Gentlemen, I am trying to help my friend Leonidas to built a DE list using the new codex. I think the issue here is that the book is very balanced (like this is a bad thing...) and no unit really stands out to me for competitive play. This is obviously cool because you can use all your models using very different list but it's always good to have a "tournament built" that you can use for more serious competitive play. I checked a few blogs and forums for advice and after talking with my friend Neil I've come up with this list:
Archon, Husk Blade, Blast Pistol, Soul-Trap, Combat Drugs, Shadow Field=160
Heaemonculus, Scissorhand = 65
Heaemonculus, Scissorhand, Liquifier = 75
3 Kabalite Trueborn, 3 Blasters + Venom, Splinter Cannon=146
9 Hekatrix Bloodbrides, 3 Shardnet & Impalers + Raider, Flickerfield=217
2 x 9 Wyches, shardnet, Hekatrix (venomblade, phantasmal grenade), Raider (flickerfield) 390
2 x 4 Wracks...80
5 Scourges, 2 Heat Lance=134
5 Scourges, 2 Heat Lance=134
3 x Ravager, Night Shields = 345
So, the focus here is mainly on anti-tank since most people play heavily mechanised armies these days. There are 20 lance weapons in total (3 dark lances from the Raiders, 9 from the Ravagers, 3 blasters from the Trueborns, 4 on the Scourges and a blast pistol on the Archon). The scourges will deploy depending on the terrain. If there is enough of it that blocks LoS and they can jump around protected from enemy fire then they could start on the table. Otherwise they could always Deepstrike near the vehicles since the 9'' melta range is more reliable in case they scatter too far away.
Anti-infantry will come mainly from the close combat units. Archon goes with the Bloodbrides since I think the girls are a good escort for him. They can protect him with the shardnets, so he can kill Monstrous Creatures and Independent Characters without risking too much himself. Also good for absorbing attacks from elite close combat units (TH Termies etc.). Obviously not too good against a plethora of normal attacks (ork mobs, assault marines) but I want to think that using the speed that the DE army has, you can pretty much dictate how the battle goes. After they get their first kill and acquire FnP you can pit them against anything.
Again, you have to be careful with the Wyches as well. The Haemonculi will ride with them to benefit them from FnP and help them a bit in close combat. Better charge a weak unit first so you can get furious charge after you wipe it out. After that and if you have rolled for a decent combat drug effect you can be sure they could do some major damage in close combat.
Wracks are there to be the objective contestants. Cheap and fairly durable (with T4 and FnP) you can hide them behind some LoS blocking terrain and pop them out in the last turn. Even with a 3+ cover save (after they have gone to ground) they should be pretty survivable.
What do you think? Is this a decent list for competitive play? Please suggest how I could improve it and generally the stuff that could be changed for something else. Thanks!