I posted similar things below under another Dark Eldar rules topic but this topic seems to be correct place to ask things.
Questions and suggestions about Dark Eldar Rules:
1-Attack CraftsIn 2007FAQ it says: '
Dark Eldar attack craft re-roll misses and enjoy any other benefits of equivalent Eldar attack craft'. I didn't noticed any sentence in a 'Draft 2010 FAQ v1.1' file or in first post of this topic. Will this sentence removed from 2010 FAQ?
If not, is this sentence means;
Raptor Fighter may re-roll 4+ save to remain in play?
Razorwing Bombers may re-roll misses in it's attacks?
Slavebringers may re-roll misses (1s) when enemy also has hit&run modifier (i.e. Space Marines)?
Impaler Assault Modules may re-roll their missed 4+ saves against enemy Fighters AND may re-roll missed (1s) hit&run dices on first d6?
I suggest to keep this rule (Dark Eldar attack craft re-roll misses). In fluffwise Dark Eldar pilots are best of best when compared to any others. Combat drugs, raids, 'High Speed Addiction', centuries of experience for raiding... all of these fluffwise themes makes Dark Eldar pilots deadliest ones of the Gothic sector (and probably of all galaxy).
And having
any other benefits of equivalent Eldar attack craft is logical when compared to their technological similarities in this subject (i.e. Dark Eldars also uses Eldar Torpedos). And this rule's praticaly only change is Dark Eldar Razorwing Bombers now may re-roll number of hit dices.
2- Mimic EnginesMinic Engines are one of the trade mark features of Dark Eldar fleet but unfortunately overcosty when compared to it's effectiveness. And also makes fleet building very difficult.
Dark Eldar escorts becomes 70 points and cruisers become 250+ points (270-290) and unless you made regular combinations like 3 mimic escorts + 1 mimic cruiser with bays (this combination is 500 pts).
Also mimic engines have no use against necron or tyranids and have little use against most senarios (raids, etc)
And 70 points for Armour 4+ escort is very expensive!!!
So I suggest mimic engines will be default 'free' feature OR cheaper for Dark Eldar ships.
And in Draft v1.1 2010FAQ file i noticed this sentence : '
The Dark Eldar mimic engine described on p.54 of Armadas is unchanged, but it loses its ability to not be targeted by enemy ships in the first turn if it launches ordnance that attacks enemy ordnance or ships.' This will make Mimic Engines less and less effective especialy when compared to point cost of that upgrade! So please DON'T!

or make Mimic Engines completely free.
3- Ordnance'
Eldar Ordnance and Turrets: All Eldar Ordnance has stealth and can only be hit by turrets n a 6. This includes Vampires, Assault Boats and Orbital Mines.'
Is this rule covers Dark Eldar?
4- Impaler Assault Modules of Tortune Class Cruisers'Single' assault module is expensive and less effective than any other options. I think for Tortune Class ships Impaler Assault Modules' strength 2 (or described as 'dual' ).
5- Victory Points for Impaler Assault ModulesI suggest after succesfull hit and run attack with Impaler Assault Module attacker may choose to take 30 Victory Points instead of rolling 2d6 for critical hit.
Thanks for your efforts to make game easier to play.
Cihan