Image Courtesy of Games Workshop
You know what I've got? Army fever. Not for the new Space Wolves. Furry Marines never really peaked my interest. Rather, my interest has been captured by the armies that were "left behind" in the edition change. Namely, the Dark Eldar.
The reason why I want to give the pointy hats a try is that the tactical side intrigues me. I find the glass cannon gamble rather exhilarating, so I'll throw together some builds and hope for the best.
Now, the few Dark Eldar players out there tend to be very vocal about how much their codex is outdated and not particularly competitive. It most definitely is outdated, but I'd argue that it still has a reasonable amount of competitive bite.
- The metagame is currently leaning heavily towards mech based builds and a dependence on Melta-suicide teams as the premiere anti-tank option, meaning that if you're shot down, you are within striking range.
- They have the fastest, cost-efficient (not to mention flimsiest) troop transports in the game. The Raider is 55 points, but is still very effective. Move flat-out turn 1, put an expendable Raider to block LOS to your Archon's Raider and by turn two, you'll have a very scary Dark Eldar Lord lopping off heads, kicking ass and taking names (and slaves, lots of slaves).
- The ability to spam enough Dark Lances to make an armored company cry.
- Wyches make the assault troops of all other armies throw down their weapons and give up.
- Last but not least, arguably THE most killy character/retinue/unit in the game - the Archon with Incubi can throw out a huge amount of high initiative power weapon attacks that will more than likely cripple the enemy before he can even swing back.
As with all codexes, you've got to keep in mind what is effective and what isn't. Seeing as how a good 60% of the codex is worthless in this day and age, we've got to make do with what we have. I'll share some builds and other opinions later. For now, sleep.