The Dark Eldar list from this page, I'm just not feeling it.  Seems awkward.  Almost like its not as killy as it should be, or is inefficient.  Either way, it bugs me and that is a problem.  I'll be making some changes to it tonight/tomorrow, post it up, and I'll get a game in with it hopefully on Monday.  :)

In addition, I want to thank Phil Kelly, Jes Goodwin, and Adam Troke for putting together the Dark Eldar round-table videos.  These types of things show the world that the game and its armies are designed by creative, fun, fantastic people who love what they do.  This gives a face to the silent, but influential, juggernaut that is Games Workshop.  Not only that, they are doing an excellent job at it the past year or so.  Keep up the great work Jes and Phil!  :D
 
 
Most of the November updates are online and live.  The last two (DE tactical articles and DE Review) will wait until I have my hands on my own codex.  Any lists that you see available on the website are subject to change at any moment, for at least a month.  Especially after I get the codex, as I might find mistakes in my lists that need to be corrected (i.e. points costs, equipment, unit sizes, etc).

I'm nearly finished with my test paint scheme (using the old Dracon model).  Looks good thus far, perhaps I'll post up some pics of the progress up to this point if I remember.

In addition, I plan to have the "Kabal In The Making" series re-written by the 1st, but we'll see how that goes.  :)
 
 
Let's keep the train rolling.  Based on a comment I received on my last version of the "Venomwing", I made some changes and I like the result.  Haemonculus give off FNP to the jetbikes, then hop into the Trueborn's Raider.  Has some emergency anti-psyker defense from the Crucible, as well as some "remove from play" funsies from the Shattershard.  Doesn't have the CC punch my last list has, but it'll make it up with massive dakka potential.  Have fun!  ;)

HQ
* Haemonculus (2x) w/ 1x Scissorhands and 1x Shattershard; 1x Scissorhands and 1x Crucible of Malediction.  [160]

ELITES
* Kabalite Trueborn (3x) w/ 2x Dark Lances. Mounted in a Raider w/ Flickerfields. [156]
* Kabalite Trueborn (3x) w/ 2x Dark Lances. Mounted in a Raider w/ Flickerfields. [156]
* Kabalite Trueborn (3x) w/ 2x Dark Lances. Mounted in a Raider w/ Flickerfields. [156]

TROOPS
* Warriors (5x) w/ Blaster. Mounted in a Venom w/ 2x Splinter Cannons. [125]
* Warriors (5x) w/ Blaster. Mounted in a Venom w/ 2x Splinter Cannons. [125]
* Warriors (5x) w/ Blaster. Mounted in a Venom w/ 2x Splinter Cannons. [125]
* Warriors (5x) w/ Blaster. Mounted in a Venom w/ 2x Splinter Cannons. [125]
* Warriors (5x) w/ Blaster. Mounted in a Venom w/ 2x Splinter Cannons. [125]
* Warriors (5x) w/ Blaster. Mounted in a Venom w/ 2x Splinter Cannons. [125]

FAST ATTACK
* Reaver Jetbikes (3x) w/ 1x Heat Lance.  [78]
* Reaver Jetbikes (3x) w/ 1x Heat Lance.  [78]

HEAVY SUPPORT
* Razorwing Fighter w/ Flickerfields. [155]
* Razorwing Fighter w/ Flickerfields. [155]
* Razorwing Fighter w/ Flickerfields. [155]

TOTAL:  [1999]

 
 
First up, I want to let everyone know that I've not forgotten about the Black Templars.  In a few days, we'll be putting up several articles for the website that are Black Templars oriented.  One of them is going to be from the guest auther Focke and it will relate to Escalation Leagues.  More than likely, this will find itself in the BT 101 guide.  I will be putting in some of my work to tie everything in, but there is that.

The second item is going to go into how the Black Templars are going to beat the Dark Eldar.  By now, I'm sure nearly everyone has, at the very least, heard about some of things that the Dark Eldar are going to be doing.  I can imagine many of the BT faithful are wondering what they are going to do.  I'm here to ease everyone's mind.  We'll walk through everything together and see what we can do about making sure these vile xenos are purged from the Emperor's galaxy.  ;)

In other news, I've continued to produce lists for the Dark Eldar and have play-tested several now.  I'm not alone in this, as several around the blogosphere are doing the same.  However, I want to keep ahead of the curve and convey what I've learned to my readers.  For now, you'll have to endure the spam of lists.  Some may work, some may not.  All lists are built without playtesting, but I will play at least two games with every list I put out here.  I want to make sure these lists are quality before I put them out to the public as legitimate competitive armies.  You can enjoy my next list under the "Read More" cut.  :D
 
 
The next round of Dark Eldar lists.  By now, you should have started to see a trend in my lists.  I'm thinking that I'm going to rely mostly on my firepower to put me in a position to win, then have 1-2 units in the list play cleanup in close combat.  Here it is:

HQ
* Haemonculus (1x).  [50]

ELITES
* Kabalite Trueborn (3x) w/ 3x Blasters.  Mounted in a Venom w/ 2x Splinter Cannons.  [146]
* Kabalite Trueborn (3x) w/ 2x Blasters.  Mounted in a Venom w/ 2x Splinter Cannons.  [131]
* Kabalite Trueborn (3x) w/ 2x Blasters.  Mounted in a Venom w/ 2x Splinter Cannons.  [131]

TROOPS
* Warriors (5x) w/ 1x Blaster.  Mounted in a Venom w/ 2x Splinter Cannons.  [125]
* Warriors (5x) w/ 1x Blaster.  Mounted in a Venom w/ 2x Splinter Cannons.  [125]
* Warriors (5x) w/ 1x Blaster.  Mounted in a Venom w/ 2x Splinter Cannons.  [125]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]

FAST ATTACK
* Beast Master Pack (5x Beast Masters) w/ 5x Khymera; 1x Clawed Fiend; 6x Razorwing Flock.  [245]
* Beast Master Pack (5x Beast Masters) w/ 5x Khymera; 1x Clawed Fiend; 6x Razorwing Flock.  [245]

HEAVY SUPPORT
* Ravager w/ 3x Dark Lances.  [105]
* Ravager w/ 3x Dark Lances.  [105]
* Ravager w/ 3x Dark Lances.  [105]

TOTAL:  [1998]

The list works exactly like my last list does, but tweaked to remove...oddities in the list (i.e. Archon and the Incubi).  Put some more redundancy into the list and I feel much happier about it.  Its essentially the same list, just substituting the Archon/Incubi for a 2x blaster Trueborn squad in a Venom and then another Beast Master Pack.  Also put in a couple more Venoms and covered the loss in Darklight by taking Warriors with blasters.  More dakka and about the same CC abilities, albeit without the power weapon attacks.  Should do well on the battlefield.  :)
 
 
Will be available tomorrow sometime.  Very, very hectic past few weeks at work and school.  If not for the excitement of the DE codex, I'd have not spent any time updating Implausible Nature.  But I actually have a day off for once, so I plan to make the most of it. :)

UPDATE:  Everything is now completed and all updates are live.  With one exception: I still have to type out the battle reports for my Misty Mountain RTT.  But because I'm feeling a bit under the weather today, the pictures are going to have to suffice for a bit longer.
 
 
HQ
* Archon w/ Blaster, Agonizer, Shadowfield, and Phantasm Grenade Launcher.  [150]
* Haemonculus (1x) w/ Venom Blade.  [50]

ELITES
* Incubi (7x) w/ Klavex.  Mounted in a Raider w/ Flickerfield.  [224]
* Kabalite Trueborn (3x) w/ 3x Blasters.  Mounted in a Venom w/ 2x Splinter Cannons.  [146]
* Kabalite Trueborn (3x) w/ 3x Blasters.  Mounted in a Venom w/ 2x Splinter Cannons.  [146]

TROOPS
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]
* Wracks (5x) w/ 1x Liquifier.  Mounted in a Raider.  [120]

FAST ATTACK
* Beast Master Pack (5x Beast Masters) w/ 5x Khymera; 1x Clawed Fiend; 6x Razorwing Flock.  [245]

HEAVY SUPPORT
* Ravager w/ 3x Dark Lances.  [105]
* Ravager w/ 3x Dark Lances.  [105]
* Ravager w/ 3x Dark Lances.  [105]

TOTAL:  [1996]

This list is sorta based off of MVBrandt's Dark Eldar list found here.  Unfortunately for him, however, the Haemonculus doesn't confer their Power from Pain points to the beasts so he doesn't need them for that purpose.  Between the Khymera's 4+ invulnerable saves and the multiple wounds on the Clawed Fiend, the pack should be durable enough to reach combat and once there, decimate all.  A perfectly healthy squad can put out 68 attacks on the charge, with 36 of those being rending and at initiate 5.  Can you say yikes?

Added to that, we have the Archon-led Incubi squad in a Raider.  The Haemonculus will start the game here to give away his PfP point, then quickly peel off to join one of the Wrack squads.  This will give the Incubi some durability via "Feel No Pain".  In addition, the Archon will be taking Phantasm Grenade Launchers to provide both assault and defensive grenades to the unit so they can knock out units in cover.  These guys pack a punch in close combat (26 power weapon attacks at initiative 5 or higher), but don't have much use if your opponent can avoid them.

The firepower contingent isn't nearly as strong as my last list, but you still see a couple of Venoms in the list.  They'll be carrying three blaster squads to help punch holes in transports.  You'll also find similar AT firepower from the Raiders and Ravagers in the list.

Lastly, the Wrack units.  Like MVBrandt mentioned, they are essentially cheaper Space Marines with FNP (if placed in cover) and a Liquifier.  These are the guys that will hold the objectives and attack anything coming too close.  With the variable AP template weapon (Liquifier), you have a decent shot at killing a bunch of models prior to the charge.

You have two very strong and durable assault units in the Beast Master pack and Archon-led Incubi squads.  Then you have plenty of AT fire between the Raiders, Ravagers, and Trueborn blasters.  Finally, you have a reasonable amount of AI firepower from the Venom's dual-Splinter Cannons, the Beast Master's Splinter Pods, and the Wracks Liquifiers.  16 Dark Lances, 7 Blasters, 4 Splinter Cannons, and 6 Liquifiers.  Go get 'em!  :D
 
 
Here is the list that I've been working on this evening.  I've lovingly dubbed it "Venomwing".  Check it out under the "Read More" cut.  Enjoy!  :D
 
 
In reference to a thread created which asks what incentive that GW has to re-release the Black Templars or the Dark Angels, there came this comment:

"As for BT's, no offense but your second founding, you should go back to C:SM and either another founding chapter (perhaps YOUR founding chapter then stick them together) or a traitor legion should get a new codex. Honestly though, i dont play BTs so i dont know to fix them"

Wow.  Just wow.  Really?  Talk about ignorant.  With the exception of the Space Wolves, the Black Templars are pretty much as non-Codex Astartes as you can possibly get.  There is no way that they would fit into a book with Codex Chapters.  Second Founding or not, the BT are the only ones that follow the path of original Legions.  Arrogant to the last, zealous in the persecution of the Emperor's enemies, extremely loyal to the Emperor, honorable in their Crusade, and with a fleet of ships that would take likely take a dozen Space Marine Chapters to stop...I can't get enough of them.  And I'm not alone.  There are thousands of BT players out there.  With the support of websites like Implausible Nature and B&C, those numbers are growing daily.

I personally, would be disgusted with Games Workshop if they dropped the Black Templars.  So much so, that I would likely cease playing the game.  I love the background, the feel of my armies, the look of my forces on a table...to put an end to that would destroy my desire to play Warhammer 40k.
 
 
After getting a good hour or so to look everything over in the preview codex, I'll say one thing about them: The Dark Eldar are for master players only. Even down to the list building stage, you need to maximize every last point, since they are now quite expensive, to ensure that you'll have enough of either A) an Alpha Strike or B) enough fire power/hitting power to neutralize your opponent before turn 4. Anything past that, the DE player is done for if you've not killed enough of your enemy's force.  The Dark Eldar are even more glass hammer than before.

Fortunately, 99% of all units have duality built in so DE players will at least have no problems building balanced, all-comers lists.

More thoughts:
  • The Flickerfield vehicle upgrade is very nice.  It confers a 5+ invulnerable save upon a vehicle which as taken it.  While out in the open, this upgrade may save the vehicle's life.  I would imagine there would be very limited times where this wouldn't be taken.
  • I envision the Voidraven Bomber and/or the Razorwing Fighter taking up quite a few list's Heavy Support slots.  I know they'll be doing it for me.  Both have massive amounts of firepower, though they are decently expensive (145 points each), both have the ability to wipe entire units/vehicles off the board each turn.  The Voidraven has more armor than the Razorwing and is more suited to eliminating vehicles.  However, the Razorwing has a better shot at killing infantry, while still being able to destroy vehicles with its two Dark Lances.  At the moment, I'm torn.
  • Personally, I think the Reaver Jetbikes are really, really good.  They lost one to their armor, but they still are able to go turbo-boost and gain the 3+ save that way.  Not only that, they are allowed one Heat Lance per 3 bikes (18" Str 6 AP 1 Lance, Melta) that give them awesome chances at killing vehicles.  Side armor is no problem for these 36" moving crazies.  On top of that, they have something called Bladevines that allow them to hit any unit they turbo-boost over with D3 Str 4 AP - hits (each bike).  A good way to quickly thin down the herd while you're moving.  ;)
  • Incubi are much, must better now.  Cheaper by 3 points, improved leadership, and the ability to pimp the unit out by buying a squad leader (Klavex) with Demiklaives and Onslaught.  Put them in a Venom, and you're set to go.  Even a basic squad will kill on average 5 MEQ on the charge.  Not bad.  My inclination is to leave them basic.
  • The Venom transport is amazing.  Built in flickerfield with the possibility to gain two splinter cannons (12 poison shots a turn)?  Sign me up.  Remember, the DE codex says that poison weapons count as defensive weapons, so you may always fire them unless going flat out.  ;)
  • The troops slot has some fun things going on.  I'm just not sure how I'm going to fit them in with all of the fun and exciting stuff going on in the other slots.  This is the biggest difficulty I'm facing at the moment.

I'll post up my preliminary list here probably today sometime.  Remember, I'm just as new at all of this as everyone else, so it will take some play-testing and tweaking before these lists become optimized.  I may have to throw it out altogether, but we'll see.  :)