Dark Eldar Tactica: Kabalite Warriors
Dark Eldar Kabalite Warriors are the most common type of troop choice you find me fielding for my Dark Eldar. So in order to really start understanding how to combine the new Eldar codex with allied Dark Eldar, I think its important to understand how to field warriors.
Kabalite Warriors (5) with Blaster in a Venom
This is the most common unit type you will see fielded in a Dark Eldar army, and when the codex first came out, I fielded this way a lot. A lot has happened since then, and there are some inherent weaknesses and design elements that made me move away from this unit type.
-5 Warriors are just not strong enough to want to be close enough for a blaster.
-I want warriors to be shooting at troops, not vehicles. (pain tokens)
-Venoms do not want to be within bolter range.
Kabalite Warriors (5) in a Venom or Raider
This is what I have moved to. 5 warriors without a blaster tend to work much better for me. I keep the 5 warriors out of the transport, or they jump out as early as possible to avoid getting caught in an exploding vehicle. This solves all the problems I listed above and saves me 15 points per squad.
Kabalite Warriors (10) with Sybarite and Splinter Cannon in a Raider
Once again I am not keeping my warriors in the vehicles if at all possible. Exploding raiders have costed me entire squads far too many times. This is a big upgrade unit, and works well alongside the 5 man squads listed above. This unit runs at 100pts before transport, and it extends the range of infantry killing and firepower up to 36 inches with a 6 shot splinter cannon. .
A Sybarite is needed in this layout, simply because leadership 8 will not hold you with these squads. These squads give you more staying power, and if used at range, do quite well.
Once again I field the Raider with them, but generally it works on its own, and is not deployed loaded. (Opponent and board will determine this)
Kabalite Warriors (20) with Sybarite and Splinter Cannons (2)
These guys are fun, and fielding one unit like this or even two at larger games, can often make or break a game. These guys can throw down an amazing 30 shots at 24" with poisoned weaponry. Within rapid fire range this goes up to a maximum of 48 shots. Monstrous creatures beware, this unit will take them down simply under a hail of firepower.
Once again a Sybarite is needed in this list to increase the leadership, unless you drop in an HQ that increases their leadership.
Once again I truly believe your warriors are where you want to be gaining pain tokens. These guys are not designed to take on armour in any fashion. I believe in using other units to do that, or using raider transports for smaller warrior squads.
Add ons.........
Eldar Farseer
Guide and Prescience. Just wow on a 20 man squad, as now you are firing twin linked poisoned weaponry. Once a pain token is gained, its also a good center spot to keep Farseers
Haemonculi
Getting that initial pain token is valuable, and feel no pain keeps these guys around for a lot longer. Not to mention that you can give them a shattershard, or liquifier, for some serious assault defense. A sybarite is needed here though, as the Haemonculi does not give you increased leadership unless you upgrade them to an ancient. (not point efficient if that is the reason for the upgrade, keep the sybarite)
Duke Silscus
Joined with a 20 man warrior squad, the Duke can do some amazing and fun things with a big squad like this. He allows them to wound on a 3+ with their poisoned weaponry, rather than 4+. Remove the Sybarite, as the Duke has a leadership of 9 already, have your Farseer cast guide on this unit, and wow.