A bit better than the previous one, but the lore dump in this one (which was lacking before) introduces some changes I just don’t like. For one, I don’t like what they did to the Mandrakes. They look too anime and lack the specific 40k aesthetic of the 3rd edition ones. Before, they had a nightmarish, shadowy, and otherworldly presence—creatures that seemed to crawl out of darkness itself. Now, they look too stylized, too clean, and they’ve lost that eerie, phantasmal quality that made them so distinctive.
I also didn’t like what they did to the Archon's retinues. Now they’re called a "Court," and they’ve added a bunch of new types like Medusas and Lhamians or whatever. More isn’t always better. The original retinue was focused and reflected the Archon’s personal power and paranoia—a hand-picked group of lethal killers and trusted bodyguards. With the new Court setup, it feels like they’ve diluted that elite and personal feel, replacing it with a broader, less distinctive cast of characters. Instead of making the Archon feel like a powerful and paranoid ruler, it now feels like he’s surrounded by a random assortment of creatures for the sake of variety.
I also didn’t like what they did to the Dark Eldar’s piratical raids. A full-scale planetary invasion is not a pirate raid. Dark Eldar should not be able to hold ground, establish permanent bases, or conduct long-term occupations. Their forces, as originally conceived in the first codex, were always slim compared to other factions. That’s why they relied on hit-and-run tactics, striking thinly guarded planets, taking what they needed, and vanishing before reinforcements arrived. They were never supposed to be a faction that could wage sustained wars or hold territory—because that’s not who they are. Their entire identity was based on speed, precision, and asymmetry. The idea that they can now conquer and control planets takes away what made them distinct and reduces them to just another faction with a military presence, rather than a horrifying, unpredictable threat lurking in the darkness.
I also didn’t like what they did to their weapons. They now look too much like Craftworld Eldar weapons, which strips away their unique identity. Before, their weapons were cruel and alien—designed for pain, terror, and suffering rather than efficiency or precision. They had an edge to them, both literally and figuratively. Now, they just look like another version of Eldar tech, with none of the brutality or menace that made them stand out.
Overall, they’ve toned down the “Dark” in the Dark Eldar. The excessive spiky look is gone, and with it, so is the phantasmagoric and ominous aesthetic from the 3rd edition. Dark Eldar should feel like something out of a nightmare—ethereal, sadistic, and terrifying. Now, they look more refined, more orderly, and ultimately less intimidating. Their visual identity has been softened in a way that makes them feel less unique and less dangerous.
Some of the new lore was interesting. The Harlequins, for instance, were a nice addition. But beyond that, I think too much lore was added to the Dark Eldar as a whole. Some mystery would have worked better for this faction. The excessive amount of information—on their origins, their internal conflicts, their history, even the structure of Commorragh—takes away from their esotericism. The Dark Eldar should not be a faction we understand completely. They should be something terrifying precisely because we don’t know everything about them. A reasonable amount of lore could have been provided from the perspective of surviving combatants and slaves—giving us glimpses into their society without over-explaining it. Instead, we now have so much detail that they’ve lost that eerie, enigmatic quality that made them so distinct.
In the end, while some additions are interesting, I think these changes fundamentally alter what made the Dark Eldar unique. They’ve lost much of their horror, their unpredictability, and their identity as terrifying raiders who strike from the shadows. Instead, they’ve been turned into a more conventional faction, capable of waging prolonged wars, holding territory, and engaging in large-scale battles. That shift makes them feel less like a force of terror and more like just another army with a slightly different aesthetic. More lore and more unit types don’t always make a faction better—sometimes, less is what makes them powerful.