PFE200 you might have seen the topic under the Other forces about Kabal of Pains Way transport options.
I do not believe the rule for Dark Eldar transports restricts you from taking upgrades that can not fit into the "plus transport" section and forces you to drop raider transports just because the upgrades would have to drives or skimmer along side the transports. Here is the link to that topic.
viewtopic.php?f=86&t=24045&start=15Could you clarify the rule, as I think it only applies to units from the formations that are originally part of it or taken as upgrades that have "plus transport" in their description. Others think that is a wrong interpretation, and believe that I would have to drop raider transports in order to upgrade Talos or Perditors to a Haemonculi Coven, in the same manner I would have to drop the raider transports in order to upgrade a Ravager to the Kabal Syndicate, and drop the raider transports in order to upgrade a Wyches Cult with a pair of Revar Jetbikes. The bikes would be reduced to the 15cm move of the Wyches.
It does not make sense. Logically the upgraded Jetbikes would be outrider for the raiders with their Wych cargo charging into battle. Please clarify this for me, and when you rewrite the Dark Eldar list make the transport rules logical and so they both make sense and still fit into the Dark Eldar style of fighting.
I use the raiders in my Haemonculi coven to get the infantry up to the middle of the board. I place the Talos and Perditors up front, triple move them, and then get the raiders in the last move accelerate past the slower units and deploy the infantry into the cover of say ruins or woods. The slow units then either sit behind cover or take the risk of a dangerous terrain test and move into cover. At this stage the Raiders have fulfilled their part, and if they survive the round they move back behind cover. Adding the raiders means more blast markers I can take before breaking. The formation is very expensive over 700 points, but they are really hard to get rid of. I think this fit well with my tactics. The Haemonculi give the enemy a focall target to pick on because it has disrupt indirect (if only short ranged) artillery, is holding an objective, and is usually the BTS. The rest of my army runs around like raiders hitting the enemy, trying to keep in cover and stealing objectives.
If you want to keep the rule as the other person has interpreted it, the remove a lot of the silly illogical upgrades like the reavers for Wych formations, ravagers for Syndicates and Coteries.
I would still like to be able to field my Perditors. perhaps make a formation that allows for 2 to 3 Perditors which can take Talos.