My first 2 games in 8th edition.
The DE list was;
Battalion Detachment (3cp)
Air Wing Detachment (1cp)
Archon: Agoniser
Succubus: Archite Glaive (+1A)
Wyches (5): (+1T)
Raider: Dark Lance,Shock prow
Kabalite Warriors 8: Blaster in a Raider
Kabalite Warriors 8: Blaster in a Raider
Kabalite Warriors 8: Blaster in a Raider
Kabalite Warriors 8: Blaster in a Raider
Razorwing Jetfighter: Razorwing Missiles,Two Dark lances,Twin Splinter Rifle
Razorwing Jetfighter: Razorwing Missiles,Two Dark Lances,Twin Splinter Rifle
Razorwing Jetfighter: Razorwing Missiles,Two Dark Lances,Twin Splinter Rifle
The Eldar list was;
Autarch on a jetbike
Farseer on a jetbike
6 Eldar jetbikes with shuriken cannons
6 Eldar jetbikes with twin linked shuriken catapults
6 Eldar shining spears
6 Fire dragons in a Wave serpent
10 (12?) Guardians (shuriken catapults) in a Wave serpent
War walker
Game 1 turn 1;
Eldar went first and killed a raider and 3 kabalite warriors.
In retaliation every dark lance went into the wave serpent with 5 fire dragons, but 11 dark lances only did 5 wounds on the tank. 3 blasters and 18 splinter rifles shot at the jetbikes (at 12 inch range) but only 1 wound was caused. All models were placed out of charge range of the shining spears
Game 1 turn 2;
With use of doom and fortune 2 raiders were killed along with all kabalite warriors that were on board.
In retaliation 5 wounds were done on the war walker (due to ruins) and 2 more jetbikes were killed.
Game 1 turn 3;
Dark Eldar were tabled (only flyers were left on the table).
Game 2 turn 1;
Dark Eldar went first and killed 4 jetbikes with shuriken cannons (using dark lances). 3 jetbikes with twin linked shuriken catapults were killed with splinter rifles and blasters.
In retaliation the Eldar doomed a razorwing jetfighter and half killed it with shooting (I had 3 of 4 successful invulnerable saves against wounding bright-lances/missile launchers. The autarch finished it off in melee and the shining spears were hiding in cover. Because both Jetbike squads were whittled away The farseer guided a wave serpent instead.
Game 2 turn 2;
Dark Eldar killed the 2 shooting jetbike squads and the autarch with the 4 kabalite warrior squads and their raiders. The 2 Jetfighters went bananas and and killed 3 shining spears with dark lances/splinter rifles because the first 2 dark lances against the war walker killed it. (Note to self, don't try and kill the wave serpents first.)
In retaliation fire dragons killed the Archon/Wyches raider and the gaurdian squad killed 5 wyches.
The wave serpents and the shining spears killed another Razorwing Jetfighter and half killed another. The farseer did a super charged smite against the Archon and left him on 1 wound.
Game 3 turn 3;
The 3 Raider gunboats and the succubus killed the guardians. The Archon and the 4th raider gunboat killed 4 fire dragons and did 3 wounds to the farseer in melee. The dark lances crippled a wave serpent. (6 dark lances and a re-roll did 8 wounds, which was far better than turn 1 game 1).
The Eldar realised the game was lost and just killed the Archon and tried to stall as best as possible.
Game 3 turn 4; Some fortunate dice rolls saw the eldar tabled (The farseer failed an invulnerable save to a blaster shot that did 3 wounds and some incidental dark lances rolled 6 and 5 for damage which allowed for 15ish wounds to be taken off the last 2 wave serpents with the combined shooting and combat of the rest of the list).
Summary; Turn 1 shooting is really swingy in 40k. It was obvious that I was going to lose at the bottom of turn 1 in game 1 and I felt really confident from the bottom of turn 1 in the second game after getting a few hot 5+ invulnerable saves. Even though tanks have a more reliable wounds/armour profile compared to previous editions, anti-tank shooting turn 1 really swings a game for fragile eldar/dark eldar armies.