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===Elite=== *'''Wracks''' - The article for these guys should really be written under "Troops" as that is almost always where you'll see them anyway. Cheap, extremely effective, and outright deadly if used right, they're almost as tough to kill as the standard Space Marine - and are a lot better at ganking them in assault; the moment they grab their second token... Stuff is going to die in a horrible fashion. There are several ways to use them; either a minimal squad as a "scoring upgrade" for a Raider, as well as a token for an IC to gank, a 5-+Liquifier escort for a Haemonculus, or a 10-strong unit in Raider, going full-turkey. 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. *'''Grotesques''' - 'Ogryn Syndrome' at its worst. They're slow, lack power weapons, clog up transports, and have chance to go full retard if you don't leave a Haemonculus to babysit them. In an Urien Rakarth led webway portal army they could hypothetically be of some use, but practically ''anything'' else would be a better use of your elite slots. **'''An Alternate Take:''' You only need 3 of these guys and a Haemonculus anyway. The unit wound-allocates like crazy and has a lot of high-strength attacks and the ability to double-tap a unit with Liquifiers, giving a secondary means to punch out tanks that suffer stuns/immobilized results against the lances in your army. The fact they can only take a Raider is not too much of a concern either, since they do opposing roles. Against the right armies (Chimera-spam Guard come to mind), while having them explode is a situational bonus, hilariously useful when it goes off according to plan. *'''Incubi''' - The best assault troops in the army, with the best saves, and power weapons that give them +1 strength. Unlike the old codex, they still have fleet despite their good armour saves, and they lack the shooting capacity of the Tormentor Helm - but they cost 3 less points, and you can get them locked in combat on turn 2. They are basically MEQs (actually, Terminator-equivalents after a short bit) and act like Eldar aspect warriors (Striking Scorpions with a bit of Howling Banshees thrown in, which is weird because Banshees will butcher Incubi), but the Klaivex (the Exarch analogue) really isn't worth it unless you are using the unit for assassination duty ("That Runepriest is going down!"). Onslaught can also be worth it for dealing with larger units, and the Demiklaive and Bloodstone can allow for some amusing combinations, but only if you have points to burn. Along with Trueborns, the best Elite choices for Dark Eldar. Take them. *'''Mandrakes''' - An assault unit that does better shooting than in actual CC. ''Yeah.'' Unfortunately, their models are fucking awesome, leading to the long running joke: "[[proxy|So what do ''your'' Mandrakes count as?]]" *'''Harlequins''' - Why would you do that? Incubi are the same slot, same cost, have power from pain, and can actually take transports. (Note: The real answer is if you need a unit to act as an escort to a Webway Portal character if you don't want to take a venom for some reason; it's a very specific case but still). *'''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. Take a small squad loaded for bear, stick them in a Venom, and let the hunt begin. Time has proven these guys to be the best of the elite choices, with only the Incubi and the Wracks (which are troops, anyway) as viable competitors. They really force you to ask yourself, "why am I taking ___ instead of trueborns (or incubi)?" *'''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 Inucbi couldn't do better.
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