Barkdreg Badtoof wrote:After a long hiatus from 40k, the new Dark Eldar seem to be really trying to get me to come back. Way I see it, they can play almost exactly like my beloved Kult of Speed, only faster (and of course, even more fragile). With all that in mind, I've decided to throw the following list up for feedback. Any advice is certainly welcome--it's been ages since I've played 40k.
Greetings and welcome to the Dark (Eldar) Side. We are superior to everything, so you've made a good choice

Let's see if I have any brilliance i can impart on your list.
HQ
Lelith Hesperax: 175 pts
Haemonculus: 80 pts
-Liquefier Gun and Agonizer
Lelith is a bit pricey - consider that for her cost you could basically buy an additional tricked out squad of Wyches and then ask yourself if she's that potent in combat or not. I'm supportive of the Haemy as it's my current belief that they are the optimal
HQ choice in the dex now.
ELITES
7 Hekatrix Bloodbrides and Syren: 214 pts
-2 Hydra Gauntlets and Agonizer
-Raider
Bloodbrides are awesome wrapped in win. The one consideration I would offer is this - though the Hydraknives look *way* cooler, statistically the Razorflails will actually be more helpful to you in winning combat (the knives only outperform them on a roll of 5-6) If you want consistent damage output I'd switch to the Razorflails. I'm guessing you intend for both
HQs to go here? My big caution with that plan is it's a very eggs in one basket unit - your opponent would have to be a little stupid not to want to kill it first as it will cost over twice what any other unit in your army does, and has no defense to prevent that other than moving flat out or hoping to get a cover save. I'd probably stick Lelith in with some regular Wyches actually, make the opponent have to choose which unit to obliterate and then the other one can cram a dagger in his back.
TROOPS
10 Wracks: 160 pts
-Raider
10 Wracks: 160 pts
-Raider
And these are doing what?
If your goal is to just plop them on objectives there's no reason for the maxed squads, and if you want to do anything else with them they need some upgrades. At the moment you've got two units that are basically good at holding objectives and beating up on mook infantry - that's not really worth the point cost in my opinion,
DE don't need to burn 220 points to get two dark lances and some objective sitters,
DE are an offensive army, not a defensive army. I'd advocate either shrinking the squads so they can plop on objectives and take cover while you use the Raiders as gun platforms or I'd suggest enhancing them or using these points to buy alternate troop options that will help your offensive capabilities.
9 Wyches and Hekatrix: 210 pts
-2 Hydra Gauntlets and Agonizer
-Raider
9 Wyches and Hekatrix: 210 pts
-2 Hydra Gauntlets and Agonizer
-Raider
Only 4 troop choices in 1850? I caution you that this is a risky gambit with
DE.
Again, I'll note the Razorflail option if you really just want big world ending squads.
I'm generally against max squads in
DE as I think
MSU is a dominant strategy to the game in general and for
DE in particular. I'd probably drop 3-4 Wyches and all Hydra tech in both these squads and use the extra points to add more units to the army.
FAST ATTACK
3 Reavers: 78 pts
-Heat Lance
3 Reavers: 78 pts
-Heat Lance
As an alternate option I'll note that you can field 4 Trueborn w. 2 Dark Lances and a Raider with Lance for only 2 points more than this and you'll get better anti-tank that is arguably even more survivable and almost certainly able to shoot more often. The basic strategy would be to start the Trueborn outside of the Raider in cover and just have them snipe. The Raider runs around as a gun platform that has just as much speed as the Reavers and much better range. You lose out on the anti-infantry tech the RJBs bring, but with your Wych core I don't see that being a loss to you.
HEAVY SUPPORT
Ravager: 105 pts
-Night Shields
You forgot to account for the cost of the Night Shields here.
Ravagers are a great choice, no complaints.
Voidraven Bomber: 185 pts
-4 Shatterfield Missiles
Voidraven Bomber: 185 pts
-4 Shatterfield Missiles
This is an interesting option. The big catch to my mind is that, on the turn they unload they are probably a better Ravager, as firing all those missiles will give some unit a bad day. That said, recognize that the missiles will somewhat dictate your optimum target, as
Str 7 isn't great vs.
AV 13+ which means either you're shooting at stuff that your void ances aren't that much better for, or you're shooting
MCs/hordes and wasting the lances. Meanwhile, at a saving of 160 points you could have two Ravagers that are basically as good at killing armor. 160 points is another entire unit that can shoot/assault and kill stuff every turn.
My own comments: The Haemonculus is there to give Lelith her first pain token and to allow Wracks as Troops. The Wracks themselves are primarily objective-sitters, letting the rest of my force concentrate on bringing the fight to the enemy. Their Raiders will, depending on the mission, either screen the rest of the force or go tank-hunting. I plan on keeping both bombers in reserve and having Happy Missile Fun Time the turn they arrive.
My big issue with your army is your Wyches are in trouble vs. a mech army. Most of your units can't bust armor, so you really need focused anti-armor options. The Wych Raiders should be moving flat out on Turn one, so their lances are useless that turn. The RJBs should be turbo-boosting so they can get close enough to use their anti-tank on turn 2. That means that your turn 1 anti-tank is one Ravager, two Raiders (the Wrack ones) and the Bombers if you opt not to keep them in reserve as you seem to indicate you wish to.
So, 5 Lances that can fire at most at 3 targets. You have 3 Wych units that want to be in assault on Turn 2 and there is not that great of a chance that you can pop open the metal boxes to ensure this situation. Also, note, on Turn 2 you have to disembark your Wyches before two things happen.
1. You have to disembark before you find out if a second round of shooting from the Ravagers/Raiders/and RJBs accomplishes anything - I've done the disembark and then discover that the vehicle wasn't wrecked game. It's a sad game to play.
2. You have to disembark before the Bombers (presuming they arrive turn 2) try to pop stuff, which means if you want them to pop something for Wyches you're firing those huge pie plates near your Wyches, which is scary business.
I would advocate increasing your ability to fire lances Turn 1 in order to ensure there are meaty targets for your Wyches to tear into. If you opt to drop your bombers the big concern to keep in mind is how you'll deal with large foot hordes, as you lack a good answer to Nids and foot Orks if you lose the missiles. I think reworking the Wracks to become contributing members of your army is a primary focus as well.
My thoughts,
Thor.