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Tuesday, November 16, 2010

Featured Content: Dark Eldar Codex Breakdown (Part 2: Units)

Now the Meat and potatoes, units! We well start with HQ’s and work our way down.

Archon: The Big man on campus is back in this codex with improved stats from before for about the same points. Gaining plus one attack and a lot of gear stock that you would have had to pay for before he is still one of the best CCW monsters in the game! Good builds being:

Husk blade or power weapon & soul trap, clone field & ghost plate or shadow field (users pref)

Idea here being you attack enemies Independent chrs or Monstrous creatures and get to STR 10 as fast as possible. Once you have the souls he will become a combat monster causing instant death to all in his path and laughing at tanks armor as he crushes them aside. If you need 10-20 points bad in your list then you can just take the power weapon instead of the husk blade. This makes him a lot less effective at killing enemies chrs but there always has to be the poor mans build.

Electrocorrosive whip & soul trap, clone field & ghost plate or shadow field (users pref)

Idea here being that you jump on the enemies chrs and kill them with them not having enough high str hits back for him to do any real damage to you. Once he dies the skies the limits for you as STR 6 will make you near unstoppable.

Agonizer & blast pistol, clone field & ghost plate or shadow field (users pref)

Throw him at the nearest squad and watch him rip them up for his own cheap cost. Would recommend the succubus more for this approach though as she's cheaper.

Important things to note: Combat drugs are a must on this guy as almost 88% of what you get will only make this guy better. Remember, Just say YES to drugs! If you plan on them escorting Incubi into the mix, then the Grenade launcher will make sure they kill all in their path before the blink of the eye. Even though the Archon can take a blaster it’s useless as he needs as many attacks as he can to tear things up. Only give him one if you REALLY need more anti tank (should also be said that a blast pistol is a good mix of the best of both worlds in this case).



Most people over look her as she can’t have all the whoop lah of the Archon but I think she is honestly the best poor man HQ we can get.

Important things to note: She comes with combat drugs and a 4++ save in CC base so that alone makes her cheaper then the Archon for what she does. With a weapon skill and initiative high enough to hit the Lord of Death on 3s and swinging before he can blink means she can almost take the big guy out by her self. As said above, if you roll the +1 weapon skill drug for your army with her in it it’s not really a waist as it makes her only able to be hit on 5’s by MEQ. Because you have to get rid of the Agonizer in order to get Wyche weapons they just don't hold wait with her, which is what may make Leilth more appealing if you you have both a PW and an impaler. Good build being:

Agonizer & haywire grenades

Cheap and able to kill large amounts of marines. If you have around 100 points laying around then she may be your girl!


Homunculus/ Homunculus Ancient

The main reason why these guys are going to hit the field is that they start with a feel pain token. Yeah sure they don’t appear to be the combat beast that the other HQs are, but it should also be noted that they can do some scraping as well. With that thought in mind I feel that it is a huge waist of points to just take this guy for the token alone. Good builds being:

Agonizer & Webway portal

With 4 attacks on the charge he can drop enough MEQs to get his points back. While this may not seem appealing right off the bat you have to look at the big scope of things. If he joins a squad of Wyches or Warriors and they have another Agonizer in the unit then you are throwing 8 Agonizer attacks at the enemy and that can drop a lot of guys.

Hex rifle, venom blade

This is a great build for a homunculus as it allows him to join a squad that can sit back and rain some fire on the enemy and ensure they don’t die off like crazy while doing so. Main tactic I see for this build will be covered in the Mandrake entry. Only reason to take the venom blade is the said reason above. He’s not a show stopper in the CC department but 4 venom blade attacks are nothing to laugh at for the points it cost.

Husk blade & soul trap

I see this as the least common build and it should be said that it will only work best with the Ancient. Same idea here as the Archon Soul stealer build, but he’s a little less survivable then the boss man. I will say that I think it’s the best to do if you want a all themed homunculus army though.

Scissor hands & liquefier gun

The amount of wounds this guy can do can smash a Ork boy horde fast, just stay away from instant death while doing so. Could be the best way to go even against marines due to the shear saves forced.

Important notes: When covering the Pain Masters I didn’t get to into the arcane war gear, as I covered it all earlier in it’s own section. As I said before, most of them are just good point fillers, but some can be game breakers as well. This is another great thing about the homunculus, the fact that he can do SO much. I’ll be the first to warn you though by saying that you should try not to get to wrapped up in all the things he can take, as to much to quick will make you lose the valuable points you need to fill out your body count.

Other things to see about this guy that don’t catch the eye right off the bat are that he has no fleet and no access to plasma grenades. The first of these two problems can hurt some units as they rely on the normal 6” charge rather then insuring it with a fleet move (Wyches come to mind first as they need his pain token right off the bat so they survive better). The latter of the two problems can only be solved by taking a phantasm grenade launcher or just waiting to be charge instead (Hex Rifle build).


The Court of the Archon

If you liked the wacky and random body guard units of the Witch/Daemon Hunter books then start slobbering as now we can a similar unit! The main thing you can see with ours compared to its founding father unit is that ours is indefinitely CC based. There are 4 different critters making up this rag tag band so lets starting probing at them.

Medusae- This brain sucker is addition as you should almost always want a flamer template dropped bro you charge to thin hordes a little. The fact that its abilities are a little random may make you want to look away but with the cost that it is I think you should weather the random storm and take a least one if you take the Court. I just noticed that these guys have LD9 so if your Archon leaves then they're needed to not break.

Ur-Ghuls- The only reason to take one of these ugly things is the fact that it allows you a good number of STR 4/5 (depending on charge or not) attacks and can take the hit if needed so you don’t lose the big combat dealers in the squad as fast. They also have a great INT so they can drag down some men before they knew what hit them.

Lhamaeans- Her ability is near useless as the Archon shouldn’t be toting around a poisoned weapon, and the fact that she has a low number of attacks may put her on the back burner. Good side is she’s the cheapest thing in the unit and can pull off 1-2 wounds consistently in CC with near anything. The bottom line for her though is that she is easy to kill and with to many T3 models in the unit it will take away from the units survivability as a whole so I say leave her at home. I did just noticed that these guys also have LD9 so if your Archon leaves then they're needed to not break.

Sslyths- Here are the main reason to take this unit. These pleasure indulged snake men really know how to get it done. A min of three will be needed in every squad as to really deal out the hurt though. With a high T and FnP to boot they will defiantly make some players read your codex in a hurry. Good build being:

1 Medusaes
1 Ur-ghuls
1 Lahamaean
(total above number never going higher then 3 men/women so the T of the unit is counted at 5 for the unit in CC, but sadly will be counted at T3 to shooting so you’ll have to kill one of the above if you take a wound from the raider blowing up)
3 Sslyths
1 archon (any gear of your choice but NEEDS the Phantasm grenade launcher)
1 raider

Important notes: This unit is pretty tough and will be both cool and fun to see on the table. Only real issue is that you can get a unit of Incubi for cheaper that will kill MEQs a lot better then them. Another bad thing about this unit is that they don’t have the Power from Pain army wide rule on the combat masters. This is combated by the unit having FnP and Furious charge on most of the units. The only way this can be good is if you kill three units with them with your Archon is still up, just move the big guy to a new squad and he will take all his tokens with him and the squad will still have FnP. I think this unit is the other end of the spectrum for body guards to the Archon. If you are sick of hordes, then these guys will do better at killing them then Incubi will, but if you go against a lot of MEQs then leave these guys at home and call your local Incubi temple for assistance. Another thing pointed out by others that I didn't notice right off the bat was that you are REQUIRED to have at least one of each type in the squad.



Almost seems fitting that they are next as they are most commonly used as the Archons best friends other then the Court. This unit is one of the few things in the book that I see most players losing their minds over and spending WAY to many points on them, so I think it’s fair to say they need more on them then “just point and click”.

Klavex- Something to think about is that he's almost the same cost as another Incubi. Murderous assault doesn't really seem that good to me as you won't be fighting to many ICs with these guys as they are a hammer unit. If you do decide to take a Klavex then it's a must that you give him the onslaught ability. Although it may cost as much as another Incubi, I think on average it will do far more then 3 attacks (really depending on the squad size). The Demi klaves are also to many points to me. You can get another guy for 2 more points. The blood stone on the other hand is great as it can allow you to drop a decent amount of guys before you go in (as we lost our splinter pistols on them now). It doesn't say one shot only for it so you can do it every time you go in. Another great thing about it is that it can kill enough Marines to allow you a dual charge as the original target will require far less attacks to kill them then before. All this for less then half a Incubi? Yes please.

Squad size- The biggest thing to talk bout here with these guys is squad size. At first glance most people are going to want to go Archon, 8 Incubi, 1 Klavex, with both powers. WRONG! The only reason you would want a unit like that is if you know the Emperor is going to be on the field and because that never happens then lets see what else we can do with them. Good builds being:

1 Archon (NEEDS the Phantasm grenade launcher)
5 Incubi
1 Raider


6 Incubi
1 Klavex (murderous onslaught)
1 Raider

These units will kill most things in the game with a single charge and isn’t a crazy point sink to boot. Yes, sometimes what you charge wont die like lemmings pointed towards a cliff but if you but to many points into these guys will fail you big time. In Ork tongue we call this being "to killy". If you don’t trust me then ask Khorne players what it feels like when they kill everything on the charge and are staring at every gun barrel the enemy has to offer.



So GW thought the old ones just weren’t transformed enough so why not redo them completely! While this was a cool thought, I don’t know if they really hit it on the head when they tried. For all intents they are fast Ogryn with out grenades and when you take into account that you have to have a IC in the unit at all times to baby sit so they don’t kill themselves that only leaves room for 4 of them in a raider. On top of all that if the IC isn’t a Archon with Phantasm grenade launcher then the unit will lose out on that fast INT they had to begin with. Being some resilient to start with is a and the fact that they can have a liquefier and a Sarg with a flesh gauntlet is nice though. Another thing to think about with the Sarge is that the venom blade will re roll to wound vs really anything in the game on the charge. Good builds being:

10 Grotesques, liquefier, aberration w/ flesh gauntlet
1 Archon (any gear of your choice but NEEDS the Phantasm grenade launcher)

(out of a Webway portal)


1 Raider
4 Grotesques, liquefier, aberration w/ flesh gauntlet
1 Archon (any gear of your choice but NEEDS the Phantasm grenade launcher)

Important notes:
As said before these guys just didn’t get as good as what I feel they could have been. With no power weapons they fail to really be horrifying and the fact that they don’t have fleet in a fast army really brings them down. If you do take a weapon on the Sarge it will make him double armed as it is not a "upgrade" of any weapon but rather GAINING it. This said I feel they suffer like flash gitz in the Ork book, being to over priced for what they do in a under cost book.



Maybe after GW got done with the last entry they decided that people would be mad they couldn’t use their old models that they had for grotesques. So what better to do then make them a new CC monster unit! Good builds being:

8 wracks, 1 liquifier gun, 1 Acothlyst with Agonizer
1 homunculus (any CC layout)
1 Raider
Only reason that you want the Pain Master in the unit is to give them FC so that they can re roll to wound against MEQs. Problem being they have no grenades. That being said a Archon with a Phantasm grenade launcher sounds good with them so you can get the token real fast!

Important note: As said above they have no grenades so that can be a major set back. They fact that you can have 2 liquefiers and a Agonizer in the unit is incredible. Add that to the fact that you can take them as troops with the Pain Master in there and I don’t see why a unit of these wouldn’t be fielded! Another good tactic is to take them in large squads and make sure half their squad is in cover moving up field. This will give your army a 4++ and 4+ vs shooting and they can cover a large area (this is only with a walking build of course).



All I hear is people going on and on about these guys and how sad they are that they weren’t as good as what they wanted. The sad part is that they are, but just not in the sense that you would think. Looking at stats, if appears very obvious that these guys are CC gurus. The fact the Serge can’t take a cool weapon and they don’t have rending makes you want to turn your head…. DON’T! This units main function is, believe it or not, to shoot. Infiltrate them around 13” ahead of your battle line and have a Homunculus near by in a raider. First turn drive him up and join the unit. When the shooting phase comes around laugh as you throw 20 STR 4 pinning rounds at the enemy and if your really lucky they will be useless next turn. The fact that these things (being neither a DE or a monster really) have BS 4 further proves the point. On top of it all when they get shot back they have a 3++ save to shooting AND FnP from the Hammie. After you let all those shots out you can drop a Webway Portal with the Hammie and you are in great position to watch all the rest of your army come screaming on to the table. Once they get charged you will see where the CC greatness comes in for them. 20 STR4 INT5 attacks will knock most MEQs off their high horse. Another great thing to say about them is with 2 Pain Tokens they can destroy a transport in no time. Good build being:

10 Mandrakes
1 homunculus, hex rifle, Webway portal

Important note: With no grenades this unit can’t really do anything in the charging department. Remember That not only charging into but through cover makes you swing last unless you have grenades. Again if you take a Archon with the Phantasm grenade launcher if you want to make them charge happy, but then you lose out on that nice shooting attack right off the bat. Another thing to be said about the Sarge is the fact that he has LD 9 which can make the unit better at holding it's ground.

True born

So being grown in a tank isn’t good enough for all DE, and that’s where these guys come into play. Another way to think of them is a poor mans stern guard. These guys have another attack then the average warrior and access to many different weapons. Good builds being:

10 Trueborn with shard carbines
1 Raider

Very good harass unit that can really lay some fire into anything that has a wound profile. Kind of the poor mans Scourges.

5 Trueborn, 4 blasters
1 venom, 2 splinter cannons

These guys will destroy most tanks in one volley. No need to get into to much with these guys.

10 Trueborn, 4 shredders
1 raider, splinter racks

I just love the idea of dropping 4 STR 6 blast on people and watching them fail saves ha ha. I will say that this unit can do a lot or a little depending on how I do with the scatter, but hey it’s fun.

5 Trueborn, 2 splinter cannons & 3 shredders
1 Venom, night shields, 2 splinter cannons

Great at killing infantry in mass as well. Essentially it's really just a different approach to the above squad but I like it none the less.

Important notes: While these guys are the “stern guard” of the DE they don’t have the staying power that their father unit does. Be warned that if their transport goes down the enemy will kill them FAST. I’m also not a huge fan of the suicide 5 man units but I know people love them for some reason so I made sure to include them. Another quick thing to say is that the Duke can make the first of these builds incredibly horrifying with the number of wounds it will deal out. A fact that makes them better then scourges in that sense.



The jokesters of the laughing God have finally come to our book. Bad part of these guys is that to be effective they have to have a shadow seer and the kiss upgrade. This makes them dead on the same points as a Incubi and can’t take a transport. On the up side they are hard to shoot and if they make it there they can do the same if not better to hordes that Incubi do. Really not an OMG unit but not bad either. Good build being:

9 Harlequins, 9 kisses
1 shadow seer

A lot of attacks and praying in cover to get you when you get close.

Important note: This units not really new to the game and has been discussed else where. Best tactic I see is as a screening unit for your foot units, thus giving then a 4++ save. Need help here as I’ve never really used them.


Hekatrix Blood brides

Really our “vanguard vets” these girls are just Wyches with +1 attack. I wont get into these girls to much, as I will cover Wyches in the later entries, but it appears that these girls are made to ride in Raiders. The units main ability is to the fact that they can take a Wyche weapon per every three men/women. Good builds being:

8 blood brides 3 hydra gauntlets
1 Syren, Agonizer
1 Raider

Important notes: The fact that they are Wyches that can't hold objectives hurts them pretty bad. It should be said that if you take 9 Wyches that it won't hurt the number of weapons the squad can take, thus making them a great IC delivery squad.


Kabalite Warriors

So our main stay murderers are back and better then ever (by some standards). The ups and downs of warriors are covered a lot in the Splinter weapons section. The more I look at these guys though I can see that they are really one of the best bang for the bucks troopers in the game, especially once they gain a pain token. Good builds being:

10 warriors, blaster & Dark lance

I see these guys taking the place of our former double dark lance toting squads. Great anti tank squads that can also do some damage to infantry if need be. Other then knocking out tanks they will also be huge in holding objectives for us as they are cheap and a troop choice.

10 warriors, splinter cannon & blaster or Shredder
1 raider, Splinter racks & night shields

This squad will be great for either being the best of both worlds or just specializing in knocking out enemy troops. To me Raiders are better suited with getting CC troops into the mix but I have sen them used to good effect.

20 warriors, 2 splinter cannons, 2 shredders, Sybrite, Agonizer, PGL
1 homunculus (any CC build)

I used these horde squads all the time in the last book and it appears that it's gotten even better now that we have FnP with the Homunculus. Once you get to get charged you will have a lot of I 5 attacks and the Agonizer makes quick work of marines. The PGL is very useful because it's cost is the same as arming 20 warriors with grenades so why not take it instead and get two for the price of one.



Everyone needs entertainment, and it seems the DE don't like TVs so this is where these girls/boys come into play. When they were a elite slot they were okay, but now that they can hold objectives I see them reentering the spot light.

The biggest thing to cover with these guys is the special weapons that they can field. The Impaler is okay to tie people up, but as I'll say earlier I enjoy killing more then stalling. The other two weapons allow for more blood letting in CC. I honestly feel the Hydra gauntlets take the cake though because your average roll for attacks is going to be a 3 or 4, thus resulting in basically having another Wyche present. A lot will argue that the Razor flail is better but you have to remember that the re roll to wound combat drug roll does nothing for them and the risk reward factor the the hydra can't be underestimated. Good builds being:

9 Wyches, 2 Shardnet and Impalers
1 Hekatrix, agonizer
1 raider, night shields

This will be peoples "tie up unit". I've never been a fan of using Wyches to hold people up as my goal will always be to kill them. I have seen people use them to good effect though, holding up elite squads until something nasty can come and end the stalemate.

9 Wyches, 2 hydra gauntlets
1 Hekatrix, Agonizer
1 Raider, night shield

I use this unit the most as I feel they can give out a crazy amount of wounds 3/4s of the time with the right drug roll. Shimmy them up field and when the time is right jump out fleet and charge.

14 Wyches, 3 hydra gauntlets
1 Hekatrix, Agonizer
1 Homunculus (any CC build)
(All coming out of a Webway portal)

This squad will come running and screaming out of the portal ready to kill anything in their way. With FnP they don't have to worry about getting shot to much if they don't get the charge (the Hammie doesn't have fleet).

Important notes: With ++ saves in CC they can be quite hard to kill when up close. Problem is that once they are out of CC they seem to die FAST to bolter fire. Most people will say that this makes Wyches not really a viable unit compared to warriors but they (as with anything else in the codex, can become rather tough with some help from the Hammie and make sure you hug cover if your card board box gets wrecked.



The old fluff apparently wasn't good enough so now we have these SLC punks riding "skate boards" in our armies. These guys are pretty impressive, and this is with out taking into account what the Barron does for them. IMO these guys are the best Webway unit in the book. Here's my reasoning why. If some one surrounds a Webway portal then you may not pull a squad out as they have to stay out of 1" of a enemy unit. Hellions being jump infantry ignore that fact by flying over the squad and then charging them. With the jump packs in mind they come screaming out of the Webway almost guaranteeing they charge where they want. The last fact being that they are so fragile that with out a Webway they would get shot to death in no time. Some people think they are also a great screening unit for raiders as they are such large models that they will almost always give raiders a cover save so you won't need flicker fields. Good builds being:

9 or 14 Hellions
1 Hellarch, agonizer & PGL (PGL is a must as they don't come with Plasma Grenades)
(usually best with a Webway)

19 Hellions
1 Hellarch, agonizer & PGL
1 Baron

This unit is great as they are scoring and can really deal out some pain. In order to get the best effect out of them I highly recommend adding a Hammie to get the FnP token and then making him leave to join another squad first turn (leaving the Token when he goes).

Important notes: As said above if these guys/girls are caught out in the open, then consider them dead. Another good idea for them is to fly them right next to cove and then run into it so you won't have to roll dangerous terrain. Another thing I forgot to say before is about the Stun Claw. While this thing is a fun gizmo I don't really see it in competitive builds. The Agonizer will kill people (or the IC in question) so it's not really that impressive. The only time I see it being a big help is if you have two units in CC with blood angels and one of them grabs the priest and pulls him far enough out of the way that he can't give the squad the FnP. Again though, one Agonizer attack and he's gone period but it's what ever.



Our former flying DE are turning themselves into bird men now. You would think the fact that their bones are getting hollowed to fly easier should make them easier to kill then before but instead they have a 4+ save! I guess this only makes sense as they have the most money out of all out units, so Ghost armor is cheap to them. This unit reminds me of a mix combination of Dark Reapers and swooping hawks. Main thing to notice there is that both units are meant to kill infantry. I know they have options to get anti tank but in all reality it seems to me that they will only really be good at mowing infantry down. There is MAYBE one exception to this though. Good builds being:

10 scourges

Yeah that's it for one for them. Cheap, throwing out 30 shots a turn, and the fact that a splinter cannon cost almost half a guy makes them almost not taking for these guys.

10 scourges, 4 splinter cannons

Main reason it do this so to hope that when you do get into position that you will be able to shoot all guns at once. If you are just 24" away and shooting just the splinter cannons as heavy then it's only 24 shots, where if you just had all carbine and moved forward 6" you would shoot 30. This build is better then the first one though when you think of causality wise. If you lose 5 guys from this unit, who cares, but 5 from the other squads drops it's shooting effectiveness by a lot.

10 scourges, 2 splinter cannons & 2 Dark lances

Multitask unit that I have been tossing around but I really think that making something okay at one thing really hurts you in the long run as they could have been great at just one thing.

10 scourges, 4 Dark lances

It can't be ignored that these guys get DLs really cheap, so if you make a list with the first build in it a switch to this could help if you're really hurting on anti tank. That being said DE are one of the few armies that rarely have that problem but it is a okay choice so I thought I would list it.

Important notes: I know some of you are thinking where is the Heat lances but the fact stands that after you shoot them to do what you want, you're squad will be dead. Only way it could be usable is in a Alpha strike force but still, I hate the idea of losing almost a 300 point unit to kill a Land raider. Another thing I failed to mention that other keep talking about is what about 5 scourges with 2 heat lances? I feel this unit won't reliable kill a tank and get there cost back. Best case senerio they come out of a Webway and wound a Land Raider (knock a gun off of immobilize it and then they get destroyed. My views on suicide units are why not just take a unit that can do the job and NOT die so you don't have a one trick pony that's a gamble.



Very Ironic to me that the unit is called Beastmaster when really they don't really do anything compared to the beast. A name like beast pack would have been better, but that's getting off track. This unit squeezes into the number two slot of best Webway units because only because they can't take grenades. Worse then that, adding a Archon in there to give them a PGL will help in the short game attack but they will lose out on their 12" charge. Other then that a great unit, with really only one build I can think of that will go the distance. Good build being:

2 beast master
1 beast master Venom blade or Agonizer (both are good but with only one attack base with the master is he really going to get his points back? That's why I like the Venom blade as it's cheap and it will make sure his 3 attacks force some saves for sure, especially if he gets Furious charge)
10 Khymare
2 Razorwing Flocks
(out of Webway Portal)

This unit will throw a CRAZY number of attacks at the enemy and has a great 4++ save to back it up. Out of a Webway portal deployed only 15" up (due to 12" raider move and disembark) these guys will really make some of your opponents worry.

Important notes: Only real issues I have with them is that they have LD 8 max with out a IC attached and the Clawed Fiend is near useless. In most cases you should be winning most combats so who cares about that. The latter of the two problems is a shame as well considering that it's cool to have a big monster hanging out in your army. The main thing he's good at is taking wounds to get more STR 5 attacks but in most cases the Razorwing Flocks are better at that as well. At first glance you would think his toughness is there to make the unit harder to wound but in reality I feel it's there to soak up power fist wounds as he can't be instant killed by them. On top of it all he only seems to gain from the fact that they swung on him to begin with. The only other thing I see them good for is anti horde, as STR 5 will kill more Orks then rending any day and also have a better time in taking out tanks as well. I still feel that he's to many points for what he does though. Another fact to note is that Razorwing Flocks have 5 wounds and are not swarms for some reason. This is great for taking bolter saves on them if they are in cover. This will save one of your warp beast lives and you can do it 4 times before some one really has to die (in sets of two of course).



Some times DE don't want to slow down to cut peoples heads off. When this thought becomes a constant in a DEs mind, they go and buy a Jet bike a the fun begins. This unit got a LOT better in this book mainly to the fact that they did a great job integrating the fluff to game rules, which is really hard to do some times. The main use for these guys so to zoom all over the table and cause massive amounts of saves without ever losing that 3+ cover save granted by turbo boosting, Good builds being:

9 Reavers, 2 Cluster Cantrops, 1 Grav-talon

Zoom past infantry and cause 6 d 3+1 STR 4 hits, 1 d 3+1 pinning hits, and 2 d 6 STR 6 hits! This could wreck most infantry squads and with some luck (added my the TGL on raiders) could pin them to!

9 Reavers, 3 Heat lances or 3 Blasters

Both are great at anti tank and both can use that jet bike save to get into cover so they don't get chewed up. And don't get to worried about dieing to dangerous terrain as they guys have skilled rider! I see the blaster being more effective here because at 24" away after they shoot can allow them to get out of a lot of enemy fire.

Important note: While people are going crazy over the heat lances and the fact that these guys/girls get a 3+ cover save all game I haven't heard a lot of people mention that a flamer kills these guys faster then raid in a roach hole. Another to be said about these guys is that they really don't gain to much from combat drugs as they will either be zooming around or trying to be Tau crises suits. Still though, they are a fun and competitive unit that, as I said before, Phil did a great job with combining it all.



If Dark Lances aren't our poster child then this thing is. I have yet to see at least one list with out a Raider showing it's card board face at least once. It's major advantages are really covered in the Vehicle upgrade section. I won't even get into the mass amounts of builds you can do with this thing as it would take me around 30 more pages and as said above just look in the Upgrade section.

Important notes: Being a cardboard box is not only this things greatest weakness, but also its biggest strength. It allows for a consistent 24" charge due to fleet and disembark and to boot has a DL to kill any armor after words. It also has the option of taking Disentigrator instead of the DL but that's really up to you. I only recommend switching if you have your anti tank locked down with the rest of your list. Another great thing about this being opened top is that when the crew are firing out of it you measure from the tip of the tank for ALL shots. This allows for more fire being able to get laid out at a unit dead on 12" away with little to no fire back in return due to night shields.



A mini raider and no model in sight. Best thing to do now is take a Eldar Vyper and convert it if you really want this 5 man transport. It's strengths lie in the fact that its good for Incubi or Trueborn squads but it should be noted that it comes with Flicker Fields. This isn't a big deal to me as I think it's a crap upgrade due to the point cost, but for free why not! The main difference to it and the Raider though is the fact that it can have two splinter cannons. Being on a tank they will always fire with the heavy profile and sense they have no strength they can both be fired after moving 12".

Important notes: Other uses are covered in Vehicle War gear section and the Raider entry.



As I said in the Distergrator entry this thing can murder FnP units and 2+ save units in no time. It's main goal though is going to be a 3 DL wielding tank murder. Only real upgrade wroth taking to me is a again night shields. With that up grade you would be out of heavy bolter range as well when you are destroying the Devy squad with 9 STR5 AP 2 shots.


Some times you have to maim and torture some one so bad the only thing you can do with them is to put them in a robotic body and watch them go mad with rage, slaughtering all in it's path. The Talos has become insane as it has Power from Pain now and with chain flails you almost insure that you will kill at least 3 marines a turn without much return damage. Like other walkers he needs to have support in CC in order to be really efficient.

Talos, haywire launcher

Good bullet magnet that will slow down enemy tanks, if not blow them up. Real goal of this guy is just to take shots so your Raiders have a chance.

Talos, Heat lance, chain flails
(out of Webway portal)

Can crack open a tank and eat the goodness inside. Best use for the heat lance IMO.

Talos, Twin linked liquifier and extra close combat weapon
(out of Webway portal)

If you roll a 3 or lower on the AP the re roll to wound it will kill a lot of guys and make the charge that much easier.

Important notes: This guy is slow, so as said above he needs to go through a Webway portal. If not he will catch a LOT of fire, which in all honesty, isn't always a bad thing. When all is said and done he is a great Heavy to the book, only real problem being all our heavies are really nice!

Cronos Parasite Engine

This guy is like a baby Talos but his only real draw back is that he doesn't have as many CC attacks compared to his big brother. Good part about him though is he's just as tough to kill and also has power from pain. The cool part about this guy is that every time he kills something he may give a Pain Token to any squad within 12" of him. Yeah that sounds cool and all, but his real strength lies in the fact that he has a gun called Spirt Vortex. This thing will rack up the kills and also let you throw Pain tokens ALL over the place. Good builds being:

Cronos, Spirit vortex

He just walks up field throwing out covering fire and making his buddies better.

Cronos, Spirit probe, Spirit Vortex
(Out of Webway portal)

A great way to get a 3 (if not 4 ) of Pain Tokens in one turn and can hold up units until help gets there.

Important Notes: Gaining a Token from just one "set" of wounds my not seem that prominent, but you have to remember that the Cronos can take BOTH of the guns so they can gain up to 3 tokens a turn (four if it kills the squad, but that last token ONLY goes to him)


Razorwing Jetfighters

The other new craze in 5th edition is fliers so of course we got two of them! It really fits our army though as the DE are all about lightning fast raids and Alpha strikes. The first of the two aircraft is very good at dealing with enemy infantry. Replace the twin linked splinter rifle with a splinter cannon the Dark lances with Disentigrators and move in first turn and let the missiles fly. After that you can rip into enemy infantry to good effect. Good build:

Missiles: I really like the Necrotrix missiles. They cause pinning, are poisoned, and a large blast so what's there not to like. I have also noticed a lot of people talking about Shatterfield missiles but the issue with these things is the AP-. How is that a big deal? Well, if you don't know AP- causes a -1 on the vehicle damage chart and allows anyone a save out of cover. This could be a big deal as every wound counts when Alpha striking. The Implosion missiles are okay in my book, as they can really wipe out tough infantry but I also feel that mass saves will do the same thing.

Razorwing jetfighter, 4 Necroscythe missiles, two splinter cannons

Once you Alpha strike someone with this thing it becomes some what of a weaker Ravager. I wouldn't really worry about deep striking it either as it really one of the best regular reserve units in the game.

Important notes: It's really fragile so don't expect it to live long after it drops it's payload. As said above in the Night shield entry, the night shields can make this thing truly scary as a whole game threat rather then just one turn Alpha striking. Compared to the bomber this thing is far cheaper and I think it will do about the same job. It's also important to note that due to aerial assault it can move 12" and fire all guns, thus increasing it's mobile killing power.


Voidraven Bomber

This bigger, more armored of the two fliers this thing can do the best of both worlds for our army. The great thing about it is the fact that you can come in first turn and shoot all your missiles to kill a large formation of infantry, to then next turn bomb a tank and call it quits. Only real issue here is that for being a bomber it only has one bomb and after that and the Alpha strike you are just shooting void lances at tanks.

Missiles: I really like the Necrotrix missiles. They cause pinning, are poisoned, and a large blast so what's there not to like. I have also noticed a lot of people talking about Shatterfield missiles but the issue with these things is the AP-. How is that a big deal? Well, if you don't know AP- causes a -1 on the vehicle damage chart and allows anyone a save out of cover. This could be a big deal as every wound counts when Alpha striking. The Implosion missiles are okay in my book, as they can really wipe out tough infantry but I also feel that mass saves will do the same thing.

Voidraven bomber, 4 Necroscythe missiles, 2 void lances, 1 void mine

The great thing about this is fact that you can come in first turn and shoot all your missiles to kill a large formation of infantry, to then next turn bomb a tank and call it quits.

Important notes: I don't see why you wouldn't take a Ravager for this role as it's cheaper and we already have a million of them ha ha. It's also important to note that due to aerial assault it can move 12" and fire all guns, thus increasing it's mobile killing power. As said above in the Night shield entry, the night shields can make this thing truly scary as a whole game threat rather then just one turn Alpha striking.

Thanks again to Chris (The Bear) for this great contribution to the blog!


  1. I'm actually considering replacing all my ravagers with voidravens. The Ravagers have about a 15% better chance to glance tanks but both tanks have the same odds of penetrating. I also can't roll higher than a 3 so strength 9 lances make perfect sense for me. The missiles are a great bonus for when you pop some tasty transports. I also can't tell you how many Raiders/Ravagers I've lost to the +1 for open top on glance hits. Definitely worth the points that it's AV11 and not open-topped imho. I'll probably get two with two necro missiles and then a third with two necro and two implosion just for pesky thunder wolf, nob bikers, etc.

  2. Exciting times for Dark Eldar player. Still not 100% sold on the miniatures however the Codex sounds like fun.

  3. I run an entirely deep-striking list - very nasty (fluffy too), but kind of random.
    A really nasty build for Incubi is to put a Haemonculus in with them - it gives them the statistical equivalent of terminator armor.
    I must say that the razorwing is by far a must, especially if you start it in cover or deep strike it. The voidraven is ok, but is statistically inferior to the ravager.

  4. Ok. This is my tes deepstrike army list:

    HQ: Duke 150p Baron 105p
    Elites: Incubi squad: 9 incubus, 1 Klaivex vith demiklaives and onslaught mounted on raider with flickerfield and DC - 350p
    Troops: warrior squad 9 Kabalite warriors, one with shredder, mounted on raider with flickerfield and DC(Duke starts with this squad) -166p and hellion squad: 15 hellions, 1 helliarch with PGL(baron starts with these guys) - 270p
    Fast attack: scourge squad: 10 scourges with 4 blasters - 280p
    Hevysupport: Razorwing with flickerfield, 4 shatterfield missiles 175p
    Total cost: 1496p

    I testplayed annihilation against orks with this list.
    Outcome: Game ended at round 4, Dark Eldars won 6-0.
    My losses were: 9 hellions killed, 5 incubus dead and one rider immobilized.

    Well, I must say I was very lucky at my deepstrike, Hellions came into the game at turn 2, managed to kill ork kommandos with their splinter pors and survived till rest of my army came in next turn. I also managed to prevent 3 penetrating and 2 clansing hits to my raiders, with my flickerfields(wich are awesome).

    Sorry for any typos wich you may find.

  5. its a pity the lhameans rule only applies to itself and the archon, otherwise you could swap out the archon for a haemonculi with a flesh gauntlet turn 1 for a awesome 2+ instant death weapon.....

    i also made a 1000 point shooty list which im yet to test, this is whats in it:

    Duke sliscus[150]

    Kabalite Trueborn[191]
    108pts(9xkabalite trueborn)
    20pts(2xSplinter cannon)

    5pts(enhanced aethersails)
    5pts(chain snares)

    80pts(haemonculus ancient)
    25pts(dark gate)
    5pts(venom blade)

    Kabalite Warriors[87]
    72pts(8 men)

    5pts(enhanced aethersails)
    5pts(chain snares)
    10pts(splinter racks)

    5pts(venom blade)

    Kabalite Warriors[87]
    72pts(8 men)

    5pts(enhanced aethersails)
    5pts(chain snares)
    10pts(splinter racks)

    basically i have sliscus buff the trueborn squad with him making there carbines and cannons 3+ meaning lots of nice anti infantry shots.

    basically each turn raiders move upto 12" trying to stay just in shooting range of enemies(i may possibly swap flickerfield out for nightshield but i need to do a test game to see which i prefer)

    the haemonculi in the two warrior squads give them the all needed pain token straight up for just in case their raider gets shot down which is likely to happen, and the venom blade will help when they assaulted by enemy troops...

    also as each squad is more suited for shooting then melee, (although they can do alright against most things) i gave the haemonculi each a one shot weapon(the ancient a dark gate as he has better BS)these are solely for the purpose of when the squad is guaranteed to be assault in the next turn, say if their transport was blown to bits.

    The main problem i see with this list is the huge lack in anti tank with only 2blasters and 3dark lances, but when facing horde armies this list will shine.

    not sure how this list will compare to my combat one though....

  6. in large apocalposis games i will take 5 hellion with champion armed stun claw. i will also take the decapitator and the basic tactic will be to take the most expensive independant charector, i'm talking a phoenix lord or asdrubel vect and use the stun claw to drag him into cover where the decapitar is waiting. provided the charecter tough enough, he should murder the hellion leaving me open for an easy kill.
    this tactic works best against powerful psykers or units that are destined to beef up your toughest squad like weird boys.
    it will work but you need a really good target or it is just a waste of points

  7. Pg 51 Dark Eldar Codex:
    The Serpent's Venom:
    Pick a unit of Kalabite Warriors or a unit of Kalabite Trueborn at the beginning of the game. Sliscus must be deployed with this unit. All SPLINTER WEAPONS are upgraded to poisoned (3+) to represent the Duke's collection of hypertoxins in action.

    Pg. 58 of the Codex:
    Under the definition of what is considered a SPLINTER WEAPON:
    Splinter Pistol
    Splinter Rifle
    Splinter Cannon

    I think maybe you need to go back an re-read the codex yourself my friend. Sliscus most CERTAINLY does upgrade shardcarbines. The place where shardcarbines is exempt is in Splinter Racks on Raiders. That piece of wargear specifically lists what weapons are allowed to re-roll their hits. However the Duke's entry specifically says it upgrades splinter weapons, which carbines falls under this category.

  8. has anyone looked into the possibiliies of taolos/chronos in the monstrous spearhead formation. they move and shoot and get more goodies! plus take up no heavy slots

  9. wait...who said slicus didnt upgrade carbines?

  10. the electrocorrosive whip is terrible,for 15 more points you get a model which instant kills the same enemy

  11. @ Krushhk: I removed the original comment that post was replying to because it was in all caps lock, barely recognisable as English, and just plain stoopid.

  12. FYI - Kabalite Warrior squads can only ever have 1 shredder/blaster...

  13. Why do people keep thinking "Meh" for Grotesques??

    Get Urien which gives +d3 pain tokens. Spend 5 points on each grotesque to upgrade their str to 6. Then put either urien himself or use his +d3 pain tokens on the grotesques for furious charge. Make a grotesque an Aberration. Then give him sissorhand that combines with his normal cc weapon to give him +2 attacks, making him have base 6 attacks. 7 str 7 poison 3+ attacks on the charge are going to HURT. Btw, re-rollable 3+ is (probability wise) better than a 2+. Then add in the other Grotesques and barely anything is going to survive.

    HOW IS THAT "meh" TO YOU!

  14. they are only saying meh because there is other way cooler stuff in the elite section, i personaly agree with you and is thinking of getting 3 squads of 10 grotesques with haemoncula to come out of the webway on one side to smash the enemy. it will look like a flank attack on the right and then when they appear, the enemy will be unprepared

  15. well, lets look at the statistics. They do very different things.

    Take a foot squad of 10 - 4 attacks each on the charge (no ccw bonus. that gives 40 attacks, WS 4 (against MEQs)20 hits, 16 wounds, 5.5 marines die. If they have FNP, 2.8 marines die. That squad costs 350 points BTW.
    Survivability - good against hi S weapons - only a S10 weapon can ID them, but for those Hi S weapons, no saves. These guys have staying power. It'd take 30 wounds to drop the squad, kinda difficult at T5.

    Incubi - note, they have 1 more initiative
    quad of 10 4 attacks each on the charge (2 base, 1 for the klaive, 1 charge) 40 attacks. WS5, 26.4 hits S4 13.2 die - that's it. Die no armor, no FNP squad's dead against incubi. The squad costs 220 points. If you want them really survivable, add a haemonculi. It gives them the statistical equivalent of terminator armor.
    Survivability - Hi Initiative and a 3+ save the can kill a good deal before they get a chance to hit back. Add a Haeme and they have the statistical equivalent of Terminator armor. Couple this with being in a transport means they're mobile and hard-hitting. They are very weak to hi-S weapons and power weapons.
    The hi S of the grotesques would be good against vehicles or MCs. Incubi are good against everything else (except steer clear of Banshees). However, the squad of grotesques would be foot-slogging at 10 - a good distraction, but they only have, essentially the FNP save.
    I prefer Incubi because they have higher survivability due to the 3+,4+ and the fact that they have I5. If you wipe a small unit, they hit at S5 I6. The enemy squad will die before they hit back. Brutal.

  16. thats why incubi are more for killing grotesques are more for tanking, although each can do the others job fairly well

  17. the haemonculas will lead a incubi squad and maybe some scourges so i can get rid of armour troops,your right, three squads are overkill

  18. bought myself some of the new wyches and lelith, giving me:
    10new warriors
    10 new wyches
    1 new arhon
    1 new lelith
    1 new raider
    2 old raiders
    1 talos
    15 old wyches
    38 old warriors
    1 dais of destruction
    3 old grotesques
    5 old scourges
    6 old incubi
    1 old beastmaster
    5 old warp beasts
    1 old archon
    1 old kruellah(which is now redundant so ill use her as something else)

    i need more stuff.....was gonna get the new urien rakarth but was a little bit too much for me at the moment.....probably gonna wait to see if they DO indeed bring more haemonculi models out.

  19. biggest shame that the haemoncula models haven't come out yet

  20. @Krushhk - "basically each turn raiders move upto 12" trying to stay just in shooting range of enemies"
    Our embarked raider squads can only move 6" and fire from the vehicle. This is why I am a little disappointed that in the rulebook, GW didnt give fast vehicles a bonus to speeds in regards to the passengers. I mean really we can go 12", get off, shoot and then assault, but can't pop a few rounds off while hanging on. So be careful when trying to use the drive by because its hard to do.

    I don't get why GW hasn't released the entire range, I mean would it not make sense from an economical standpoint to have the range available for xmas? Yet they complain they don't make a return on investment...

    At least I hope the Venom comes out soon.

  21. my personal tactic is to put my two toughest squads and move into cover usually provided by the fortess of redemption at my usual board and take out the scout squad or infiltrator units who spend most of their time in spots like this.i then place a webway portal in the building and the rest of my army comes out of there

  22. works 5 out of 6 times depending on postition of the rest of the oppunents armies

  23. @Dark Archon

    Ohhh right, im kinda bad with rules as i havent really done a PROPER, game in over 6months, so i keep forgetting about the movement of vehicles and stuff....yeah its 6"and shoot everything, 12" and shoot main gain +all defensive(which raiders dont really have, i dont remember but if the TGL was shot it would count as one.

    Well i can still move 12" at the start to get close enough to shoot them next turn, and whenever they getting to close for comfort just turbo bust the hell outta there with the extra help of some aethersails if they using jump troops or something, either way it is a purely shooty list so it will always be in trouble if it a squad gets into melee, which is a why each haemonculi has a venom blade to help a little bit, but if their raider gets shot down its not THAT bad, still a lot better if they have it....

    I much prefer using CC lists, but ive already tried that out, want to see how sliscus, trueborn and haemonculi with hexrifles go.

    Still cant wait to do a 1500 point + game so i can get a chance to use my dais of destruction....
    Costs too much to use in <1000 point game with it being 440 + 9other models which would normally come from either a court made up of 1lhamean, 1medusae, 3sslths and 4ur-ghuls

    Or something that is really tough in combat, like grotesques, ohhh wait cause they count as 2models i cant get the 9required.....maybe incubi then, not as good as grotesques are for bodyguards but seeing as a i cant use them they alright....

  24. concerning harlequins;
    In my experience, they are possibly one of the best close combat troops in the game (granted they need a seer and rending attacks).
    Make sure you send them from cover to cover (or better yet assaulting from a webway portal) so they don't get shot to ribbons.
    The screening tactic can be used well, if you have the points to spend.
    I find that the best unit size/ upgrades are as follows:
    5 harlequins with kisses
    Troupe master with power weapon and shuriken pistol (many people decide to leave this one out, although i feel that the extra attack and leadership coupled with the guarantee that the enemy won't be taking armour saves, is a great investment)
    Deploy this unit so that it can follow a line of cover to the enemy battleline, preferably targeting non invulerable save, small, high points cost units.
    Expect your clowns to get shot at - a lot. People are afraid of harlequins and will do almost anything to stop them reaching their battleline. This is why moving from cover to cover, having a screening unit, or assaulting from a webway portal(the best option) is so important. AN important thing to remember is that Harelquins ignore difficult terrain thanks to their belts, so you needn't worry about moving through it.
    Use your hit and run wisely. I know this sounds basic but you'd be surprised by how many people do silly things with this rule. Only use it at the end of your opponent's assault phase (assuming he somehow survived two rounds of combat against harelquins) so you can charge back in with your four rending WS5 S4* I7* (*furious charge) attacks. The last thing you want to do is move out of combat in you turn, to face a unit of angry enemies with their big-ass guns pointed at your face. Your 5++ save wont do so well against massed fire.
    These are just the basic principles for using the clowns. protect them from fire and get them into combat, let them do the rest ;)

  25. yeah id think now with them being able to be used by dark eldar, harlequins just became that much more nastier...although in their condex entry it doesnt list any dedicated transports like it does for the rest of the army.....so does that mean they cant use transport? if so i guess webway portal is way to go when using them

  26. archon of the dark listNovember 25, 2010 at 1:21 AM

    i'm thinking of converting my old army.transform it to a harlequin unit which is guartined to scare the enemy at what to shot at. the old incubi will be jesters and i will maybe grab the new wyches and paint them to be harlequins and the hydra gauntlets suit guy into a shadowseer so that they look more like more like a dark eldar unit. maybe i can allie them with a haemoncula coven for that all important pain for my main troops and for a screening unit to place the webway.
    do you think people will allow the converseions if a

  27. if you attach a haemonculus to harlequins would you be able to transfer pain tokens??? I know that they dont have that rule but since the haemonculus is there, is it possible???

  28. I don't think so. The wording of the rule and the fact that some units don't have it makes it seem like they wouldn't get the benefits.

  29. well the squad could have a pain token...but as they dont have the rule they would not benefit from it

  30. Well yes and no. It's true that you can join a group with harlequins with a Haemonculus. But you see, the unit can only get the effects from pain tokens if it has "Power from Pain", but as you've already pointed out the harlequins don't have it. So they can't get the effects from it. :(

    But the Haemonculus will still get it though :)

  31. archon of the dark listDecember 7, 2010 at 12:18 PM

    only models with power from pain can benefit from the rule. it doesn't work with beast packs so it won't work here.

  32. The FAQ has been put up on the GW site now so that can help clarify a few things about this codex

  33. Hi, I have one question, maybe someone here can help me. I am trying to bulid my Archon with a Shardpistol + a Duskblade in combination with a Lhamaean ia should have 2+ on wounding and instant-death to all enemies, but I don´t find this build anywhere up to now. Is there something in the rules I did not see up to now that makes it not working ? Is ist to expensive ? I would really apprechiate some help here. Thanks in advance McMatzek

  34. Okey. Few things about your Archon-upgrade.
    -There is no Shardpistol, I think you are talking about splinterpistol.
    -there is not duskblade neither. Did you mean huskblade? If you did, it is not poison weapon.
    -Lhamaeans gives 2+poison to archons poison weapons, so archons splinterpistol will be 2+ with lhameans, but huskblade is not poisonweapon, so it still counts only as power-weapon with instakill-change.
    -Remember, if you take court of archon, you must take at least one of each character types from court. So if you take two lhameans, it means you also have to take at least one medusae, one sslyth and one ur-ghul with your archon.
    Conclusion: I think archon with these upgrades are pretty useless. He has poison 2+ pistol(hurray) and strength 3, power weapon, wich will be good choise against characters with Toughness 2-3 and 2-6 wounds..

  35. thanks for the answer but my thoughts gone a little different 1. The codex qoutes that the Lhamaen counts for melee and ranged combat and 2. a pistol counts as 2nd meleeweapon so the melee attacks should benefit from both weapon specials : poison / power-weapon + immidiatly death. (Sorry my english is not so well and therefore I had the wrong names for the weapons)So my question here is does the two weapons stack or not ?

  36. no youre wrong there. In combat the pistols gain the effect of the other melee weapon. You cannot combine effects. Therefore there is no way (up till now) that the archon wounds on 2+ and insta kills

  37. just to further clarify, I emailed GW a week ago asking if the lhameans special rule worked with things that are technically 'poisoned' as far as the rulebook goes (weapons that always wound on a certain role), my response was that it only applies to weapons where it states that it is poisoned in the codex, meaning that the only poisoned weapons that a archon has/can have is the venom blade which is already 2+ and his splinter pistol....so those are the only weapons a lhamean can affect as it were...

    and as anom said, a pistol in cc really only adds 1 attack it does not combine with ccw to make it better....

  38. i dont see where it says that you must take everyone in the court

    please tell me the page number

  39. cause in the entry for it has has 1-X for each meaning you need 1 or more of each member...

    if it said 0-X then it means you dont need it

  40. I'm still trying to get my head around the rules and to start planning a DE army.

    A noob question: why do you keep insisting on PGL for units that already have Plasma Grenades? Seems expensive on units that are going to rush into assulting other units (i.e. Wyches, Archon plus Incubus)? Is the defensive grenades benefits really so great in these circumstances?

    Trying to see the logic and understand :)

  41. I think its more for units that dont come with them standard, like incubi dont, so if you used a incubi squad as a retinue for an archon you could have him with PGL to give them the grenades as well, same with having a court.

    Also in some instances it is cheaper to give someone a PGL then to give the whole squad plasma grenades which gives the whole squad plasma grenades anyway


    +possible wave soon of grotesques and wracks....

  44. wracks, grotesques and razorwing confirmed




  45. I run my archon with reaver jetbike and webway portal, have him turbo boost across the board droping of the portal on turn 1 then he will probaly die but be avenged by my wych cult I know its not fluffy but it wins games.

  46. Nice.. But wich rule allows you to take your archon with reaver jetbike?