The Dark Eldar are coming/here and GWvsJohn is going all in. I couldn't get excited to collect and play BA or Vanilla Marines and for a long time I couldn't figure out why. Then it hit me. I'm a villain at heart. Darth Vader, the Nazgul, FOX-HOUND, I always find myself more drawn to the bad guys. They're just cooler. In 40k, this should mean Chaos Space Marines, but they suck. Nids, Orks, Crons? Too mindless. I want cunning, evil bad guys. I've always found the Dark Eldar interesting, but they've been a back shelf army for so long. Not anymore. They're back and I'm on the bandwagon. Since this is a new army for me and a new codex in general, I'm going to go through it step by step and post my thoughts, building a cohesive picture of the army, how it plays and prospective lists. When better 40k minds do the same (there are many, but Stelek and Kirby are my personal faves), I reserve the right to change my mind. We'll start with Troops, since they're the basis of any army and needed for victory in 2/3 of missions. This post will analyze the two basic troops choices and the two dedicated transports.
Kabalite Warriors

5 man, special, transport. If it's a Venom you get the cheapest scoring possible with ok anti-troop. If it's a Raider you get the DE version of Razorspam. Open-topped means they can fire the special fairly often.
20 man, 2 Dark lances. Over 200 for 2 Dark Lances? I'm not impressed. 20 guardsmen aren't that hard to kill. Still, I've seen worse objective campers.
Now the question of what weapons. Special is easy I think. I'll take an 18" Lance over a 12" small blast any day. The Blaster gives the unit duality, the Shredder gives it nothing. Heavy is more difficult. For foot, Lance, obvs. For the 10 man, it depends on your expectations I think. If you expect the Raider to stay alive for a while, the Cannon increases the anti-troop output and range, keeping duality with the Raider's Lance. If you expect the Raider to die, the Dark Lance makes the survivors a threat. Personally, I'm going Lance despite the extra cost. Forcing a few extra saves doesn't have anywhere near the potential a s8 Lance does.
Finally, is the Sybarite worth it? I'm torn. 3-4 I5 agonizer attacks is pretty good, and without any special morale rules, Warriors are very vulnerable in CC (ie when they break, they break for good). +1Ld is very, very good as well. I'd really like a haywire grenade option as the squad gets pwned by Walkers. The armor option is worthless, the grenade option is overpriced and the Blast Pistol is interesting but probably not a great buy. Overall, I think he's worth it, but if points are tight, those 30 can be dropped.

The CC choice, good to see these girls in Troops, gives the army more flavor. 1 extra point gives you +1A (double ccw), +1I (although the jump from 4 to 5 is much more significant than the jump from 5 to 6), Combat Drugs, 4++ in CC, Haywire grenade option and a bunch of shitty "special" CCW. You lose a point of save (no big deal, flamers kill you both) and all shooting. The agonizer Hekatrix is mandatory, as is the assault/defense grenade option (cheaper for the better CC troop, oddly). Haywires I'm torn on. Without them, the unit is Dread-lock bait, but they're kinda pricey. I'd lean toward yes for an assault unit, but no for a defensive unit. Wyches have a place in most lists I think as an anti-super unit (think Vanguard in more revealing armor). They make a great escort for your HQ (I can easily see an Archon fitting here), so 9-10 in a Raider or 5-15 out of a portal are a nice unit.
Which to choose? For fluff and models, I think it's the Warriors hands down. Rules-wise, I think they both have their place. Warriors put out decent shooting for their cost and will probably be low-priority, making them good to score while Wyches can tie up units like TH/SS Termies, Sang Guard and the like which can tear through the rest of your army. I like a list that has both. Dark Eldar troops are pretty good and fragile, so I think most lists will bring more than 2 and both Warriors and Wyches have a place.
Now transports:

Took a slight points increase and all it gained was the option to become more expensive. Weapons, keep the Dark Lance. Other upgrades? Flicker is mandatory. I like the Night Shields for your expensive, CC Raiders (Archons, Incubi). They should be hiding behind Warrior/Wrack/Wych Raiders for a 4+ and that extra 6" can make a big difference when you're armor 10 open topped. None of the other upgrades jump out at me. So 55 to 70 and a perma-5++? I kinda like it. I doubt you'll see so many 10+ Raider lists, but 6 might be a common number.

Only 5 capacity, but comes with a Flickerfield standard. I don't see any CC unit that hits hard enough at 5 men to make this a Harlie/Incubi delivery vehicle. The best (and probably only) use is as a blast-car for a 5 man Trueborn squad. The 2nd splinter cannon is a +/- upgrade in my opinion. Gives the Venom/Blaster-born unit duality, but is an easy drop if the points are tight.
Overall, I'm happy so far. The Dark Eldar take the whole fragile but deadly thing to an extreme. Their Troops have a decent shooty options and a decent CC option, something few lists have. Their transports are a little on the pricey end (or, more accurately, Rhinos/Razorbacks/Chimerae are a little on the cheap end), but they put out a lot of firepower and you control the flow of the game with their speed. I can see a lot of lists using all 6 troop slot, which is refreshing. I would leave to any comments on my opinions and fresh opinions out there. It's going to take a while to fully digest the book, this is just my first try.
Kirby 118p · 756 weeks ago
Venoms I agree with completely, so-so but awesome for Trueborns. 4x Blasters? yes pls
MarshalLaeroth 52p · 756 weeks ago
Its like getting smashed in the face with a sledgehammer full force, but the handle breaks in the process. Your face is messed up hardcore at the very least, more likely you're dead or dying, but at least you prevented the hammer from doing anymore damage.
I think that these are going to entirely depend on the theme of your army, as from what I've seen, there is going to be a great many. But everything in the codex has the ability to ravage the opponent if equipped properly. Makes me happy sauce. :)
GWvsJohn · 756 weeks ago
Yeah, I'm so-so on the Sybarite. Worse ways to spend points I'd say. Your thoughts on the Lance/Cannon option?
Kirby 118p · 756 weeks ago
VT2 79p · 756 weeks ago
Mobility is crucical.
Lances (non-melta ones) are now solely on raiders/ravagers.
I love all the dakka this army can put out.
Smurfy · 756 weeks ago
I think both choices will see use in balance, the Wyches have never really been able to drag units down on their own, more acting as a anvil with a steady Agonizer to even up Combat Res until the heavy hitters come in and finish. The special weapons, if they were 1/3 i would like them more but as 1/5? Bleh.
Plus, before you shrug off Wyches, they can get to Str 5 with a lucky Drug roll and 2 Pain tokens, it might be a little too early to say but due to so many possibilities to get Str 4+ on your Troops with the Strength Through Pain System, I am thinking at least 2 Haemonculus will be seen in most lists :)
Cobbles · 756 weeks ago
Rupert40k 49p · 756 weeks ago
At present I see the DE codex to be very synergistic. Nothing seems to stand out as being truly amazing in it's own right, the question is whether the sum of the parts will be sufficient against the current "top tier" lists. Time will tell! Thanks again! xx
Kirby 118p · 756 weeks ago
VT2 79p · 756 weeks ago
VT2 79p · 756 weeks ago
You can sorta fight with warriors, scourges, and trueborn, but it's close-range shooting they're good at.
Wyches only do combat now, and most of their options aren't worth it.
The venom is very good, but costy, and nowhere near as well-armed as either chimera or razorbacks.
Interesting when we start seeing 9+ venoms on the field, with dinky squads of trueborn and warriors in them. So much death if you're not in your transport.
Apathyman · 756 weeks ago
Apathyman · 756 weeks ago
FNP with 2 liquifier guns (and pretty affordable)? Close range is a problem for objective camping, though.
I think the haemonculus army is going to be the TMC army, though. A quality list that isn't popular because of the amount of conversion work required to make it look good.
MagicJuggler · 756 weeks ago
The reason for a cheaper Phantasm Grenade Launcher on the Wyches is because they already get Plasma Grenades. Sliscus seems a must for Wych-intensive lists (or Deepstrike Lists in general; tha he basically gives all your vehices Retrofire jets for *free* is handy). That drug reroll can mean a lot, either for rerolls-to-wound (yay Agonizers/Sliscus's superpoison weapon), or more FNP tokens.
Nearly all the upgrades got reduced in cost. I tended to take Nightshields by default, yet most the options look appealing (except Splinter Pods. Forcing a Raider to move 12"/turn? And it doesn't work on cannons/carbines? Bleh.)
MagicJuggler · 756 weeks ago
Limey · 756 weeks ago
I don't expect you to have figured it all out yet, but a ballpark guess would be much appreciated.
Kirby 118p · 755 weeks ago