Well I've read the codex cover to cover and my brain isn't totally shot so I remember almost everything except for some of the specialized wargear and I think this is one of the lists I'm going to run when the actual models hit shelves.
HQ:
The Baron-105
Haemonculi-50
Haemonculi-50
Elite:
3 Trueborn-151
2 Dark Lances, Venom w/Splinter Cannons
3 Trueborn-151
2 Dark Lances, Venom w/2 Splinter Cannons
6 Incubi-192
Raider
Troops:
10 Wyches-210
Haywire Grenades, Syrabite, Agoniser, Raider
10 Wyches-210
Haywire Grenades, Syrabite, Agoniser, Raider
9 Wracks-190
Acolyte, Agoniser, Liquidizer, Raider
9 Wracks-190
Acolyte, Agoniser, Liquidizer, Raider
10 Hellions-185
Syrabite, Agoniser
Heavy Support:
Ravager-105
3 Dark Lances
Ravager-105
3 Dark Lances
Ravager-105
3 Dark Lances
Total: 1,999
Total Models: 73
Total Dark Lances: 18
Total Dark Lance Platforms: 9
So how does this army work and why? I'll break it down a little bit for people not familiar with the book or who's playstyles don't quite match mine.
The Baron obviously adds a +1 to go first. His other special rules include Hit and Run, Skilled Rider, and Stealth. He comes equiped with a Shadowfield standard and gets a +2 to hit Strength bringing him up to St6 on the charge. He does only have 2 Wounds and 3 Attacks but at 105pts he's a steal. He also makes Hellions troop choices and since he can confer stealth and skilled rider to a unit of Hellions well it just makes sense to bring a squad for him.
The 10 Hellions are a speedy, high firepower unit that can hit moderately hard in CC. With the Baron they are very survivable and by adding a Syrabite with an Agoniser your giving the squad a bit more punch to make up for the Barons lack of power weapon. Basically you bring these guys to make the most of the Barons special rules and because of how much of a boost this squad gets. They do suffer from being one of the only non-vehicle mounted units in the army (giving the opponent a target for his Anti-Infantry shooting) but they will also force a decision between them and the Trueborn Dark Lance teams.
The other troops are designed to compliment each other. The Wyches are for elite, low attack, power weapon wielding units and also for multi-charging a parking lot with their haywire grenades. Wracks are all about general destruction and sheer survivability in comparison. Starting with the Haemonculi a Wrack unit has Furious Charge and FnP. Meaning on the charge your looking at 24 WS4 St4 I5 Poison attacks and then also the Agoniser. Not to shabby and they are more survivable outside of power weapons than Wyches are.
The Ravagers are obvious. They might go down early but their focus is take down the nastiest vehicle facing my army from round one. Things like Hellhounds, Landraiders, Battlewagons, and some Battle Tanks. It's after that, if their still alive, that they switch to transports. The foot teams of Trueborn and Raiders start out on transports. Hoping to give our troops something to charge when their vehicles get shot out from under them.
Incubi are there for marine killing. They are fast and hit like a ton of bricks. They are for elite assault units with high numbers of attack (death company, khorne berserkers) that could hammer either Wyches or Wracks.
The Venoms are long ranged anti-infantry. They can move 12" and fire 12 poison shots at 36". An excellent unit for putting pressure on things like Long Fangs, Lootas, and Heavy Weapon Teams. They are also an excellent saturation unit since every shot at them isn't at your Raiders or Ravagers.
That's basically the reasoning behind the list. It's got the tools to deal with most styles of list. It's very fluid and synergizes well. It's the first of the lists I plan on putting out for the Dark Eldar. Hope you enjoyed.