Deep down, despite all our talk of utility and FOC swapping, we all want a killy HQ. The Dark Eldar are lucky enough to actually have one. The problem with most CC HQ choices is cost and while an Archon will usually get above 100 points, he starts cheap and his upgrades are appropriately priced (ie, if you pay a lot, you get a lot). Let's start with stats. I7 is amazing. With his plasma grenades, you'll be striking first against almost everyone, which is very important for a T3 character. WS7 means he hits on 3+ most of the time and unlike many HQ, he can actually make good use of that crazy BS7. S3 is garbage, but he has many ways to ignore or mitigate it. W3 is standard HQ stuff and 4 base attacks is ok, but not amazing. 5+ save is terrible, but he's a Dark Eldar, it's sorta their thing.
As for upgrades, he has a ton of choices and, amazingly, I think every single one is (almost) a viable option. I'll run through each as they appear in the book and give a quick opinion, then gives some sample builds/recommendations.
Blast pistol - a very decent pistol. The +1A for extra CCW is tempting, but there are better shooting options.
Power weapon - the worst choice. For 5 points more, you get an Agonizer. 4+ "poison" is worth 5 points on a power weapon.
Blaster - seriously? A real Blaster? Umm, yes please? Take it every time. The equivalent option would be a SM captain with a meltagun. If that option existed, we'd probably see more SM captains.
Agonizer - same as before and still an excellent choice.
Electrocorrosive whip - I know VT2 likes them, and I think they're decent. However, I think the fake poison on the Agonizer is better than stopping attacks for the same cost and if you have points, the Huskblades ability is better if you go the non-poison route.
Huskblade - ID is good. S3 is bad. Expensive, but a good option.
That's weapons. I think Blaster/Agonizer is the best choice. For cheapness, Venom blade/Blaster is probably my second favorite. Huskblade/Blaster is the priciest and has some limitations. You can counter some of them with options below, but that only increases the cost. Still, like I said above a fully decked out Husk Archon is scary and very good for the cost.
More options, yay!
Haywire grenades - if you guys haven't learned from the BroLo battle report Dreads are my nemesis. I think you need these to avoid being locked down by a Rifleman
Ghostplate armor - 4+/6++ is bad, but your Shadowfield is going to fail at some point and 4+/6++ crushes 5+. I think it's a very good choice, but not a must-have (like the Blaster)
Combat drugs - I think if you're taking something that relies on your S (like the Huskblade) or you have the Duke, I'd bring them. If you're rocking an Agonizer, you have a 1/6 chance of it being worthless.
Soul-trap - doubling your S after an IC or MC kill is pretty sweet. I think it's a must-have if you're rocking the Husk and synergizes well with ID.
Djin blade - what's this, a weapon in the options list? Interesting. I wonder if I can exploit that (quick answer: yes). I hope it doesn't get FAQ'd. +2 attacks is sweet, 1/6 to hit yourself is bad, but you still need to wound and you get your Shadowfield and you still get to attack unlike some other self-mutilating weapons (screw you CSM)
Clone field - a very interesting piece of kit. Not quite as cheap as it seems, because Ghostplate becomes mandatory. I'd consider it in a Huskblade IC/MC hunter type Archon, but getting mixed up with even a Tactical Squad becomes scarier with the Clone over the Shadow. So, not terrible, provides variety, might be useful in some builds, but overall, worse than the Shadowfield.
Phantasm grenade launcher - he already has plasma, and DE should almost always be charging. Pass. One of the few almost useless options.
Shadowfield - same as before, still awesome. I'd say it's the 2nd most important/must include options after the Blaster.
Webway portal - same as the Haemonculus option. I think the Haemmy is a better carrier, but if you need another portal, your Archon can do it.
That's a long list of options and I only count 2 bad ones (PW and grenades). Now I'll run through some builds (from cheapest to priciest) that I think can be viable in a competitive list. A quick note, any build which doesn't rely 100% on poison or set wound roll should consider combat drugs, especially if you're planning on running him with Wyches. I won't include drugs in any of the builds below, but keep this is mind. Haywire grenades are also an option for any build and should be taken based on how much you fear dreads. I'm probably bring them on most builds. Finally, Ghostplate is a worthwhile, but not mandatory upgrade for any build with a Shadowfield. I'm +/- on it and will probably leave it at home more often than not.
Simple - venom blade, blaster, shadowfield - brings true duality and since rate of fire is the new AP, the venom blade will force a lot of saves.
Efficient - blaster, agonizer, shadowfield - scares everything on the field. A very, very good build. Will probably see a lot of play in my lists.
Exploit special - venom blade, blaster, djinn blade, shadowfield, soul-trap - 4 2+ poison or 6 S3 PW attacks let you choose the best option every combat round. A true CC beast. Ideally, you can finish off an IC/MC early with the venom and then the soul-trap kicks in and the djinn really shines. It's quite possible djinn as "wargear" and not a weapon will be errata'd, so don't get too attached. Until then, I think this is the best choice.
Blinged out - blaster, huskblade, soul-trap, shadowfield - everyone has probably heard about this guy already. The huskblade is a scary weapon, but S3 can be a real downer and the soul-trap is hardly reliable. If you can hold out of CC until that 2nd pain token, or really try and activate the soul-trap precombat (blaster at a lone IC, yummy) then he is a rockstar. Probably takes a little more thought than some builds.
I'll go over the Court in a later post. Short answer, as is, they suck. Questions and comments always appreciated.
Note: Kirby, please add an amazing picture and delete this line :) I cannot delete! Way to post 2 hours after me :P.
Psientologist · 755 weeks ago
Also, a good player should be able to a get a decent charge on you, especially once you've possibly swept in and killed something, meaning defensive grenades is still worth some thought.
GWvsJohn 44p · 755 weeks ago
I think archon with incubi is just too my points and overkill vs most units. Also, incubi NEED that first pain token fast, so a Haemonculus is the smarter IC to join them IMO
MarshalLaeroth 52p · 754 weeks ago
If you plan on taking Incubi, the Phantasm Grenade Launcher for the Archon is a must. So not entirely useless. Just useless 95% of the time. ;)
abusepuppy 121p · 755 weeks ago
On the other hand, I'm not so much a fan of the Venom Blade except as a cheap option for a minimized HQ. Wounding on a 2+ is good, but you're not going to get many kills if they get their armor save. Take the Agonizer if you really want to hunt MCs.
Phantasm, as Psien notes, affects whatever squad he joins, so it has some potential use. Not a great option most of the time, but it IS there.
WWP on the Archon is potentially useful because he has survivability in the form of Shadow Field; Haems lack this.
VT2 79p · 755 weeks ago
Never, ever leave home without the blaster.
It will do so much more for you, it's insane. With a djin blade (must have), you're 6 attacks without the charge. Throw in a venomblade, and you're now 100 points, and capable of picking between 2+ poison and a power weapon.
abusepuppy 121p · 755 weeks ago
Now, obviously, you can't guarantee this, but I don't think it's an absolute advantage.
I would never bother to pay points for the Venom Blade because 2+ poison, while good, simply isn't worth it as an upgrade to a guy like this. You've got too many other good CC options to take a really mediocre one like this unless you're just spending the last couple points.
Marshal_Wilhelm 61p · 755 weeks ago
power weapon
4 attacks -> 2.64 hit -> 0.87 wounds and dead.
poison 2+
2.64 hit -> 2.2 wounds -> 0.72 failed saves.
So poison is definitely a drop in effectiveness against Marines. Against Boyz, for example, 1.82 dead and so much more useful than the Power weapon. I guess if your Archon is with a power weapon unit, give him poison. If he is with a regular unit, give him the power weapon.
+++
TWC [19-24"] and units in Raiders [21"] will definitely be able to get a charge off on the DE. What does the phantasm launcher do [besides sounding like a cocktail flinging machine ~ lol]?
Aky141 · 755 weeks ago
GWvsJohn 44p · 755 weeks ago
I think the extra 12" on the blaster gives the Archon and his squad real versatility that outweighs +1 attacks. That being said, blast pistol is still a very good option. I just think the Blaster is an amazing option.
VT2 79p · 755 weeks ago
Take it. Love it. Never leave home without it.
Jason · 755 weeks ago
Marshal_Wilhelm 61p · 755 weeks ago
When fighting Tau, I am often surprised at them lasting in combat and that all comes from the 4+ save. By all rights they should be a bloody blue pulp. If your foe is not packing power-weapons, Armour works.
4+ also gives you a save against [all?] small arms fire too.
Better than nothing ;)
Brawl97 · 749 weeks ago
Kirby 118p · 749 weeks ago
Brawl97 · 749 weeks ago
Kirby 118p · 749 weeks ago
Price of fish is a saying that basically means things are unrelated (in this case the blaster being an assault weapon (or two-handed) has no impact on him being able to take an agoniser).
Brawl97 · 748 weeks ago
Shaddar Logoth · 721 weeks ago
Smurfykins · 721 weeks ago
Shaddar Logoth · 720 weeks ago
Shaddar Logoth · 720 weeks ago
Saramoff · 701 weeks ago
Phantasm Grenades aren't useless. Incubi need them and love them. The issue is that 4 incubi in a venom with a kitted archon is costly, but damn if it isn't just fun as hell and absolutely murders anything it touches. Even hammernators may worry.
Somewhat expensive but still viable. Not the most optimal choice, but an archon with an Agoniser, Shadow Field and a Phantasm Grenade Launcher makes for a good CC unit. Takes away your blasterborn but then again, I've always said it's fine to take a less optimal option if you realise what the unit you're taking instead is capable of and you don't mind not being 100% efficient.