Warhammer 40,000/10th Edition Tactics/Dark Eldar

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This is the current 10th Edition's Dark Eldar tactics. 9th Edition Tactics are here.

Why Play Dark Eldar

Pros

  • With Poisoned weapons being made Anti-Infantry, they're quite capable of wounding most things despite their poor strength.
  • The decoupling of weapon types makes Assault weapons far more common and usable.

Cons

  • Blasters have lost their moment in the limelight, as tanks and monsters now have Toughness scores that far outstrip S8.

Faction Rules

  • Power From Pain: Rather than progressing as the battle goes on, the devs took a note from Kill-Team and made it all based on a pool of tokens. You start with 1/2/3/4 of them (dependent on the game size) and can gain more as you kill units and force them to fail Battleshock checks.
    • Empowered Through Pain: Depending on the phase, you can spend these tokens on various perks:
      • Command/Movement Phase: This unit can re-roll Advance or Charge rolls.
      • Shooting/Assault Phase: This unit can re-roll Hit rolls.
    • While simpler, this does come at the cost of losing any durability through things like the FNP saves and cover.

Detachments

Realspace Raiders

Special Rules

  • Realspace Raiders: As with before, this is an amalgamation of the various sub-factions of the Dark Eldar, only now you don't need to split your army up into three for it to work. Instead, you just get an extra Pain Token if you field an Archon, a Succubus and a Haemonculus in the same army.

Stratagems

  • Alliance of Agony (1 CP): You can spend one Pain Token to power up your Archon, Succubus and Haemonculus at the same time. While convenient, this requires you to have all three of them on the field at the same time, so the moment you lose one of them, this becomes useless.


Equipment & Weapons

Unit Analysis

Characters

Epic Heroes

Battleline

Kabal

  • Kabalite Warriors: The backbone of the Dark Eldar's forces remain very mobile this edition. On top of being Anti-Infantry 3+, their Splinter Pistols and Splinter Rifles also get Assault so they can fire while moving as fast as they can. Sadistic Raiders makes doubly sure of this as any objective they cap (whether on their own or when embarked in a transport) will remain capped as they continue rushing forward.
    • Blast Weapons have ended up in a bit of an odd spot this edition, as S8 is no longer all you need to dent anything bigger than, say, a Carnifex, though it remains just as mobile. The Shredder got reimagined as an S6 flamer with Torrent, but cover is now a problem. The Dark Lance has become your most reliable anti-tank weapon, being beefed up to S12 AP-3 D2+d6.

Wych Cult

Coven

Infantry

Kabal

Wych Cult

Coven

Other

  • Incubi:

Monster

Vehicle

Dedicated Transports

  • Raider:
  • Venom: This nimble menace has gotten a lot from the edition change. While it still can only carry 6 models (no Fly units or Grotesques allowed), all 6 of those guys can still shoot while embarked thanks to Firing Deck 6 and it can pick them up during the Fight phase if the Venom's within 6". It's still a paper boat, but now it's one that can offload a world of hurt.
    • The differences between the Splinter Cannon and Twin Splinter Rifle a a bit subtle. Though both get Anti Infantry 3+, the Splinter Cannon has Sustained Hits 1 as well as more firepower from being AP-1 D2 while the Twin Splinter Rifle is far more mobile with Assault, Rapid Fire 1 and has Twin-Linked to ensure that the hits it makes stick.


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