Core choicesDreadspears and BleakswordsDreadspears and Bleakswords are the cheapest troops in the book, and used for just that reason: to obtain rank bonuses cheaply, as a bunker for a characters or a shrine or as a cheap reserve. Still, they aren't used for bodies only, as they can hold their ground against other "non elite" infantry in the game.
Dreadspears and bleaksword units tend to come in sizes from 15 to 30, occasionally with a magic banner, like the Standard of Discipline.
DarkshardsDarkshards provide the Dark Elves with a solid backup in shooting, from the core selection. In spite of this utility, their high cost makes them a trade-off. Shooting support can also be provided by Dark Riders, Shades and Bolt Throwers which pushes this unit back somewhat. At small unit sizes, they can give away quite some points too easily and at larger unit sizes they cost a lot. Typical unit sizes range from 12 to 22.
CorsairsCorsairs provide a balanced choice between resilience, thanks to their 4+ armor save, and offense when equipped with two hand weapons. They come just about cheap enough to afford them as speed bumps and bunkers, but usually they come in larger units of 21 models and more.
The repeater handbow is somewhat less popular as equipment, but is occasionally used for its versatility or for smaller units of Corsairs.
Witch ElvesThe Witch Elves are our most iconic core choice, and quite popular. They tend to come either as a small chaff unit of 10 to 12 models, or as a considerable fighting block of 25 to 30 models. They are a popular choice in combination with a cauldron of blood, making them a very strong unit for being core.
They'll occasionally sport the Armor Piercing banner.
Dark RidersDark Riders tend to find their way in most lists. They rank among the top chaff in the game with their high mobility, shooting support and control over an enemy's movement phase. Two of these units is a common choice, though some pick three of four. The most common setup is probably 5 dark riders, with shields and repeater crossbows. Some people prefer them with musicians, some prefer them without, some let the point limit decide.
Special choicesCold One KnightsCold One Knights are a solid unit, with "the most reliable attack" in the book. The combination of ASF, lances and murderous prowess makes them very effective on the charge, while the armor provides them some survivability until they get that charge. They come in all sizes, from 5 to 12. They're a popular choice to be combined with a master on cold one, or even a dreadlord to ramp up the number of attacks.
Black Guard of NaggarondThe Black Guards are marked by their stubborness and eternal hatred. This makes them a solid grinding unit, provided one can afford the cost. They are a fair matchup against many units, but will require either a strength boost or the armor piercing banner to make them an all purpose unit.
Because of the stubborn rule they can be employed as "trick units" of 10, used in weird formations and deny an enemy's combat power or to provide "stubborn" to whomever character or shrine they host.
ShadesShades are generally liked, but don't always make it to the army lists. They deliver great shooting power and enough combat power to handle small chaff and warmachine crews. Their mobility and scouting adds to their flexibility.
The drawback is their cost, and lack of resilience which might make them cheap victory points in some match-ups. They tend come in sizes from 5 to 10. It is possible to turn them into a deathstar, but it's a rare sight.
Cold One ChariotThe Cold One Chariot is a solid choice compared to similar chariots in the game. It doesn't make it to army lists as often, probably because of the competition with other support units. That doesn't make the Cold One Chariot any weaker however.
Har Ganeth ExecutionersExecutioners are considered the bread and butter troop of the Dark Elf infantry. They come fairly cheap, making them popular for both small support units as well as large infantry blocks. They need little support to be effective, but don't make too bad a host for a combat character or shrine.
Reaper Bolt ThrowerThe Bolt Thrower gives a Dark Elf list some solid shooting support. The multishot option of this warmachine offers only 6 shots, which is rarely enough for a single target, so most players would pick two or three reaper bolt throwers, or none at all.
HarpiesHarpies are a mobile support unit. They aren't as popular anymore, because of their high cost for what little combat power they deliver. Still, they are a match for many warmachine crew and permit some nasty tricks in combo charges, running down fleeing troops or as redirectors. A unit of harpies will rarely exceed 5 models in size.
ScourgerunnersThe mobile bolt thrower and chariot hasn't been a popular choice yet, but it can find a place in a chariot heavy army. It does offer the unique ability to deliver bolt shots in the enemy's flank. It also has the option to flee, unlike the cold one chariot, giving it a bit more versatility.
War HydraThe Hydra is still an iconic monster in the Dark Elf list and will be seen occasionally. It's no longer considered as powerful, but it can work well as a support unit or flanking unit. The Breath Weapon is still popular, probably because it doesn't loose on strength as the Hydra takes wounds.
Rare ChoicesDoomfire WarlocksDoomfire Warlocks are probably the biggest rival for Dark Riders to be the best chaff unit in the game. A unit of 5 comes at a 125 points, providing enough combat power to take on small units and a 4+ ward save to keep them alive from retalliation and shooting. Additionally, they are a level 2 caster. They are popular as chaff unit, as support unit, as support caster and as sorceress bunker.
They are rarely seen in units bigger than 5, unless people want to build a deathstar with them.
Bloodwrack MedusaThe Bloodwrack Medusa isn't a very popular choice... yet. She's mostly preferred on a shrine instead.
KharibdisThe Kharibdis has gained some popularity. It's sometimes preferred over the Hydra as it doesn't lose combat power as it takes wounds. On the other hand it is more vulnerable against massed shooting. It's a good support unit that might draw some fire away from other precious targets. If they come in a list, they tend to be paired with another large target like a hydra, shrine or cauldron.
Bloodwrack ShrineThe Bloodwrack Shrine is fielded occasionally for its odd mix of special rules. It's employed as a trick unit or to provide tricks to the unit hosting it. It's rarely seen without a unit to host it. Any infantry unit can and tends to be combined with the Shrine. It's extremely rare to see more than 1 on the table.
Sisters of SlaughterThe Sisters of Slaughter rarely make it to the scene. Their use is often subject for debate, probably because they lack a straight-forward use. Some would label them as an anvil for their 4+ ward save, as monster beaters for their combat potential, as a trick unit in conjuction with other units, or as a MSU unit. They generally come in small units, because of their high cost.