In order to fully master the Dark Eldar army, we Archons (and Succubi and Heamonculi) must be aware of the weaknesses the new codex has. Through two tournaments and numerous practice games I've come up with a short list of weaknesses that have plagued me. I would appreciate any readers to contribute what they perceive to be some inherent weaknesses in the Dark Eldar Codex, or tough match-ups for Dark Eldar.
- KP Missions - my 1,850 point list has 22 kill points in it. Not to mention the KP's aren't exactly difficult to get.
- Mass S6+ Shots - it's bad enough we have armor 10 on just about everything. When the opponent throws down a mass of shots that glance on a 4+, our flickerfields and night shields only go so far.
- Armies that can cripple 3+ Raiders a turn with 48"+ weaponry like Space Wolf armies with 3x Long Fangs or Mechanized Imperial Guard. Our vehicles will obviously be hiding turn one, but it's only a matter of time before we have to advance.
- Not getting the first turn - this can be minimized with defensive deployments, cover and reserves but I think Dark Eldar perform much better if they are able to get the first round of shooting off. Blown up or immobilized transports leaving Wyches or Trueborn to trek across the field puts a big damper on strategy.