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2018/05/27 17:14:06
Subject: Harlequins Codex Tactics - The Laughing God play time!
Red Corsair wrote: It's not unique, there have been other rules that let you reroll damage and you cannot use it on MW's. Mortal wounds circumvent the entire process. Your trying to now use part of that process you skipped over to impact your rolls.
Got any examples of this elsewhere Corsair? I can't think of any case where damage re-roll and mortal wound generation are shared by the same model so would appreciate the example to compare and contrast with.
2018/05/28 01:05:31
Subject: Harlequins Codex Tactics - The Laughing God play time!
Goobi2 wrote: Thoughts on using Fire and Fade on a Starweaver to help get riding Troupes into murder range?
This is actually brilliant. The stratagem stats that it just has to happen after the unit shoots and not the end of the shooting phase so you can easily shoot and then move 7". That puts our max range for soaring spite at 35" of movement, 41" for pistols and 38" for melta.
2018/05/28 05:13:26
Subject: Harlequins Codex Tactics - The Laughing God play time!
Red Corsair wrote: Nope, +1 strength and d3 damage are on the shrieker round as well. That's the type of misplay I am referring to. The gun only ever does D3 damage and then mortal wounds on the shrieker profile, meaning your locked into one shot that can explode with the example made stratagem if you want. No where near as good as a lot of folks are thinking it is.
You're right, I'm one of the blind people
For me is it worth 2CP to have a better chance to do MW's to infantry over a normal DJ b.c its -2ap (S6 to S7 means nothing with Infantry), on averages )hits on 2, wounds on 2/3+) you will get 3 D3 MW rolls in a 5 turn game. for 2CP that does seem worth it when you look at CP stratagems that just does strait 1D3 MW's (they are 1CP each). Its S7 with + -2ap, so over all its worth the relic, its just that, are there 3 other relics that are better? IMO Yes
For me Cegorach's Rose is a 100% must on a Solitaire and the Starmist Raiment is also a 100% must for anti-Overwatch, after those 2 it comes down to your army style, but for me Faolchu's Talon and Ghoulmask are better if you are playing Soaring/Frozen, Deny powers wont work on 2 armies, but in Comp games there will always be Powers, and +1 Deny on a Shadowseer with +1 to the roll is very good. The Faolchu's can get you to save 1-2 guys from dying and also a turn 1 important charge if you need to shut something down right away while getting 6 FP's in range to do damage.
A Vanguard detachment with Shadowseer, 2 jesters and a Solitaire requires me to only buy exactly 1 more HQ than my standard Harlequin list I was running before, and now I have an actual reason to want 2 Shadowseers so I'm pretty OK with that.
Dreaming shadow is in no way suboptimal for either shadowseers or Death jesters, who both have significantly potent shooting attacks to get off when they die.
A combo of An Example Made and Shrieking Doom is a little silly, but uses of one or the other with curtainfall (combined with Luck of the Laughing God trait) are quite strong. An Example Made allows the Jester to cut down most characters who don't have invuln saves fairly reliably, or just to chop up elite infantry and Shrieking Doom can be nice for getting some mortal wounds on a multi-wound squad like Primaris marines since with the warlord trait you'd reroll 1s for damage as well.
Yeah, combining them is very unlikely to be that useful. you've got better ways to spend CP. But it certainly seems like a fun use of a warlord trait even if what's technically the best is likely to be the same thing that's always the best in every army, the "fun as eating a whole sleeve of saltines with no water" CP regeneration gak.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/05/28 15:35:51
Subject: Harlequins Codex Tactics - The Laughing God play time!
For me Cegorach's Rose is a 100% must on a Solitaire and the Starmist Raiment is also a 100% must for anti-Overwatch, after those 2 it comes down to your army style, but for me Faolchu's Talon and Ghoulmask are better if you are playing Soaring/Frozen, Deny powers wont work on 2 armies, but in Comp games there will always be Powers, and +1 Deny on a Shadowseer with +1 to the roll is very good. The Faolchu's can get you to save 1-2 guys from dying and also a turn 1 important charge if you need to shut something down right away while getting 6 FP's in range to do damage.
I agree. I will be taking Starmist Raiment every game, and potentially Cegorach's Rose on a Solitaire for 1CP. I am also interested in Midnight's Chime's to set up a brutal turn of charges combo'd with Wardancers but that will require some playtesting to see whether the Chimes are worth it over the Rose. For my playstyle, I am going to be trying out Midnight Sorrow but will also be trying to playtest Soaring Spite. Personally, I think Harlequins win the game in Close Combat, and so i'm hesitant to really go full bore on things that tempt me to stay in my Transports.
Midnight Sorrow is good, but you should remember that the turn you charge you can't fight, even when using the wardancer stratagem, what you didn't declare as a charge target. And you can only pick a charge target 12" away, and they all get to overwatch.
2018/05/28 16:14:29
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
I'm heavily pondering the role of the Webway Gate within the force as a way to lock-down some of the battlefield objectives.
Through smart objective placement, you should be able to ensure that a Webway Gate can be placed near to 1-2 objectives. Probably your best unit to actually camp on those nearby objectives are your Death Jesters, since they can contribute from afar and benefit from Character targeting rules - however they are vulnerable to anything that gets close. Put a single Troupe squad in that Webway Gate though, and you now have some effective, well protected backup to support those Death Jesters.
The more I mull the idea over, the more I like it.
2018/05/28 16:44:51
Subject: Harlequins Codex Tactics - The Laughing God play time!
Weidekuh wrote: Midnight Sorrow is good, but you should remember that the turn you charge you can't fight, even when using the wardancer stratagem, what you didn't declare as a charge target. And you can only pick a charge target 12" away, and they all get to overwatch.
This is true, and has always been true in 8th. However - Harlequins have the best abilities in the entire game IMO to take advantage of movements in the Charge and Fight phase. Being able to ignore intervening models, fall back, consolidate (extra inches w/ Midnight Sorrow), etc, give them the most tools of any army to take advantage of combat shenanigans. Most of the time, you don't even want to fight things you consolidate into - you simply want to tie them up or lock them down so you can't be shot in the ensuing enemy shooting phase (this is the only sure fire way to protect yourself from shooting after all). Depending on how well you pull those movements off, as well, you can limit the return damage in CC to just a few models worth of attacks if you pin down a single flank of a unit and spread out nicely. Given our mobility its not a stretch to seriously game the combat movements to our advantage.
This message was edited 1 time. Last update was at 2018/05/28 16:50:17
Weidekuh wrote: Midnight Sorrow is good, but you should remember that the turn you charge you can't fight, even when using the wardancer stratagem, what you didn't declare as a charge target. And you can only pick a charge target 12" away, and they all get to overwatch.
This is true, and has always been true in 8th. However - Harlequins have the best abilities in the entire game IMO to take advantage of movements in the Charge and Fight phase. Being able to ignore intervening models, fall back, consolidate (extra inches w/ Midnight Sorrow), etc, give them the most tools of any army to take advantage of combat shenanigans. Most of the time, you don't even want to fight things you consolidate into - you simply want to tie them up or lock them down so you can't be shot in the ensuing enemy shooting phase (this is the only sure fire way to protect yourself from shooting after all). Depending on how well you pull those movements off, as well, you can limit the return damage in CC to just a few models worth of attacks if you pin down a single flank of a unit and spread out nicely. Given our mobility its not a stretch to seriously game the combat movements to our advantage.
I think Midnight Sorrow is great to, but IMO more of a Jack of all Trades, and i'm setting my quins up as dedicated shoot or melee. But if i played Troupes with Melee and FP's i would play Midnight sorrow more, +1 attacks for a turn, attack against with +1S for your Solitaire when dies, always staying n combat, its good.
Lithanial wrote: I'm heavily pondering the role of the Webway Gate within the force as a way to lock-down some of the battlefield objectives.
Through smart objective placement, you should be able to ensure that a Webway Gate can be placed near to 1-2 objectives. Probably your best unit to actually camp on those nearby objectives are your Death Jesters, since they can contribute from afar and benefit from Character targeting rules - however they are vulnerable to anything that gets close. Put a single Troupe squad in that Webway Gate though, and you now have some effective, well protected backup to support those Death Jesters.
The more I mull the idea over, the more I like it.
If it wasn't super easy for your opponent to just alpha strike it and kill it/surround it, I'd think the idea had merit. But as it stands, even if you take the thing, carefully place it such that it's 3" away from your DZ (just in case it dies turn 1 and you have to get out via the strat), AND your opponent isn't smart enough to deny that thru his own objective placement...your opponent can also just take a unit of shining spears/custode bikers/reaver jetbikes/Da Jump boyz/whatever and swarm over to swamp it so you can't get out of it.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/05/29 15:06:59
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
Any firepower spent on the Webway Gate is shots not going into your Starweavers which is really not a bad thing. Then should they try to crack it with an assault squad like Shining Spears your harlequin team comes out well within assault range to tear them apart on the follow up.
Even then a full squad of 9 shining spears falls just mathematically short of actually killing the thing so it's not exactly "super easy" to alpha strike.
Furthermore, due to the size of the Gate, even 30 ork boyz charging in from 9" out are not going to be able to block the entire portal deployment coverage area, even if they roll a 12" charge. I get people are heavily over-dramatizing about the Webway Gate "risks" for some reason, but i'd be holding off any doom and gloom verdicts until people actually play test the thing.
Also I am personally expecting the Webway Gate to be an exception to the turn 1 deep strike beta rules once they actually launch, just like the smite beta rules picked up some exceptions when it hit implementation.
2018/05/29 16:22:24
Subject: Harlequins Codex Tactics - The Laughing God play time!
So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty. - Lord Inquisitor Fyodor Karamazov
In an Imperium of a million worlds, what is the death of one world in the cause of purity?~Inquisition credo
He who allows the alien to live, shares its crime of existence. ~Inquisitor Apollyon
2018/05/29 16:28:59
Subject: Harlequins Codex Tactics - The Laughing God play time!
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Looks pretty solid. I do always advise people heavily against trying to create hyper-optimized spam lists because they tend to be amazing in the moment...and then terrible when whatever they rely on to work gets nerfed.
Your army is going to be heavily at the whims of fate when it comes to Embrace or Fusion Pistol nerfs. I ain't saying all fusion/embrace is bad...it's arguably quite good, just that there are some real world considerations you should take into account before dropping hundreds of bucks on models and the extra bits required to make all these guys. I know a lot of people with 6 riptides or 50 scatter laser jetbikes gathering dust right now.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/05/29 17:43:31
Subject: Harlequins Codex Tactics - The Laughing God play time!
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Looks pretty solid. I do always advise people heavily against trying to create hyper-optimized spam lists because they tend to be amazing in the moment...and then terrible when whatever they rely on to work gets nerfed.
Your army is going to be heavily at the whims of fate when it comes to Embrace or Fusion Pistol nerfs. I ain't saying all fusion/embrace is bad...it's arguably quite good, just that there are some real world considerations you should take into account before dropping hundreds of bucks on models and the extra bits required to make all these guys. I know a lot of people with 6 riptides or 50 scatter laser jetbikes gathering dust right now.
Are troupes easily magnetizable because that's what I'll probably do in case that happens. Does the list appear to be lacking anything though? I've got 13 CP, but I've spent one on a relic.
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Over all your list looks fine.
But, think about adding in some Skyweavers, 22" movement with shoot and charge, they are highly worth it.
What do you think I switch out for the Skyweavers?
This message was edited 1 time. Last update was at 2018/05/29 18:08:05
There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty. - Lord Inquisitor Fyodor Karamazov
In an Imperium of a million worlds, what is the death of one world in the cause of purity?~Inquisition credo
He who allows the alien to live, shares its crime of existence. ~Inquisitor Apollyon
2018/05/29 19:02:39
Subject: Harlequins Codex Tactics - The Laughing God play time!
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Looks pretty solid. I do always advise people heavily against trying to create hyper-optimized spam lists because they tend to be amazing in the moment...and then terrible when whatever they rely on to work gets nerfed.
Your army is going to be heavily at the whims of fate when it comes to Embrace or Fusion Pistol nerfs. I ain't saying all fusion/embrace is bad...it's arguably quite good, just that there are some real world considerations you should take into account before dropping hundreds of bucks on models and the extra bits required to make all these guys. I know a lot of people with 6 riptides or 50 scatter laser jetbikes gathering dust right now.
Are troupes easily magnetizable because that's what I'll probably do in case that happens. Does the list appear to be lacking anything though? I've got 13 CP, but I've spent one on a relic.
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Over all your list looks fine. But, think about adding in some Skyweavers, 22" movement with shoot and charge, they are highly worth it.
What do you think I switch out for the Skyweavers?
I dont think they will be nerf at all, Embraces arent even the good weapon IMO, a Caress will out preform it most of the time (basically against anything thats not a MEQ without an Invul), and FP wont be nerf b.c EVERY FREAKING ARMY HAS THEM (Sorry im really tired of people crying nerf for them), SM can get them on every sargent/character, SOB can get 4 per unit on Seraphim, and a full unit of them, BA can get them in massives easily, DE verson (no melta rule but 12") can be taken in massive as well, etc... so dont worry about nerfs to them at all.
Honestly the only unit i see being nerf wouth be Skyweavers, they are just amazing right now.
IDK what to take out for you personally, i am running 2 Battalions myself but i am only taking 3 Troupes with 4 FP's each and 3 Troupes with only Caress so i can fix in 6 Skyweavers. Even just a unit of 2 would be great if you are able to fit them, if not play around and see if you even like them before taking out anything.
This message was edited 1 time. Last update was at 2018/05/29 19:03:59
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Looks pretty solid. I do always advise people heavily against trying to create hyper-optimized spam lists because they tend to be amazing in the moment...and then terrible when whatever they rely on to work gets nerfed.
Your army is going to be heavily at the whims of fate when it comes to Embrace or Fusion Pistol nerfs. I ain't saying all fusion/embrace is bad...it's arguably quite good, just that there are some real world considerations you should take into account before dropping hundreds of bucks on models and the extra bits required to make all these guys. I know a lot of people with 6 riptides or 50 scatter laser jetbikes gathering dust right now.
Are troupes easily magnetizable because that's what I'll probably do in case that happens. Does the list appear to be lacking anything though? I've got 13 CP, but I've spent one on a relic.
Zarroc1733 wrote: So I'm starting a harlequinn army now as I really like they're fast play style. I've read through this, and the codex and came up with a list, and I was curious if it was decent.
Over all your list looks fine.
But, think about adding in some Skyweavers, 22" movement with shoot and charge, they are highly worth it.
What do you think I switch out for the Skyweavers?
I dont think they will be nerf at all, Embraces arent even the good weapon IMO, a Caress will out preform it most of the time (basically against anything thats not a MEQ without an Invul), and FP wont be nerf b.c EVERY FREAKING ARMY HAS THEM (Sorry im really tired of people crying nerf for them), SM can get them on every sargent/character, SOB can get 4 per unit on Seraphim, and a full unit of them, BA can get them in massives easily, DE verson (no melta rule but 12") can be taken in massive as well, etc... so dont worry about nerfs to them at all.
Honestly the only unit i see being nerf wouth be Skyweavers, they are just amazing right now.
IDK what to take out for you personally, i am running 2 Battalions myself but i am only taking 3 Troupes with 4 FP's each and 3 Troupes with only Caress so i can fix in 6 Skyweavers. Even just a unit of 2 would be great if you are able to fit them, if not play around and see if you even like them before taking out anything.
While they may not get nerfed now, it is possible for them to be nerfed or unusable in future editions. That's why I like to magnetize.
There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty. - Lord Inquisitor Fyodor Karamazov
In an Imperium of a million worlds, what is the death of one world in the cause of purity?~Inquisition credo
He who allows the alien to live, shares its crime of existence. ~Inquisitor Apollyon
2018/05/29 20:03:26
Subject: Harlequins Codex Tactics - The Laughing God play time!
Youll have a very tough time magnetizing harlequins.
For one thing, when most people are talking about "I'm going to equip ALL my harlequins with fusions!" they're planning on going for the "nip and cut" method of chopping the pointy bit off all their Kisses, chopping the barrels off their fusion pistols, and gluing the pointy bit and the pistol grip together to make a fusion pistol, while the arm that used to have a kiss on it would be called a "caress".
That gives you a whole box worth of caresses and fusions, but kills your ability to magnetize to Kisses and Shurikens.
only 2 fusions/embraces normally come in a box.
As to everyone having melta pistols...blood angels/Deathwatch HQs and sarges, sisters HQs and seraphim, inquisitors, and CWEHQs does not constitute "everyone" and of all of those, the only ones who can take them on EVERY GUY in a squad and also be mobile enough to not have issues with the 6" range are Seraphim. And there's a reason Seraphim are considered REALLY REALLY good with those guns. If they didn't cost 110 dollars to field a squad of 10 in a GW tournament, you'd probably see more Seraphim.
melta guns firing out of open-topped, -1 to hit, 4++ transports that move 22" a turn is a thing that is highly likely to get nerfed at some point. It is a strong enough thing that I look at this list with every guy equipped with one and I don't go "hmm, that looks like overkill." No, that is a solid list that probably only wants for horde clearing.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/05/30 00:49:58
Subject: Harlequins Codex Tactics - The Laughing God play time!
Is it worth putting 2 DJs, Soli and Shadowseer in a Starweaver in a Drreaming Shadow Vanguard Detachment?
You can give 1 DJ Curtinfall and use the Dj stratagem on the other Dj to have them both at S7. Plus with a Starweaver they will be mobile Snipers. Solitaire Will basically get out on the Weaver when possible and Blitz into combat.
Shadowseer provides 6+ FnP to either Starweaver if not in side and constantly advancing to keep up with it or to everything when/if they disembark.
This message was edited 1 time. Last update was at 2018/05/30 01:10:03
I would almost always use the stratagem on Curtain fall personally, S8 is better than S7 IMO, you can wound MEQ on a 2+ now, but yeah if you need a 2nd S7 thats fine too, the D3 is more important than the +1S.
For the purpose tho, the idea of that vanguard detachment, sure its worth a try, many Harlequin players have been thinking of doing it too.
And your Shadowseer, Why do you need FnP for those few units? FnP is better on large wound pools, you almost need to build a force to work with the FnP, having 30+ Wounds around the Shadowseer IMO makes FnP worth it, if its not at least 24 wounds i dont feel its worth it. 1 WOund per Starweaver saved can make it not die, but when its only 1-2 starweavers and a couple characters, thats not much, but on 5 Starweavers thats now a wound pool of 30, now you are saving 5 wounds thats almost a vehicle.
Odrankt wrote: Is it worth putting 2 DJs, Soli and Shadowseer in a Starweaver in a Drreaming Shadow Vanguard Detachment?
You can give 1 DJ Curtinfall and use the Dj stratagem on the other Dj to have them both at S7. Plus with a Starweaver they will be mobile Snipers. Solitaire Will basically get out on the Weaver when possible and Blitz into combat.
Shadowseer provides 6+ FnP to either Starweaver if not in side and constantly advancing to keep up with it or to everything when/if they disembark.
I've actually just had a test game where I did this, and it performed pretty spectacularly.
I decided to go whole hog and do Luck of the Laughing God WL trait on my Curtainfall jester, and I gotta say...maybe it's not optimal, but it sure does make the Jester play amazingly well.
I was up against a relatively competitive guard army, gunline using the Catachan tactics, he had a manticore, two basilisks, two full mortar HWTs and a pair of leman russes around Harker, then a screen of about fifty infantry with a lord commissar and three company commanders one with the CP recycling business. He got turn 1, I scooped my secondary jester, solitaire and shadowseer into reserve and dropped them down out of line of sight but within easy assault range of the bulk of his army. Since they were closest, he ended up expending both basilisks, the manticore, and all the mortars to kill the Solitaire, who was up all night to get lucky with his invuln saves (lightning reactions helped a lot obviously).
The shadowseer dunks the lord commissar with mirror of minds and shards of light mortal wounds, regular jester and curtainfall jester take down the Cp-recycling commander with An Example Made on the curtainfall jester, and my skyweavers, a couple starweavers, Death Jester and the mask of secrets shadowseer jump in against the infantry blob with skyweavers tying most of them up with the Silken Shroud stratagem.
Game pretty much ended there as each infantry unit took 3-4 extra casualties from morale and there wasn't much screen left to speak of.
The big stratagem I really didnt see a ton of use for was Shrieking Doom, which I really thought I'd be going for a lot more because of the luck of the laughing god making my damage rolls more reliable. But six shots, hitting 35/36, wounding 35/36 and having enough AP to ignore flak armor or get a commander to his invuln save turned out to be extremely reliable. I did use Shriekers that second turn to clear out infantry that had fallen back into a line in front of the tanks, but at that point I didnt have CP to burn because I had to save my last two for another overwatch-ignore against the tanks.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/05/31 03:57:47
Subject: Harlequins Codex Tactics - The Laughing God play time!
Kind of an odd question, but how would one play harlequins footslogging harlequins? I was thinking Dreaming Shadow to minimize morale losses and use a combination of webway strats and shadowseers to get them close before they all die. One could use haywire skyweavers for good ranged anti tank.
Also, is it just me or does it seem that at least one detachment of soaring spite is pretty much required? Load 3 starweavers with fusion pistols and up up and away.
2018/05/31 04:28:45
Subject: Harlequins Codex Tactics - The Laughing God play time!
Even tho Harlequins have very few units to chose from, I feel like they can pull off some very cool shenaningans that really fits their theme. Their strength lies in using their special rules, warlord traits, stratagems and relics to really mess with your opponent.
The thing is, they are not obvious, so maybe we can gather some here. They may inspire even more trolltastic moves.
- Big unit of Skyweavers with Haywire cannons + Stratagem Cegorach's Jest: Shoot one vehicle for crippling damage and then bind another shooty vehicle in melee (charge or consolidate). but make sure it's the only unit in melee with your skyweavers. Bonus points if you're only just inside 1" with one model. Why? If he doesn't fall back, your unit is protected from shooting. If he falls back use the stratagem and blow his tank up.
- Soaring spite, Stratagem: Skystride, (War Dancers): Move your transport to where you want to move your troupe unit after it has fought. Fight with your troupe and then consolidate away into another one before the first enemy unit can hit back. You can even chain this with War Dancers. Perfect scenario would be: Fight and kill unit 1, consolidate to unit 2. Fight and kill unit 2 with War Dancers and then consolidate to your transport to either get in or bind a third unit in melee. What makes this so good is that you can plan where your unit can consolidate and it's a full 6".
- The suit of hidden knifes (on any character, but solitaire speed or shadowseer selfbuffing are probably most reliable): This is a more obvious one, but still fun. Prepare to have it nerfed and only count unmodified rolls of 1. Because fog of dreams, veil of tears, drain(craftworld), lightning fast reflexes = -4 to hit. This means on any hit rolls of 1,2,3,4,5 you roll a 2+ and the enemy unit gets a mortal wound. What's hilarious about it, if he had a 3+ to hit, he can't even hit you, but still has to roll to kill himself. Especially fun against those max blobs of ork boys or genestealers. Works best if you can jump your character into the middle of his unit (flipbelt) before he gets to attack.
This message was edited 1 time. Last update was at 2018/05/31 04:33:31
2018/05/31 09:13:50
Subject: Harlequins Codex Tactics - The Laughing God play time!
RedGriefer wrote: Kind of an odd question, but how would one play harlequins footslogging harlequins? I was thinking Dreaming Shadow to minimize morale losses and use a combination of webway strats and shadowseers to get them close before they all die. One could use haywire skyweavers for good ranged anti tank.
My thoughts on this one are you go Frozen Stars and have a Shadowseer warlord with "Our Kin Shall Rise Again" for the FnP bubble and take "The Laughing God's Eye" as your relic for morale immunity. Take big Troupe squads with ~5 special assault weapons in each.
Twilight pathways one Troupe up for a fast charge and bring a lot of Skyweavers to lock units down and act as a high priority distraction.
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When it comes to a Webway drop, a funny thing to do against "Heavy" profile shooting units if you are Veiled Path is Webway in 1 Shadowseer and a big Troupe unit nearby. Debuff the unit with "Fog of Dreams" and then Fire and Fade your Troupe up within 3" of them. If they move away on their turn, they are now -2 to hit. If they stay put, you can use "Capricious Reflections" to Heroic Intervention into them with your Troupe.
Far too many CP to invest for it to be practical. But it is funny.
2018/05/31 16:19:17
Subject: Harlequins Codex Tactics - The Laughing God play time!
I'm trying to finalise my list(s) before splashing out too much cash and could do with some advice.
My main Battalion will be TM, SS, 3 x Troupes w/fusion & caress in transports, 1/2 DJ, Solitaire and 6 Bikes w/haywire. I'm undecided on Masque but probably Midnight Sorrow or Soaring Spite.
That's about 1150 ish points which leaves me with 800 odd for allies (or 600 if 1750 becomes the norm).
I think the biggest gap in the list is anti-horde. So the question is what are our best choices to cover that from the DE/CWE codexes?
And if you think something else would be useful, please feel free to suggest.
Thanks
2018/05/31 17:25:16
Subject: Harlequins Codex Tactics - The Laughing God play time!
Nastiest horde killers Aeldari have mathematically are Drukhari Shredders.
You could spam a few Scourge squads in an Outrider detachment. They are mobile enough to keep up, pack a punch and then being mercenaries you can still have whatever HQ and Drukhari sub-faction support you like.
Alternatively I don't think you can go wrong with Dire Avengers backed up with Death Jesters to hold objectives and bulk up your horde killing, plus Farseers are always good.
2018/05/31 21:42:44
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!