The Ravager Titan Hunters are found in the Apocalypse book. There are no
DE formations in Apocalypse Reload,
WD or on the
GW site, although there are a couple of cool strategems in the Reload book. I'm not sure where the Raider sheet is, but it's not in Reload,
IA:
Apoc V2,
IA:
Apoc 2 or
IA:
Apoc, which would lead me to belive it is also in the Apocalypse book. (Unfortunately that's pretty much the only one I don't have to hand right now :L)
DE kinda get the short end of the stick in Apocalypse since they have few formations and only a couple of new vehicles (which I'm guessing you don't own, unless you decided to make a quick
FW purchase

. The rules for the three vehicles are in
IA:
Apoc second edition,
btw.) so you're going to have to be a little sneaky. Since you're so fragile, I would recommend holding everything you can in strategic reserve and going for a massive T2 alpha strike.
Titans are tough, but a Warhound only has 9 hull points (and two void shields if you can't get within 12", admittedly) and will die to Haywires just as fast as any other walker as long as you have enough of them. Additionally, you get that sexy dodge save against the return attacks, which is more than most infatry can say. Other super heavies should be even easier to destroy if you can deliver the Wyches or w/e to them, but any that are still operational when their shooting phase begins will absolutely wreck you. Strength D is a priority since you can't even take cover against it so most likely it's removing whatever vehicles it hits on a 3+. Otherwise, you'll see a lot of big high strength templates so use terrain to your advantage wherever you can.
99% of superheavies are hopeless against flyers though, because almost all their weapons have blasts and so cannot hit you. If possible, try to convert a few Voidravens and use them to eliminate the deadliest superheavies before the bulk of your forces enter the field. With strategic reserve, you'll get about half of your forces turn two and the rest turn three, so load up your first wave with as many flyers as you can get your hands on and then a few Ravagers to pick off smaller superheavies. one you've hopefully cripple the enemies heavy hitters, bring the rest of your forces onto the board and use them to continue damaging anything will lots of strong shots (basically everything in an
Apoc game but...). Haywire Wyches for remaining superheavies or concentrations of normal tanks.
Any Gargantuan creatures you see are going to be the toughest thing, probably. Poison only wounds them on a 6, so you don't get your usual advantage versus big beasties, and they generally also have an excellent save and a ton of wounds. Going with heavy weapons might not be much better, since most of yours are going to be strength eight and some Gargantuans will be up to toughness nine or more. This is probably another reason to take Void Ravens since they're pretty much your only source of strength nine+. Beware the Tyranid bio-titans however, since they can spam more than enough S10 to bring down a Flyer even at BS1. They're also
EW, so spamming Implosion missiles and hoping for a 6 doesn't really help you. Even effects that would remove them from the game will only ever do D3 wounds, although they could still be worth a shot. Remember, you can take multiples of the fancy 0-1 stuff in Apocalypse if you want/need to.
Since you might also see a ton of infantry on the field, don't let the threat of big tanks and walkers sap away all your anti-infantry.
DE are naturally good at this with lots of Splinter weapons, but it's probably a good idea to grab some missiles on your aircraft too. At 4000 points, you *could* easily see 500 Ork boyz in five giant squads calling a Waaagh every turn, so be prepared to mow down a lot of guys if necessary.
I'm assuming this game will have multiple players per side based on the description, so if that the case I would let them handle most of the objective-grabbing.
DE find this tough in a normal game and it's harder in
Apoc where a single Hellhammer could easily wipe 30+ guys of an objective if you're not careful. Play the waiting game and zoom in at the end as usual if you have to go for one.
I wrote up a very basic list, bear in mind that I am by no means a Dark Eldar expert so most of what I have said is transplating my knowledge of
Apoc with other forces onto the
DE. I left about 1500 points for you to buy upgrades, include 'flavour' elements and that sort of thing since I don't know what models you have and like I said I'm not a
DE player so I don't know what exactly you want to go for. I will say that Flickerfields are almost a must since you get your Invlunerable even against strength D; depending on how much of it you expect to see, you might want to play around with Harlequins, since they'll still get that awesome cover save against most high-strength weapons (at least, I thought the Veil of Tears was Stealth and Shrouded now, but I can't see it on the
FaQ... I might be confused, idk). Just watch out for things like the hellhammer with big high-strength no-cover blasts and of course, destroyer weapons, which will just wipe anything without an Invlunerable off the table.
Troops (945pts)
Wyches (190pts)
Raider
Dark Lance, Flickerfield
10x Wyches
Dodge, Fleet, Night Vision, Power from Pain
10x Haywire grenades
Wyches (190pts)
Raider
Dark Lance, Flickerfield
10x Wyches
Dodge, Fleet, Night Vision, Power from Pain
10x Haywire grenades
Wyches (190pts)
Raider
Dark Lance, Flickerfield
10x Wyches
Dodge, Fleet, Night Vision, Power from Pain
10x Haywire grenades
Wyches (125pts)
Venom
Flickerfield, Splinter Cannon
5x Wyches
Dodge, Fleet, Night Vision, Power from Pain
5x Haywire grenades
Wyches (125pts)
Venom
Flickerfield, Splinter Cannon
5x Wyches
Dodge, Fleet, Night Vision, Power from Pain
5x Haywire grenades
Wyches (125pts)
Venom
Flickerfield, Splinter Cannon
5x Wyches
Dodge, Fleet, Night Vision, Power from Pain
5x Haywire grenades
Heavy Support (1595pts)
Ravager (115pts)
Aerial Assault, Night Vision
Dark Lance, Dark Lance, Dark Lance, Flickerfield
Ravager (115pts)
Aerial Assault, Night Vision
Dark Lance, Dark Lance, Dark Lance, Flickerfield
Ravager (115pts)
Aerial Assault, Night Vision
Dark Lance, Dark Lance, Dark Lance, Flickerfield
Ravager (115pts)
Aerial Assault, Night Vision
Dark Lance, Dark Lance, Dark Lance, Flickerfield
Ravager (115pts)
Aerial Assault, Night Vision
Dark Lance, Dark Lance, Dark Lance, Flickerfield
Razorwing Fighter (165pts)
Aerial Assault, Deep Strike, Night Vision, Supersonic
Dark Lances (x2), Flickerfield, Monoscythe Missile, Monoscythe Missile, Monoscythe Missile, Monoscythe Missile, Splinter Cannon
Razorwing Fighter (165pts)
Aerial Assault, Deep Strike, Night Vision, Supersonic
Dark Lances (x2), Flickerfield, Monoscythe Missile, Monoscythe Missile, Monoscythe Missile, Monoscythe Missile, Splinter Cannon
Razorwing Fighter (165pts)
Aerial Assault, Deep Strike, Night Vision, Supersonic
Dark Lances (x2), Flickerfield, Monoscythe Missile, Monoscythe Missile, Monoscythe Missile, Monoscythe Missile, Splinter Cannon
Voidraven Bomber (175pts)
Aerial Assault, Deep Strike, Night Vision, Supersonic
Flickerfield, Shatterfield Missile, Shatterfield Missile, 2x Void Lance, Void Mine
Voidraven Bomber (175pts)
Aerial Assault, Deep Strike, Night Vision, Supersonic
Flickerfield, Shatterfield Missile, Shatterfield Missile, 2x Void Lance, Void Mine
Voidraven Bomber (175pts)
Aerial Assault, Deep Strike, Night Vision, Supersonic
Flickerfield, Shatterfield Missile, Shatterfield Missile, 2x Void Lance, Void Mine
That should cover most things you're likely to see, and leaves you enough to include whatever else you want, I imagine. You have 11
HS choices, so you can most likely get a pretty good Alpha Strike going without exposing your troops too much. With a little luck, you chould be able to take out at least one small Titan/Superheavy without too much difficulty; if the opponent has more, pound the toughest until its most threatening weapons are disabled, at least temporrily, and go all out with everything else on the other. Try to avoid focussing too much on one big target, torrenting it down and then realising you didn't do anything to the smaller superheavies at its flanks and they'll now make most of their points back in a single turn of shooting. (this is tough, I know, since it often feels like the bigger vehicles can absorb an unholy amount of firepower, but if you think of it like they're a number of tanks equal to their structure points they *should* seem more manageable. (For example, ok, that Baneblade is three Russes I need to take out, so I'll move these four Ravagers up and bring the Razorwing round here...) You have vastly superior mobility to most super-heavies, so you can use that to hide and line up shots. So long as you spread out, make use of both strategic reserve and the table and you have pretty good target priority, you should be set. Hell, with 45 haywires have a pretty good chance versus a Warlord if you can get them into combat.
If you want any more advice/suggestions or you have any questions either post here or
PM me

. I'd like to know what units you have available and how much you have to spend on reinforcements, if anything, but that should suffice for now.