparently the last Dark Eldar model that FW will be putting out for the foreseeable future due to sculpting difficulties (Dark Eldar vehicles made from the standard Citadel plastic are fragile, so one made of Forgeworld resin must be about as sturdy as a rice cake), the Tantalus is a gigantic dual-hulled raider. With AV 12/12/10, 5 HP and a built-in Flickerfield it is quite durable for a Dark Eldar vehicle, but it's arguable if it's worth a 200+ point investment. It is able to put out a respectable amount of 12 disintegrator shots, has Aerial Assault, and has the ability to do D6 S7 AP2 hits to a single unit with a Toughness value or a single S7 AP2 hit with '''Armourbane''' to a vehicle it goes Flat Out over. It also has a very awkward Transport capacity of 16, ruling out what could have been a strong 20 Warriors with 2 Splinter Cannons/Dark Lances unit. 14-15 Wyches with Lelith/a Succubus/an Archon, and/or a Haemonculus may be preferable. Want to put all your eggs in one expensive, open-topped basket? Go ahead. Or fuck all reason and have fun with a Haemonculus and 7 Grotesques. ** It can also be taken as a dedicated transport for a Court of the Archon, which is actually a pretty solid choice for a fully decked out Court (if you're willing to throw that many points into 1 basket). ===Lord of War=== *'''Revenant Titan''' - A titan with holofields and able to move 36" per turn. <s>Aside from the fact that the fluff has never mentioned Dark Titans</s> they're mentioned in The Path Of The Archon,(<s>they're called Castigators</s>[https://1d4chan.org/wiki/Titan_(Warhammer_40,000)#Castigator_Titan nope]) , how much more Dark Eldar can you get? Seriously, the thing hits like a ton of bricks, is fast as hell, and if it wasn't for the holofields would die like a chimera. The only reason that you've not taken one is that it is 900 points. That and you might lose your friends. But what is better than drinking their tears?
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