
Cannon fodder, but cheap cannon fodder with a decent gun. Their poisoned rapid-fire weapons can do some damage, especially with open-topped vehicles. Fortunately, close combat isn’t what there were meant for. They will kill IG and Tau in close combat, but anything past that is just going to look at their 3T and 5+ armor and laugh. His stats are what you would expect and his armor is paper. Kabalite Warriors: The average Joe of the army. Still since all of them are handy it is that much of a problem. The only downside is you obviously don’t get to choose which one you get. The last one lets you start with a pain token that makes you more durable and that much closer to getting Furious Charge. The middle four make you much better in close combat by increasing, either your WS, S, A, or letting you reroll to wound, all of which are great advantages. The worst of them practically guarantees you a good fleet role to make sure you get into close combat. This time around every one of the drugs is strictly helpful. Without it they would be crippled as they desperately need the extra bit of movement to let them get into assault safely, cause if they fail to get into combat they are just sitting ducks asking to be slaughtered.Ĭombat Drugs: These are handy and awesome. Night Vision: Yeah, this will be relevant in about 1 in 20 games.įleet: Of course the DE still have fleet. The third token gives fearless, but I doubt it is going to be that useful as the DE have a decent enough leadership to keep them from running from shooting losses, and if they start to lose combat they are thoroughly screwed anyway. Still any unit that does get to this point instantly becomes much more deadly. The second pain token giving you Furious Charge will be handy, but unless you somehow start with a token or use a Chronos, only your heavy hitters are going to get to this point. Even with it you are going to lose a lot of guys, especially since anything strength 6 or above will rip right through it. You have to get that as soon as possible or be ripped to shreds as soon as someone points a gun at you. A 6+ or 5+ sucks less when you get a 4+ after you fail it. That first pain token that gives them FNP that will constitute pretty much all the save they have. Power From Pain: This is the new bread and butter special rule for the dark elder. Hedonism, blah, blah, blah, fall of the Eldar, blah, blah, blah, Warp, blah, blah, blah, raids, blah, blah, blah, rape, pillage, loot, poison, destroy, terrorize, blah, blah, blah, intrigue, blah, blah, blah, Asdrubael Vect. The next part is going to look at the rest of the infantry, the vehicles, and the weapons, while the last part will focus on each of the special characters.

In this first part I’m going to look at the fluff, army wide special rules, and the some of the more basic infantry units. Alright I promised a review of the Dark Eldar codex from my own unique outlook and here it is.
