Judging from all the discussion, the emails, and the general state of most forums, it's clear to us all that dark eldar are in your meta, pillaging your game.
Officially, you shouldn't have access to the codex until the 5th of november, but if you're not blessed with a GW nearby for perusal, you've simply downloaded scans or summaries of the book.
So yes, dark eldar.
The name of the game is flexibility and options, but the internet isn't seeing this - yet. Once the little warseers and dakkaits start posting lists that differ greatly from each other, yet are still just as powerful, they'll know, but that's all in the future.
For now, we have the lovely cries of 'cheese and b0rkenz lancespam,' 'omgwtf combat armies,' 'cheap skimmers omg,' 'poisoned weapons rape my marines and tyranids metametameta,' and the general whine over feel no pain.
Knee-jerk reactions by scrubs? Yes. Partially caused by forumitis? You got that right.
No, dark eldar won't destroy any metas or games, unless you're still stuck in 3rd or 4th edition.
Foot armies (orks, demons, grey knights, tactical spam, footdar, tau gunlines, necrons, etc.) are almost unplayable versus dark eldar.
Proper 5th edition armies have nothing out of the ordinary to fear, since they all stack up well against each other.
Yeah, dark eldar gets melta, all three kinds of templates, combat units, effective troops, mobility, flexible and powerful load-outs, transports, psyker defense (offense, really, but the end result's the same), and even some durability, but that's what a 5th edition book looks like.
Basically, old, bad, horrendous armies and builds are gonna go extinct, while everything that works within the 5th edition environment's not likely to notice much difference.
The one and only change is the serious and very real risk of taking small heavy weapon units (long fangs, red devastators, hive guard, etc.), because dark eldar will put 12, 24, or even 36 shots at them the first turn with their venoms.
Here's a very brief list of what's really changing for the different armies...

Darklight doesn't work all that well against quad 'raiders immune to lance. Otherwise unaffacted. Proper templars aren't exactly good, but still largely competitive. Verdict: wants a new book, but can wait. Almost as unaffected as vanilla marines.
Chaos marines: endangered since 2008. Tri 'raider and 'classic' build now extinct.
Were good for all of three months. Dark eldar didn't change chaos' chances much, really, except for killing the tiny 'MSU' lash spam list, and tri 'raider. Verdict: wants a new codex, but since there are no players left, they can wait.
Demons: extinct.
Slow foot versus silly fast MSU mech equals almost guaranteed losses. Crippled by lack of own shooting. Verdict: needs a new codex not written by a fantasy player.

When you can put down 90+ poisoned shots from cruise speed vehicles alone, the orks weep. Add to this the long range, high mobility, and outright better combat units, and the boyz in green aren't looking so good. Lootas are gonna be removed first turn, always. Verdict: needs a new codex. Likely to whine for once.
Eldar: endangered.
Mono builds of awfulness. If you tell a craftworlder that dark eldar do everything eldar does, only better, he or she's likely to agree with you. Dark eldar just brings more of everything, leaving eldar outgunned, outnumbered, and outmatched. What used to separate them (melta) is no more. Verdict: really needs a codex that's not a copy-paste from 3rd edition. Players will whine and defect to the dark side, so they can wait a bit.

Dark eldar's speed, dakka, everpresent darklight, and powerful combat units rendered destroyer wing impotent and useless. Verdict: second most in need of a new codex.
Grey knights: completely extinct.
Dark eldar did what tyranids couldn't: destroy the quad raider list. MSU terminator squads die fast to venoms, and potentially losing squads of terminators to the crucible isn't appealing in the least. Dark eldar were the final nail in the coffin. Verdict: the faction most desperately in need of a new codex.

Classic 'two monsters, three-thousand critters' now unplayable. Too much dakka, way too early in the game. Hive guard really hates venoms. Verdict: hive guard are range 18, and risk quick deaths to dakka. Little else's changed. Expect serious amounts of whining, and an even bigger refusal to change for 5th edition.
Sisters of battle: unaffected.
Still brings all the tools needed to beat face in 5th edition. Main change is exploding raiders and ravagers will kill some sisters every now and then. Verdict: little's changed. Carry on.

Imperial guard: foot guard extinct. Hybrid and everything else unaffected.
Foot guard's suffered the same fate as gunline tau and horde orks. Heavy weapon squads will go poof instantly, like every other tiny unit, ever. Good no one's using them. Since so few player run foot guard, things haven't really changed. Verdict: as good as pre-5th november.
Wolves: in general unaffected. Long fangs are an endangered species.
Thunderwolves need to be played more aggressively, or risk poofing to instant-slaughter attacks. Long fangs really don't like sucking down 12x'however many venoms are in range'-shots the first turn. Verdict: likely to start using armor over long fangs, or putting the 'fangs in rhinos.

Darklight killed the nipplestar. Devastators suffer at the hands of the venom, but less so than others, thanks to feel no pain from nearby priests. Verdict: Dante's golden boys are fairly impotent versus all the darklight. That's about it.
Vanilla marines: tactical spam extinct. Everything else unaffected.
Never used devastators to begin with. Gimmicky lists still work 'properly,' but foot marines are almost unplayable. Verdict: the least affected book.
Nerf angels: deathwing and doublewing endangered. Greenwing on foot extinct.
Tiny armies of land raiders, terminators, and overpriced bikes don't fare well against either darklight, 10+ combat units, or dakka. Verdict: just play them as regular marines already. Expect lots of whining.
Tau: proper lists unaffected. Gunlines extinct.

Lining up 60+ firewarriors and broadsides leads to turn 2 loss at best, or turn 1 loss at worst. The only concern for proper list is broadside-hammerhead balance, with more leaning towards hammerheads now. Verdict: gunline finally rendered unplayable. Expect lots of whining.
As you can see, 3rd and 4th edition are now over. If you want to keep playing gimped lists, feel free, but don't expect wins, challenge, or entertainment.
Don't be surprised if actual people outside the internet tell you to get a modern army, or they'll simply play someone else. You know, like what happened when 3rd edition officially became 4th, and everybody raped gunlines all over the place with combat armies.
The times, they are a-changing, but only for those stuck in the past.
chumbalaya 79p · 757 weeks ago
VT2 79p · 757 weeks ago
I've tried, and the closest I can get them to 3rd is massive warrior blocks with lances, feel no pain, skimmers everywhere, and tons of cheap dakka. Oh, wait - that's almost good.
Check out warseer's list section. Not even the little warseers can make 4th edition-styled DE lists =P
chumbalaya 79p · 757 weeks ago
Kirby 118p · 757 weeks ago
3rd/4th died with Tyranids yet as Chumby points out, people still fail so 3rd/4th still works.
Marshal_Wilhelm 61p · 757 weeks ago
Does my fu need recharging or have you been naughty and not done any?
VT2 79p · 757 weeks ago
Kirby 118p · 757 weeks ago
VT2 79p · 757 weeks ago
It's kinda scary =P
Kirby 118p · 757 weeks ago
Apathyman · 757 weeks ago
Tyranids: warseer lists extinct. Otherwise unaffected.
Classic 'two monsters, three-thousand critters' now unplayable. Too much dakka, way too early in the game. Hive guard really hates venoms. Verdict: hive guard are range 18, and risk quick deaths to dakka. Little else's changed. Expect serious amounts of whining, and an even bigger refusal to change for 5th edition.
- The other end of the spectrum is hosed pretty well, too. Without wound saturation, all that high-T seems less impressive with poison, as it really ends up with your opponent (as far as you're concerned) running MSU marines that are harder to cover but don't lose shots until they're dead.
Eldar: endangered.
-I promised I wouldn't cry.
Orks: foot horde extinct. Hybrid endangered.
-Aside from the fact that foot horde was already silly, what in the DE codex makes it even less viable? Against your normal joe ork, 4+ poison isn't worse than a bolter. Is it the volume of shots? I just don't see how 4+ to wound on 12 shots is better than, say, frag missiles.
VT2 79p · 757 weeks ago
"DAMN IT!"
Brawl97 · 752 weeks ago
Resv · 757 weeks ago
What really hurts Horde armies like Nids and Orks are the fighter and the bomber in the heavy section. Both have access to four S6 AP5 or Poision 2+ AP5 large blast templates that can all be fired in one turn all the while moving 12". I've been play testing both options and have found to be incredibly potent against Nids, Orks, and Guard blob platoons. The are incredibly cost effective for what they can do, the Fighter especially since you can take a Splinter cannon along with the 4 missiles and 2 Dark Lances.
MarshalLaeroth 52p · 757 weeks ago
VT2 79p · 757 weeks ago
Wound test or go boom, you say? How lovely.
MarshalLaeroth 52p · 757 weeks ago
I do think that the BT Drop Pod army, while extremely good against every army up to this point, will have huge issues with certain DE builds. They simply have too much poison going around, with transports that are too fast to get shots in range.
Brawl97 · 751 weeks ago
nfluger 60p · 757 weeks ago
Personally, I don't think DE change much of anything. They're a great dex with lots of good builds.
MarshalLaeroth 52p · 757 weeks ago
It is far easier and cost effective (points wise) to build a balanced, all-comers list fielding lots of AI firepower, while maintaining a reasonable amount of AT. That is why foot lists die nearly instantaneously.
Do I think that the DE are game-changing? Potentially. It really depends on how many people pick the codex up and play them competitively. If only a small percentage of those theorizing about the possibilities go ahead and build armies, I don't think most players will see much of a difference unless playing at the national level.
nfluger 60p · 757 weeks ago
vs:
MEq: 4 dead
4+ cover save: 6 dead
1337!
Now, if we take the list Vt2 posted up in chat earlier that has 84 splinter cannon shots, then we're on to something.
That's 9 dead MEq or 14 dead 4+ cover save units.
And, if you can swoop in and be in splinter rifle range for a few of those warrior units, say 2, that's another 16 shots doing another 2-3 4+ save deaths, and 1-2 more MEq deaths.
Could be pretty nasty.
MarshalLaeroth 52p · 757 weeks ago
VT2's list looked to be based off one of my early lists that I posted in chat about a week and a half ago. BroLo is one who can confirm its existence (because he received an email about it). Unfortunately, I went too far in the way of AI firepower and it left me with a reasonable amount of AT, but ultimately, insufficient amounts against highly-mech'd armies. It has 108 splinter cannon shots on turn one. That isn't counting the 12 Monoscythe Missiles, Shard Carbines, or the Splinter Rifles in the list. It would decimate foot-based armies.
Its incredibly easy to get lots of poison shots in the DE army, and therefore, extremely strong against infantry. But its not so easy to get AT shots without sacrificing most of your AI. But that is part of the fun of a new codex: Learning all of the fun combos and builds. ;)
Lots of fun indeed. :D
VT2 79p · 757 weeks ago
They're cheap, too, so you can take lots, and the carried squad will either add firepower to the venom's, or engage armor nearby.
Splinters from aboard raiders with racks are very punishing for light infantry, such as orks.
nfluger 60p · 757 weeks ago
VT2 79p · 757 weeks ago
Kinda like your boyz in green, if they had nightshieds, flickers, feel no pain potentially on all infantry, and etc.
'Dedicated gun platform' isn't something the army can even do, as all vehicles can move 12 and shoot at least some guns.
Venoms with cargo work like sternguard and a rhino, only the rhino gets 12 shots, all dudes carried can shoot, up to four will sport very dangerous weapons, and the squad's lots cheaper than sternguard+rhino - so not really like it at all, except for in execution.
VT2 79p · 757 weeks ago
nfluger 60p · 757 weeks ago
Oh yeah, I forgot, tournament wins mean nothing. Check.
VT2 79p · 757 weeks ago
Like the orks, right?
Only you defeat it by using reserves, rather than moving away from it. You know? Reserves? That rule that's listed in the rulebook, and is key to playing the game effectively a lot of the time?
And now he's saying you shouldn't rely on 'getting the first turn' with Vect/Baron, because 'it will bone you in tournaments.' Yeah, okay.
nfluger 60p · 757 weeks ago
When someone wins the 'Ard Boyz finals, I listen to them. What have you accomplished that makes you an expert?
VT2 79p · 757 weeks ago
Give people help and advice on a daily basis?
Am not the self-proclaimed leader of the ork defense force?
Never used a buzzword seriously?
You know, if soft boyz is so bad you can win by assuming your opponents don't understand the fundamental rules of the game, maybe it's time to stop flexing about it.
nfluger 60p · 757 weeks ago
Also, I'm not the self-proclaimed leader. Tasty named it that and asked me to write for it.
'Ard boyz isn't the only thing that Darkwynn's won.
It takes minimal effort to sit back on the internet and deride tournament winners for playing against fools. Its another thing to put your money where your mouth is and prove it on the table. I take Stelek a lot more seriously for coming in 2nd in two big tournaments now, simply because he's shown he can hang.
VT2 79p · 757 weeks ago
Or did I misunderstand your intentions?
nfluger 60p · 757 weeks ago
VT2 79p · 757 weeks ago
The thing is, your standing and victory are often very reliant on softscores.
So if I wanted to 'compete,' I'd need to comp, and get an actual pro-painted army.
Number two's the hard one, because it costs a lot of money.
And then there's the whole deal of heavily comped tourneys not showing off anyone's skills, since they're decided by softscores - rather than what you do on the table.
Axiomatic · 757 weeks ago
You're YTTH-ing up all over my 3++.
hyv3mynd · 757 weeks ago
Kirby 118p · 756 weeks ago
And +2 billion to Axiomatic lol. I should give them their own thread to talk to each other...
VT2 79p · 756 weeks ago
Sowwy :(
_Axiomatic_ 47p · 756 weeks ago
May I have my two billion points now, please? Lol.
I sent a email your way recently. Just curious if you got it?
Kirby 118p · 756 weeks ago
_Axiomatic_ 47p · 756 weeks ago
Kirby 118p · 756 weeks ago
VT2 79p · 756 weeks ago
Gx1080 · 757 weeks ago
VT2 79p · 757 weeks ago
Most builds are gonna bring more shots of those than sang guard armies have models.
Kirby 118p · 757 weeks ago
Grog · 757 weeks ago
Have you done even rudimentary math on any of this?
Each Venom kills 1.33 Marines each turn of shooting or 2 of anything in cover.
I think that is hardly sky is falling numbers.
That is also 65 not very survivable points to do that. Granted if you are using the blasters of the trueborn you are looking at some different results but in that case you have to either get out of the venom or get within 18 inches. Both things which severely limit your survivability.
When you say stuff like
"Lootas are gonna be removed first turn, always"
its a really silly argument.
If I'm running 2x 12 Lootas which isn't that uncommon you are going to need 12 Venoms to kill my lootas. Not to mention if something that silly is happening the ork player will probably go to ground.
Anyways just saying.. do some math first.
VT2 79p · 757 weeks ago
So I put 3x4 wounds on your five lootas, and they die, then I do this with your other squad, and it dies, too, and it's repeated a third time against your third squad.
Done and done.
Now I use my spliter rifles and blasters to engage other targets.
If you go to ground, I'll stop shooting you after the first venom, since you can't do anything to me in your next turn, anyway.
Then your other infantry has to worry about the 4 wounds per venom.
See what I'm getting at?
Grog · 757 weeks ago
I think with all the Razor Spam around these days as well as DE on the horizion that relying on that as your only anti tank is a recipe for failure.
I think Venom's are awesome. I don't think they are going to radically change the metagame as much as you do.
I'm really interested to see how everything straightens out.
I'm guessing its going to be something like 2x Trueborns with venoms and blasters, 2x wracks with venoms and the flamers.
Maybe another three raiders with the Wytches and Warriors.
For your example though... nine venoms with squads inside is probably ... 1300 points or so I'm guessing?
VT2 79p · 757 weeks ago
You can take more lootas. In fact, you should take more. 3x10, at the the very least.
Unfortunately, the internet is all about making you take two units, so you can fit in Snikrot, or some other sillyness.
Either way, I can and will put four wounds on any vulnerable infantry with each venom.That's not really the question.
It comes down to whether or not the units hit will stay functional after the first shooting phase. If they're self-pinned, running, or otherwise reduced in size, they're not gonna be all that big a threat to stuff, so might as well be dead for real.
Marshal_Wilhelm 61p · 757 weeks ago
Whose are they?
artemi7 78p · 757 weeks ago
VT2 79p · 757 weeks ago
They were the first result on google image search for 'badass battle sisters with rhino.'
If you check around some, you can probably find a blog, or at least an ancient photobucket with more pics.
hyv3mynd · 757 weeks ago
I play Nids exclusively and was intitally pretty worried. I don't see people taking ID missiles at 30pts per one shot weapon and not many netlists with Husk Blades yet. Poison will be annoying, but only on venoms. Embarked units still can't fire if you move over 6", and even with that you'll have to be in 12" rapid fire or 18" carbine range which is what Tyranids like, being in assault range of most the army. What does hurt us, a lot like BA hurt us, is vehicles that can move 12" and still shoot denying us most of our CC vehicle popping.
hyv3mynd · 757 weeks ago
What I anticipate if there's any Nid adjustment to a new "meta game" is a few more lash whips and some more dakka fex's/rants. 12 twin linked str6 will bring down a transport or mow anything shy of wracks down and cancel FnP on t3 infantry. What I'm not looking forward to is running around after fast skimmers that play hard to get. Then again, that opens up the board to centralized area control and a whole new basket of theory hammer.
Kirby 118p · 756 weeks ago
hyv3mynd · 757 weeks ago
Tyler · 756 weeks ago
Erwos · 756 weeks ago
Elttaes · 754 weeks ago