However, this article will not be about their impeccable taste in clothing.
This is a mixed Dark Eldar and Craftword Eldar list intended with as a break from the normal shite I come up with.
It's a bit more
First up is of course the baron.
I've always been a big fan of this guy, despite his tendency to flee the battlefield at the first sign of someone wearing socks with sandals. To make the most of him, he really needs to be in some big unit. Normally this would be hellions, but they are not quite as good as they were in 5th, especially now with all the ignore cover floating around. Much of the Hellions utility was in assault, with backup shooting. A dedicated shooting unit would be preferable.
The big unit for the baron to hide in will in fact be 20 Warriors with 2 splinter cannons.
It's cheaper than hellions, has comparable firepower, but can operate at a longer range.
The alternative is a unit of 20 Guardians for almost the same cost. However, they are very short ranged, and cannot make use of their crucial battle focus ability when the baron is attached. The warriors can hit things on turn 1, and still get the full benefit of pain tokens.
To round out the troops, two sets of 5 warriors in Venoms.
Not exactly the traditional venom spam, but they are just so flimsy in 6th that spamming them really doesn't help. Keeping the number of things which explode violently near your troops to a minimum is generally good for moral.
The last of the DE is 3 Ravagers with dark lances.
Strength 8 weapons seem to have been forgotten in favour of lots of s6 and s7. This has lead to multi-wound T4 creatures and 2+ saves slowly creeping back onto the table, particularly with the latest Tyranid release. A bit of fast, long range S8 Ap2 can make a nasty dent in crucial parts of the enemy army, and is fairly cheap too.
Disintegrators are a very good option for ravagers, but there is already plenty of anti-infantry shooting, and I don't want to get caught without enough anti-tank fire when someone brings along 3 land raiders...
Now that the Hollister collection is finished with, we'll move onto American Apparel...
First is a Farseer on a jetbike, with a singing spear and Shard of Anaris.
This guy joins the warrior blob along with the baron, making them fearless and handing out tasty psychic goodness all around. There are very few powers in Divination that the army cannot make use of, there are effectively no bad rolls for this guy.
For troops, 2 Dire Avenger squads in Wave Serpents.
Serpents are a great way to support venoms, and vice versa. They can both handle light and medium infantry, and the wave serpents help out with medium armour. The venoms are fantastic for knocking FMC out of the sky, so they can be riddled by scatter lasers and such.
More importantly, they get rid of the spammy element of their single-army counterparts. A very slight diversification in roles and target priority really helps reduce the immediate weaknesses each version has.
I'm starting to prefer Dire Avengers over guardians purely for the longer range. They can stay out of harms way and still shoot, whereas the guardians need to get slightly too close for comfort, even with battle focus.
Next on the catwalk are 7 Warp Spiders.
There guys are always good, adding some mobile medium strength firepower. Again, they are great at dealing with stuff that Venoms cannot.
Finally, a Wraithknight.
This adds another 2 high strength low ap shots, making the anti-tank / heavy infantry component quite good.
He is also very handy for getting the rest of the army out of trouble, as things which like munching on Wave Serpents and large warrior squads generally don't want to get stomped on by a Wwraithknight. Likewise, things which kill wraithknights often vanish rather quickly when pelted with various flavours of poison and dark-light weaponry. He also provides some aggressive assault, being able to rush at enemy lines if they are trying to hold up against the skimmer fire.
And finally, no list of mine is complete without something to put in the corner for everyone to hide behind.
A Skyshield Landing Pad can just about fit all 7 skimmers, or some infantry if the skimmers are willing to move out a bit.
The Wave Serpents can obviously hide behind the legs to get a 2+ cover with holofields, but the biggest benefit is to the DE side.
Giving Venoms and Ravegers a 3+ cover or 4+ invulnerable vastly increases their chances of surviving, and protects against the defining feature of DE skimmers: being rather laughably easy to blow up. This is a huge bonus, keeping these alive long enough to do some serious damage can swing the game greatly in your favour.
So the army ends up looking like this:
Baron
5 Warriors:
5 Warriors:
Venom: 2 splinter cannons
Venom: 2 splinter cannons
20 Warriors: 2 Splinter Cannons
Ravager: 3 Dark Lances
Ravager: 3 Dark Lances
Ravager: 3 Dark Lances
Farseer: Jetbike, Shard of Anaris, Singing Spear
5 Dire Avengers
5 Dire Avengers
Wave Serpent: Scatter Laser, Holofields
Wave Serpent: Scatter Laser, Holofields
7 Warp Spiders
Wraithknight
Skyshield Landing Pad
Total: 1848
Perhaps not the most competitive, but it has plenty of shooting, and is very mobile. Most of all, it gives a DE primary army a bit of resiliency, which is very rare for the delicate fashionistas