Weapons:Special character weapons-Agoniser: One of the best weapons in the whole game.
It's almost like a fast powerfist. It will wound on 4+ no matter if you're facing a hive tyrant or a dumb space marine. Besides that you don't allow saves and can glance a vehicle on 6. The downside would be the point cost.
It is quite expensive, so don't give it to all your characters.
It's not because a sybarite has an agoniser that he'll be able to kill anyone. He might just die in vain and do nothing, thus making the whole + 20pts cost completely useless.
-cc weapon: just any standard weapon, used for cc. This is the way to have a cheap cc character. Downside would be it's nothing special, do you really want to have a cheap sybarite?
-Destructor: This corrosive acid will take care of anything if you're lucky when you roll the AP. It's the most recommended weapon for a heamonculus. 2 downsides are that if you're unlucky you may not kill much, it also needs to be fired at short distance. In certain squads that can be a problem, you don't always want your warrior squad to be too close to the enemy.
It's also heamonculi only, you'll have a limited amount of these.
I like to compare this weapon to an uber flamethrower.
It has the same S as most flamethrowers, but the AP is better.
How easy/difficult is it to throw a 6+ or even 5+? VERY!
We all know it, that's the save for most of our troops lol XD.
Now this applies to the roll of AP, meaning in most cases it's = to 4 or less. If you're lucky you'll keep throwing 3 or less and nearly all saves will be nullified.
-Poison blades: great addition for any sybarite. It can be as affective as any punisher or agoniser. The advantage is the low point cost.
Disadvantages are: no extra attack, saves are allowed
-Power weapon: This is just common power weapon all races have access to. The big advantage is that you don't allow saves, but the big disadvantage with the DE is that they only have S3. Thus this weapon is mostly effective against T3 opponents/armies.
-Scissorhands: This is the better version of poison blades. Besides having the 2+ to wound, you also still have +1 Attack.
Downsides are that this weapon is only for heamonculi and it still allows saves.
-Splinter pistol: The common pistol you add to any cc weapon. it allows you to shoot at short distance and gives you +1A in most cases.
It's not as powerful as it used to be, it only shoots once in this edition.
-Stinger: It's also heamonculi only again. It's not as attractive as the heamonculus destructor, but it's able to kill a nice bunch of guys.
The big downside is that if it doesn't hit you got nothing.
If it does explode, you can expect some nice enemy casualties. It will still inflict less casualties than the destructor
-Punisher: A nice two handed weapon. Best combined with Tormentor Helm(+1 A) (BUT it does make the character more expensive, so If you don't want too high point costs, don't take the T H)
It's a better version of a power weapon, but it does add +1 S, thus making it effective against almost all armies,unlike the regular power weapon. Downside is that it's a two handed weapon...but the T H can take care of that, like I explained.
You also depend on that S value greatly. The agoniser doesn't care about S. It does have more attacks, but the punisher allows you to throw 3+ or even 2+ to wound instead of the 4+ from the agoniser.
Don't forget that one agoniser is cheaper than a punisher + TH.
The best use of the punisher is against fairly low Toughness, that way you may have to roll 2+ to wound and no saves allowed. (that's when marines feel weak)
Normal weapons-hellglaive (HG) :+1S in the first cc turn. It also has a SR in it. You can shoot with it and go into cc. The 2 big downsides is that it's not a power weapon and the +1S bonus only lasts for 1 turn. Hellions however do have the hit & run attack rule.
-Splinter riffle (SR): This is the standard weapon for the Dark Eldar armies. The AP is pretty normal, the S of the weapon is only 3, so you can only kill very few soldiers with it. This isn't the main weapon in the squad anyways. Don't underestimate the killing potential of this weapon, but don't expect too much from it either.
-Splinter canon (SC): This is a better version of the SR, not only does it have a better S of 4, but it also shoots 4 times, thus making it the perfect anti-infantry weapon. This weapon cannot take care of heavily armoured targets.
-Blaster (Bl): A short range very powerful weapon. Can serve as anti-tank, or anti heavy-infantry. The big downsides is that it's short range and it only shoots once. Choose your targets carefully!
-Shredder (Sh?): This is one of the underrated weapons.
The new blast rules make it a more reliable anti-infantry weapon.
I suppose it can also be used against light vehicles. The big advantages are the blast and the S 6. (Remember, new blast rules are way better than in previous editions, all enemies under the blast are auto-hit)
The big downsides are: it doesn't have an AP and you can still miss with your blast.
-Dark lance (DL): This is a very common weapon in any Dark Eldar army.
Warriors, raider and ravagers can carry it...
It's the obvious anti-tank weapon. It only shoots once like the blaster, but is a logn range weapon.
It's almost impossible to find a DE army without any DL. Be sure you have enough of these in your army...
Don't forget it's not just good against tanks. Hive tyrants, carnifexes and any MC creatures will die when they wounded a few times.
-Disintegrator (dis): This weapon has 2 modes to fire. Both are very effective in this edtion. The long range mode uses a blast (which does fine in this new edition) and also has a better AP. The shorter range mode shoots 3 times and has a slightly higher AP and lower S 4, but it's still good to take care of most heavy armored enemies. (marines hates this weapon).
The big downside with this weapon is that you don't have it as much as you have DLs. Only ravagers and raiders can carry it.
People can start choosing to take more of these than DLs, but don't forget you'll always need to have those precious anti-tank DLs.
Sidenote about all blasters, Dark lances and disintegrators:
Don't use them to kill regular low armoured infantry, that's just a terrible waste...Do it only if you don't have a heavy armoured target in range.
Wargear:-Gruesome Talisman :Useless in he 5th edition! YAY ! reminds me of the fact that gw hasn’t given us a new codex in 10 years >: (
-Plasma Grenades : This bonus allows you to strike with your initiative. It's a very cheap upgrade and worth it when there is cover!
-Haywire Grenades : Cheap and allows you to kill a tank. Only take it if you do intend to use it. I find it nice how you can end up killing a tank with a lot of luck for only a few pts...
Downsides are that you won't use it a lot...You may not need it at all in most cases. DLs are the main anti-tank weapons.
-Archangel of Pain : Not bad at all, It allows you to pin down an enemy unit, just like the terrofex. The perfect way to give your own warriors more time to take care of other units.
Downsides: It doesn't kill anything, some tactics may not use it at all.
It's also only short range.
-Hell Mask, only for independent characters...
In most cases it's not good at all to have a character without some form of retinue. Attacker must pass a Ld test if he fails he can only hit on 6...
A lot of units are fearless, thus making this mask useless.
-Tormentor Helm : a perfect combination with a punisher( +1A) ! Downside is the pointcost. It's cheap, but do can you really afford to take it. You will in most cases, but don't forget that you're already paying for a punisher. (punisher+ helm+ extras = quite a lot of pts)
It's not advised, you may make the regular leader characters too expensive. It's still perfectly possible.
-Trophy Rack : a nice addition to your char, but do you really want to waste your pts on it ? It's cheap and does increase you leadership. By the time you'll be in cc you'll have lost a few guys already. Your Ld won't change that much in most cases.
-Soulseeker Ammunition : this is one extra bonus I enjoy giving to my sybarites. It boosts up shooting nicely, having an extra reroll is nice, but the main advantage is how it disables the cover saves.
The best option is to give it to a character with a splinter pistol as the range and number of shots will be better.
It’s perfect to boost up your shooting power. It's still worth 10 pts and should be used on a sybarite that intends to be doing some nice shooting. It's not that useful on characters that are focussed towards cc.
It's also mainly effective again armies with low saves (and low T)
Remember you're only shooting with a splinter riffle (or pistol) You can expect to be doing some heavy marines killing. It's of no use against heavy armoured armies.
-Animus Vitae : Gives you one of the best bonuses ever, use it if you have spare points. + 1 S + 1 WS. The big downside is that you have to kill to get it. By the time you have killed you'll also have suffered casualties in most cases. It doesn't change that much either.
Remember to use it as fully as possible. Best way is to use it with a punisher and combat drugs (giving a total of +2 S)
Having an AV with an agoniser is useless as S doesn't matter.
The bonus you get isn't that cheap either. 15 pts is not nothing.
-Hellion Skyboard : It increases your save. It add mobility to your character. it also allows deepstrike and gives your character a "jink" save of 5+. It's not that useful in a normal squad, don't forget that all squad members will have to move at normal speed even if the leader is "faster"
Allows you to put a heamonculus or lord into a hellion squad, which makes possible to boost hellions and finally make it into a useful unit.
-Reaver jetbike : a much used item, who doesn’t have at least one HQ on reaver ?
It does boost your leader considerably. S +1,E +1 and save (4+) are boosted.
The character's speed is increased as well. Don't forget reaver jetbikes count as eldar jetbikes in this edition. They get an extra movement during the assault fase and characters are allowed to carry 2 handed weapons.
Same as principle as hellions, A HQ reaver is used to boost up a reaver squad. It's rare to see a HQ reaver alone, it's way more fragile alone.
-
Terrorfex : the perfect toy to stop enemy units, Several of these can pin down the enemy army pretty badly. Now you have to see if your tactics really need it. A heavy cc force might not need. Shooty DE armies always find terrofexes useful, they want to avoid cc and the terrofex can pin down some dangerous enemy units while you kill all other units.
In most cases you'll need more than one, meaning this will be a pretty expensive wargear (since you prob want 2-3 of them 30-45 pts)
-shadow Field : Taking a lord without this doesn’t make any sense…
Yes! It's expensive, but it gives your char a 2+ invuln save!
If it gets destroyed your char will only have his normal low save.
This is the main reason why archons and dracon need it.
They cost so much already and are so powerful, you need to make sure they survive the longest possible, your normal save is nearly useless.
If you're lucky your Lord will remain untouched during a whole battle. If you aren't lucky, his shadow field may break and he may lose wounds and may even die.
Downsides are like I said: If save is failed you're screwed, it's fairly expensive and you can only have one. If you have 2 lords the second one will be considerably weaker as he won't have this precious 2+ invuln save.
-Crucible of Malediction : A weird item…Not really that effective, the main reason why you would use it is for pure “fun “
Some armies don't have psykers, some do, but you still may only kill a low pts cost psyker. In extreme cases you'll be able to kill a farseer, but these are very rare cases...It could be that nothing happens.
Don't forget that it also is more effective in short range.
-Combat Drugs : a must for most lords. It can also be given to normal sybarites and succubi to boost them. But you have to realise what you’re doing...it’s like a double bladed sword.
It's a very expensive, dangerous wargear option. In most cases you'll only give it to your lord.
Best is to use 2 options and roll 2 dices. Changes that you roll a double are quite low. (remember double is - 1 W, triple is
death! )
Safest is to just take 1 option.
You can take 3 or more options, but that's only at your own risk. Chances that you roll a double or triple are quite high with 3 or more dices.
Personally I always go for either 1 or 2. 1 if I want to be sure I don't lose any wounds, 2 if I'm okay with it. (you can play riskier near the end of the battle in most cases where your lord still hasn't lost any wounds due to his shadow field.)
The more gutsy people may take 3 or more...but frankly speaking it doesn't make much sense in most cases...chance of you being killed are too high. I do it if I'm fooling around and I want to have a nice battle ending cc.
All Combat Drugs options:
a)assault movement of 12", retreat of 3D6Very useful if you need that extra movement to get into cc.
Take it if you want to get into a cc and you usually couln't with the usual 6" assault movement.
b)+1WSDE already have very nice WS and their more powerful characters have even better WS. It won't change much if you have to roll 3+ or 4+
Because other options are more attractive and drugs are dangerous, this option isn't used that much.
c)+1 SUseless when you have an agoniser, very useful when you have a punisher! A must if you have a punisher!
d)Strikes always first in ccSame as WS, except DE characters have the highest Initiatives in all the game. This choice will only serve well against special cases, like banshees who also strike first...In most cases your init will be higher and you'll strike first anyways.
e)re-rolls all failed Attacks in ccVery useful attractive choice, but you have to see if you can afford it!
You can't take too many choice when you're using combat drugs.
f)+ 1 AUseful in most cases, same as option e)
Remember you can't take all nor can you take too many drug options.
Let's suppose you have an agoniser, you can get into cc. Best to take are e), f) and??? a) or d) if you need it or take b), but the safer option would just be to take e) and f)
Let's suppose you have a punisher, you can get into cc. Best to take are e), f) , and the
c)! and??? a) or d) if you need it or take b). Here you got a problem. You'll need c) for sure, then you'll want one or 2 of all the other options...e) and f) are very attractive, a),b),d) are attractive depending on where you are and who you are facing.
Even if you're in the worst position ever don't kill yourself with drugs...
-Xenospasm : People should use it more. It’s an excellent short range shooting weapon! Perfect before going into cc. It has a nice AP, blast which is good in this edition. The only downside is the short range.
-Webway portal : A risky move that can pay off later in the game. This edition made it worse than ever. Try it at your own risk !
All about the Webway Portal-Nightmare doll : It does nothing in this edition anymore...a sad reminder of an urgent need for a new nicely updated dark eldar codex.
-Mask fo the damned : if I’m not mistaken this is for independent chars only… it’s very rare to have any DE char all alone somewhere on the battlefield…Pretty much the same as the hell mask
-Vexanthrope : almost the same as hell mask. Consequences are just slightly different.