Wow, that is cool, and quite powerful, making them very hard to hit, especially for armies that do not have great shooting. Raven Guard — Lexicanum. This article needs work on its citations. Which actually seems to be working out pretty well for those deldar who are sick enough fucks, because they wind up being more or less immortal.
Sadistic and psychotic to the point of making your average Chaos Marine look like hippies in contrast, hopped up on cocktails of combat stimulant drugs, and armed predominantly with weapons and equipment that cause unspeakable immeasurable agony in those they go after, the Dark Eldar are easily the most depraved and vicious race the 41st millennium has.
Hated by literally every single faction in the 41st millennium, the Dark Eldar are perhaps the only race with bigger assholes than Eldrad , though in spite of this, unlike their sissy counterparts, the Dark Eldar are hated much less by the playerbase - presumably because their army actually takes some brains to use and isn't a giant bunch of status-quo-defending losers. Well, that and its implied they use sexual torture along with the normal kind.
In battle, Dark Eldar center around hit-and-run tactics, dealing huge damage and moving fast; few of their units can really take much abuse, making them even more fragile than their less edgy counterparts.
Their standard infantry armor is identical to that of a Guardian not terribly good , their vehicles are predominantly lightly-armored transport and attack craft that can be brought down by anti-infantry gunfire, and the armor on a typical Wych or Grotesque is no tougher than the ramshackle metal plating favored by Orks, but without the whole "I believe this armor will protect me, which is why it does" and at absolute best will cover only nipples and vulva, meaning that it would take considerable skill and a somewhat sadistic shooter to bounce a round off of their 'armour'.
The Dark Eldar are known for the excessive amount of fapping material involved with them, and they are the subject of thousands of sexual fantasies by desperate masochistic teenagers and middle aged neckbeards incapable of handling real women.
They are also known for having some of the most fucking awesome-looking models on the tabletop, even if the armor of half of what they field will suffer instant critical existence failure at the hands of your typical Space Marine. This is pretty standard for all Xenos though. The Dark Eldar, historically, have long been considered the faction for professionals because the army was perceived as being very difficult to use correctly.
Their units, while generally quite fast, were almost uniformly fragile; this meant that the army was very intolerant of mistakes on the tabletop. Consequently they were easily the least played faction in 40k. Nearly 12 years passed before a codex update - but finally, in , GW decided to throw Dark Eldar players a much-needed bone.
Sweet Jesus , talk about buffs. The new 5th edition Codex changed very little fluff-wise, but the Dark Eldar gained substantial staying power and could actually field a reasonably tough hard-hitting army.
The Power from Pain rule made them tougher as they scored kills, and the army also had a lot of potential for being much more forgiving of mistakes previously it was a case of either steamrolling foes or getting curb-stomped.
Lots of new options and extensive access to poisoned range weapons made them extremely versatile - as well as the bane of Tyranid players everywhere.
The 7th edition Codex was a mixed bag, with some serious nerfs. On the downside: Vect, Sliscus, Malys, Decapitator and Baron are no longer playable, though most of them are still mentioned in the fluff. Flickerfields have disappeared from all vehicles except Venoms, and Wyches somehow got even worse by losing haywire grenades and their gladiator weapons just becoming variants on re-rolling.
On the upside, Power From Pain became something that happened to the whole army with the bonuses stacking each turn, rather than having to make mediocre units kill things in order to become useful. As of 8th Edition the Dark Eldar have been renamed the 'Drukhari' for trademark reasons. Like most armies in this edition they have their own equivalent of Chapter Tactics, Toughness on vehicles, and varying movement rates.
All of these elements are considerable improvements compared to the previous editions. Dark Eldar armies can also gain extra CP for bringing multiple smaller detachments; combine this with the considerable buffs on wyches and Mandrakes, and you've got an army that has the potential to become more popular than ever before! They are still a "glass cannon" army, but are way more forgiving and benefit from both aggressive and conservative playstyles.
A common musing is that they are ambitious, sex-crazed, easily shot down, boat-and-plane-loving pseudo-aristocrats although many of the Dark Eldar really are aristocratic haunted by a dark curse - ergo, they're not vampires, but, in fact, the Kennedys. Putting it simply, the soul of a Dark Eldar is an open wound that can only be salved with suffering, a void that can only be filled with tortured bodies, a thirst that can only be quenched by spilled blood. Just like my ex girlfriend!!
Fortunately for the Dark Eldar, provided that someone recovers enough of their remains, their dead body parts can be brought to the Dark Eldar Haemonculi an ancient order of Dr. Mengeles, the people that educated Fabius Bile in the art of being a gigantic dick and regenerate themselves in case of death, complete with personality and mental faculties intact.
This also keeps their soul from being devoured by Slaanesh - but at a price - this regenerative process is fueled by pain just as surely as the Dark Eldar themselves. This is the reason Dark Eldar raids are so eager to get in and get out as fast as possible; if the subject is dead for more than a day or so, they're beyond recovery. Their diet of anguish has blessed the Dark Eldar with some of the longest lifespans in the setting, only surpassed by godlike figures like the C'tan, Necrons, the Emprah , Phoenix Lords and the Chaos Gods.
This system is dependant on the Haemonculi though, and as a result they are the single most crucial group within all of Commorragh. The process gradually has diminishing returns though and truly ancient Dark Eldar will eventually require an ever increasing amount of pain infliction to rejuvenate themselves. The Dark Eldar have also overcome the traditional Elven birthrate problem by finding a fun workaround to the long gestation period of conventional Eldar - they can remove a fertilized ovum and place it in an amniotic tube to age them quickly enough to be useful.
This is looked down on by Dark Eldar society however - they even have an elite unit, the Trueborn, that are basically a bunch of spoiled brats who feel entitled to all the good weapons just because they got pushed out of a proper twat that and the fact that ones born from a tube also get older faster and need to feed on pain more often. The fact that hedonism is the rule in Commorragh probably helps too.
The Dark Eldar have some of the most advanced tech in the 41st millennium, in some cases even surpassing the most powerful weapons of their cousins. Access to weapons that basically fling incandescent dark matter and miniature stars around goes a long way towards giving them serious "I'm going to fuck your shit up" power, and their access to arcane wargear and super-fast vehicles even more so. In fact the only race that comes even close to the technological level and destructive power of the Dark Eldar is the Necrons , whose basic weapon rips the molecules off its target, flaying one layer off at a time though it's still near-instant.
Hell Mask The Hellmask forces enemies in combat to take Leadership tests in every round of combat, and lower their chance of striking that turn if they fail. Whilst this is a nice piece of wargear itself, it tends to be sidelined for the identically priced, and more effective Tormentor Helm.
If you have a few points left over, and want to give a sybarite a cheap combat weapon, these will do the trick, but for any character you intend to be wading into combat on a regular basis, the Punisher or Agoniser, or plain old simple Power Weapon are usually more effective, as it gives you no armour penetration whatsoever. It's an effective choice for a Lord with a retinue of Incubi, and can be given to a standard Sybarite or Succubus as an alternative to the agoniser.
As the new 5th Edition rules state that a character on a boke may take a double handed weapon, when given to a jetbike wielder, it can raise them to Strength 5! Reaver Jetbike A nice toy to give to a Lord or Haemonculi, it allows them to join a Jetbike squad, and increases their base strength and toughness. Pricey at 35 points, but usually worth the cost. As the only piece of wargear capable of giving your Lord a higher Toughness, this can be well worth the price, but the loss of an Incubi Bodyguard means that you tend to be obliged to give him an escort of Reaver Jetbikes, which are just as pricey.
If you're intending on taking Haemonculi, Scissorhand is usually a must, as it gives the capability of actually doing some damage in combat, as other forms of weapons are not open to them as options.
Shadow Field The Shadow field is the only way to increase the survivability of a Lord, bar the Jetbike, and as such, is a must in any game. Not only that, it gives your Lord the longevity of life he may need to duke it out with other powerful characters with high Invuilnerable saves, such as Lysander, or Vulkan.
Soul Seeker Ammunition This would be a handy piece of equipment, as it allows a projectile weapon to ignore cover saves and re-roll any missed to hit rolls, but as its limited only to splinter weaponry bar the cannon , it's a waste of time and points.
Stinger The third of the Haemonculi only weapons, the stinger gives you the chance to make an enemy infantry model explode. However, this can be a matter of personal taste. Terrorfex This piece of wargear is a blast marker, and although blast markers scatter in fifth edition, it only needs to be touching one member of a unit to affect the entire squad.
As such, it's more accurate than othe rblast markers. It forces a pinning check upon the unit it connects with, which can be handy for softening up a target prior to charging as it has a 12" range.
The only other way in which you might consider using this wargear is on a sybarite on a Raider, but as the gunboat tactic is now obsolete, I wouldn't personally advise it, especially at 15 points apiece. Tormentor Helm A cheap and effective way of giving a model an extra attack, at 5 points the Tormentor Helm is a bargain for any model.
It grants the extra attack usually conferred by carrying a pistol as well as a close combat weapon, and as such, models carrying punishers can gain an extra attack!
Trophy Racks Boosting your Leadership by 1, Trophy racks are an inexpensive option for any hero or squad leader you happen to be tooling up. The extra leadership can really come in handy in a tight spot, and at 5 points, this piece of wargear is a steal.
Webway portal Having a Webway portal allows you to start with units in reserve, even if this is not usually the case on the mission you are playing. Then, during any shooting phase, the unit that is carrying the portal can deploy it a small blast marker is used to represent it , and your reserves may emerge from the portal, instead of from the table edges.
A commonly used tactic for Wych armies using this piece of equipment is to rush one or two raider squads, each with a Sybarite equipped with this piece of wargear forward to the opponents side of the table, and then deploy it. Your raider squads will likely be sacrificed on the following turn to whatever firepower the enemy can muster, but then all of your wyches can begin emerging on your next turn, and will easily be in range of your foes to wreak havoc in combat.
At 50 points, this is a costly piece of wargear, but when used effectively, this can help you net the game, especially against armies like Guard and Tau, who rely on being able to shoot your combat units before they can be engaged in combat. This can be a real winner in tournament games as well, as it adds an element of surprise and unpredictability against an opponent who is familiar with the more standard Dark Eldar tactics.
Dark Eldar Arcane Wargear These pieces of wargear are one per army. When combined with Combat Drugs and a punisher, this can make a Lord Strength 5, which makes him even more dangerous in combat. Archangel of Pain This piece of wargear is a one shot flamer template weapon, that forces any unit with a model underneath to take a pinning test at -2 Leadership. This isn't the greatest piece of wargear around, but at 5 points, it doesn't have to be.
If one of your combat units can get within range of two or more enemy units, you can pin one or more of the excess units whilst you engage the others in combat. For every game in which you use this, there'll be ten in which it does nothing, but 5 points, you don't feel cheated when you fail to make use of it.
However, this piece of wargear isn't the gamble it might initially seem. Both Wyches and Jetbikes have exceptionally high Initiative. Again, at 5 points, you get to make out like a bandit when taking this piece of wargear, but the double edged sword end of things may come into play if you charge a particularly hard close combat unit.
Mask of the Damned The Mask of the Damned forces a leadership check on any unit attempting to charge the wearer.
Whilst it has the potential to see off counter charge units such as Rough Riders, Kroot, and Ogryns, against any counter charging assault unit, this will rarely have much effect. At 15 points, it's a pricey piece of wargear, and as such, is preferably taken when you know roughly what your opponent is going to be fielding friendlies in other words.
A tournament piece, this ain't. Ideally, this piece of wargear will be equipped to a Sybarite who has nothing else, so as to minimise the chance of losing an important character or model. At 20 points, the Nightmare Doll is more expensive than some other pieces of wargear, but it's potential for affecting games in competitive play is a tremendous advantage.
Vexantrope The Vexantrope is a piece of wargear that has gained new life under 5th Edition. It forces any odels making attacks against the wearer to either take a leadership test and risk failing it and doing nothing , or direct their attacks against another model within 2". As attacks can be directed against independant characters, even if they're part of a larger unit, this can be a way of ensuring that the Bodyguards take more of the flak.
Alternatively, sometimes it will deflect attacks altogether, so at 10 points, a Vexantrope can be a worthy investment. Xenospasm A Strength 3 AP 3 Blast marker with a 12" range that forces the targets to take a pinning test at -1 Leadership? At 20 points, the Xenospasm is a costly tool, but unlike a Terrorfex, it's actually seriously capable of causing damage to a target.
At AP3, it's capable of killing marines always a good thing , and forcing a pinning test as well makes it a rather nifty projectile weapon. The decision as to whether it's capable of netting you the necessary points back that it cost has been a oft-debated topic between several DE players I know, but in an assault army, it's far from a bad option.
I don't have the codex in front of me, but don't the terrorfex and xenospasm both give -1 ld for the pinning check PER model under the template? Not that I'm nit picking, but If so it makes them much better than listed! Two things where i would like to correct you: Jetbikes For example, on the charge, with the right combat drug selections, I could have 5 attacks at Strength 5, initiative I hope with selection you mean the luck of scoring a 3 on your role for combatdrugs not the selection of it.
I did mention it on the Xenospasm already, but you're right, the terrorfex does force the check to be at -1 Leadership IF the unit is under half strength, or if the grenade hits more than one model. On the Combat Drugs, to quote from the book the one with second edition on the front , They may be taken at the start of any assault phase, and allow the character to choose any number of the options below.
Roll 1D6 per option chosen. If a double is rolled on the dice then the model suffers 1 wound. If a triple is rolled Maybe you were reading an old FAQ? You are correct on the Tormentor Helm though, so I'll amend that above. I hadn't heard of the new Super-Gun-Boat, but it sounds like a very good idea!
Thanks for the tip! I've added it in above. I'll give you the time thing. Its frankly not worth arguing about I made my peace and you responded which is fine. The only way I could change your mind is if I did a tactcia of my own and 1. I don't think I could do it justice and 2. Don't have the time. Models can now claim the extra cc attack from 2 ccws or use a 2handed weapon on bikes.
Vancouver, BC, Canada. In regards to Urien Rakarth being overpriced and not worth consider what was the 30 points for, never rolling to wound. Use the destructor and his good. Thats more than a poor rating imo.
Feasting on the souls of unworthy opponents. I need some advice: I'm working out a trade that will get me a Dark Eldar army. However, for a close combat based army warrior based that I had in mind another player has told me that warriors don't belong in close combat, and I want wyches for that.
If I take a wych based army, I can't take an archon, and I wasn't overly impressed by the wych lord. They also said that an Archon's raider is going to get grounded as soon as possible because people are rightfully afraid of that archon. At the same time, I agree that Wyches are focused on protecting themselves in combat rather than dishing out damage.
Halving a weapon skill is nice, except that most things are WS4. Wyches are also WS4, which means that enemy models still need 4s to hit. Is there a way to make wyches WS5? I've also had two people now tell me that warp beasts are worth taking I don't know what to do!
I want a close combat based army. Am I wrong for pursuing Dark Eldar from the get-go? Should I take warriors with elite wyches, or wyches with elite warriors?
I want that archon and incubi, but if warriors don't pan out as good as I thought they would be, am I making a mistake? If you still want an Arcon, so you can access Incubi, just take a standard army and use wyches as elites. This would leave you with warriors in raiders for objectives. But if you are truly just a CC kinda guy, you do need to run a wyche cult.
The only option you will be losing that actually might matter is access to Incubi. Raider transports are amazing at delivering your CC units where and when you need them.
Here is an example of what I consider a brutal Wyche list. Should run pretty good against most anything. An alternative way of running a DE combat force, as mentioned above, is to use the wyches as elites. There are plenty of combat specialists without being forced to run wyches.
For example. You can get two, as you have two HQ slots, which is soemthing to remember. Elites would be Wyches. Probably all 3 slots. Mount in raiders. Add a Shredder and a splinter cannon, and bung em on a Raider with a Disentegrator taking a number of disentegrators on Raiders means that you don't have to use up all your HVY support slots on ravagers.
You could also take a couple of regular dark lance sniper squads to deal with tanks efficently. This The new Eldar codex is what the Dark Eldar codex aspires to and should be like.
Sadly the coolest army in 40k is staying in the sidelines despite lore suggesting that in a fight, Dark Eldar are beasts that can pone serious ass. A fair warning this codex is powerfull, really powerfull. The playing field is a tabletop … For example, Iyanden is a supplement to Codex: Eldar that allows Craftworld Iyanden specific rules to be used in an Eldar army. In June 2. New 7th Edition codices will now contain: Background — Information about the force and its place in the Warhammer 4.
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