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2018/07/12 09:58:27
Subject: Harlequins Codex Tactics - The Laughing God play time!
Asmodas wrote: If you are playing in ETC format, do you know the types of matchups the other team members are planning on using your army for? That would be useful information prior to critiquing the list.
Good point! I know 6 list that are going; Craftworld/Ynnari, Deathwatch/Assassins, IG/Custodes, Admech/Knights, Tyranids and Orkz. I believe they want me to try the list against; Hordes, Elite armies, vehicle-based armies and armies with FnP type bonuses ,armies that have model with several wounds and Footslogger lists.
I was considering starting harlies, and was wondering what people's thoughts on foot harlequins was....
For the same price as a single starweaver, you can buy ~7 additional naked bodies. More wounds than a starweaver, and if you are next to a shadowseer, they are similarly survivable against a lot of different attacks. If you can advance them, with the strategm It would appear that they are actually sturdier. Or maybe slightly worse against small arms, but slightly better against big arms since they are immune to D2+ weapons.
Should be able to get a 2nd turn charge as well. 16+2d6 (avg 10.5) =26.5 before charging, which gets you across almost any board.
Not great for pistols though, but maybe 1 detachment of soaring spite skyweaver harlies and 1 detachment of
Thinking
Frozen Stars
Shadowseer:Twilight pathways, Veil of Tears, Warlord:Frozen stars 6+ FNP Troupe Master: Harlequisn Caress
2x ~10-harlequins, 5x caresses, the rest naked. No pistols.
1x 5 harlequins, 2 caresses in WWP, appear somewhere, hopefully make a charge, but if not at least they are cheap.
The whole battalion is a lot cheaper than the classic vehilce mounted with fusions, and has a lot more bodies, although way worse at anti-vehicle, obviously.
Edit: Also, just noticed that I've 'been around the block' and am no longer fresh faced and new! Yay!
This message was edited 1 time. Last update was at 2018/07/18 18:28:52
2018/07/18 19:35:35
Subject: Harlequins Codex Tactics - The Laughing God play time!
Foot is no good, -1 to hit T5 is a huge defense buff for 6 wounds, and has shooting. With mass LoS weapon @ S4+ they dont really stand a chance, against melee armies, or short range armies like Necrons, sure. Against IG, SM, AM, SoF, Custodes, etc.. then no.
As a disclaimer, I haven't tried Foot Harlies personally.
I know a fair amount of people have tried it, and what looks good on paper doesn't seem to translate to success in game. Thought that the web way gate terrain thingy might make it possible, but turns out the Webway Gate is nearly impossible to use in it's current form. Similarly, if we were able to get more than one Twilight Pathways off per turn then things might be different.
Main issue I think is the fact that taking Troupes on foot make them more vulnerable to garbage shooting (bolters, lasguns, splinter, etc) and allows you opponent to aim all anti-tank at fewer transports (because you really can't go ALL foot slogging).
In the Soaring Spite/Frozen Stars example, it paints a very clear picture for your opponent and basically hands him a target priority list, shoot the Starweavers carrying fusion first turn because he doesn't have to worry about the Frozen Stars on foot till second turn.
Now a single Troupe on foot might work, they would be the ones always getting Twilight Pathways to keep up with the rest of the army.
This message was edited 1 time. Last update was at 2018/07/18 20:57:15
Sometimes, you just gotta take something cause the model is freakin cool...
2018/07/19 10:00:06
Subject: Harlequins Codex Tactics - The Laughing God play time!
Odrankt wrote: Going against Custodes tomorrow. 2k. What would you guys recommend I bring? He will more than likely have a Telemon as well.
Kisses, Starmist Raiment, Storied Sword and Cegorach's Rose.
Shadowseer for mortal wounds.
The -hit abilities and stratagems are underwhelming vs Bs2.
So Fusion Pistols are great but the Starweaver to bring them into play is less reliable than ususal.
2018/07/25 23:13:30
Subject: Harlequins Codex Tactics - The Laughing God play time!
Odrankt wrote: Going against Custodes tomorrow. 2k. What would you guys recommend I bring? He will more than likely have a Telemon as well.
Starmist Raiment for sure and as many -1 to hits as you can. Hit them with as much AP weapons as you can, 4++ is better than 2+/3+, and MW's as well.
You really want to focus down units, they are limited unit amounts, so killing off 2 full units and making them move slower/less to move around is much better than killing 2-3 in 2-3units. you REALLY want to kill the Bikes 1st, ignore the Shield Cap with the 3++/5+++, IMO the best way to deal with him if to MW him to death.
If you are willing, ally in CWE Farseer/Warlocks for Jinx/Doom/Smite etc.. 1 supreme of 1 Farseer and 2 Warlocks (Warlocks on bikes) should be enough.
Crimson Hunter Exarch [9 PL, 175pts]: Two Bright Lances
++ Total: [98 PL, 1999pts] ++
Does this list look any good? And is the Kiss better than Caress? I understand D3 is better vs Custodes but is it worth only giving them -1 AP rather than the Caress -2 AP?
This message was edited 1 time. Last update was at 2018/07/26 04:30:53
I like putting Shards on one Shadowseer, that Ld drop helps get some MWs going from the Hallucinogens. Just a thought to get some extra wounds on some Custodes
Sometimes, you just gotta take something cause the model is freakin cool...
2018/07/31 12:56:52
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
Hey all, I'd posted on the main tactics page originally but it didn't seem to be getting any responses so I figured you lovely people might have some more insight.
Can anyone confirm how the flip belts should be used? Are they used any time the model moves, including charging? Or is it strictly the movement phase? We're having trouble finding a reliable source. Thanks.
2018/07/31 20:30:06
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
eternalxfl wrote: Hey all, I'd posted on the main tactics page originally but it didn't seem to be getting any responses so I figured you lovely people might have some more insight.
Can anyone confirm how the flip belts should be used? Are they used any time the model moves, including charging? Or is it strictly the movement phase? We're having trouble finding a reliable source. Thanks.
When moving, you ignore all terrain and models via the Belt rules (All movements, charging, fallback, pile in, etc..) if you wanted to move over a unit while on a building that is only 5" thick, you can, just measure horizontally.
If you want to "charge" a unit you MUST measure BTB before you charge (If the model is at an angle then measure diagonally) via the BTB rules and charging rules, then you can ignore all terrain and other models if you are within charging range. If a unit is 15" vertical, but 1" horizontal, you still cant charge. Their flip belts and event he fly keyword does not ignore the 1st rule of charging, only when moving the unit unit. So follow that same example, if they are 12" vertical, but 1" horizontal you will by able to declare a charge and then only need a 1" charge.
"1. Choose Unit to Charge With Any of your units within 12" of the enemy in your Charge phase can make a charge move. You may not choose a unit that Advanced or Fell Back this turn, nor one that started the Charge phase within 1" of an enemy. "
"Q: When a unit that can Fly declares a charge move against a unit that is on the upper levels of a ruin, do I need to include the vertical distance when making the subsequent charge move for the unit? A: No. A unit that can Fly effectively ignores vertical distances when making a charge move. Note though that the charging unit must still be within 12" (measured directly ‘base-to-base’, i.e. diagonally) to be able to declare the charge in the first place."
I was just reviewing some of my lists and I've been rethinking a few things, mainly as the meta has shifted a bit from the big resurgence of Knights.
A couple thoughts I'm hoping to get some input about
1) previously I've only been taking and advocating for 6 Skyweavers max, however, the fact that Haywire is so good at dropping Titanic tanks/knights I've been thinking about increasing more to the 10-12 range. They are great against vehicles, decent against infantry, just not so good against Monstrous stuff. Backing them up with a Battalion of Soaring Spite fusion Troupes should help mitigate that though.
2) totally unrelated, but has anyone found a purpose for Neuro Disruptors or Star Bolas? The dex is pretty good about everything having a role, but those weapons seem like complete garbage.
Thoughts?
Sometimes, you just gotta take something cause the model is freakin cool...
2018/08/07 06:34:16
Subject: Harlequins Codex Tactics - The Laughing God play time!
Robcio wrote: What's everyone's opinion on Solitaire's with Cegorach's Rose? I love my model but is he any use in comp games?
I've used it many times and its good, but IDK if its good enough against to Suit of Hidden Knives and Starmist Raiment
I agree. Especially if you are going Soaring Spite, a Starmist Raiment troupe master with the Spite WL trait is almost too good to pass up.
Suit of Hidden Knives is far too situational and relies heavily on too much (Stratagem, Pyschic Powers, etc) to be competitive.
I usually run two Relics with Starmist Raiment being the first on a Shadowseer or Troupe Master and Cegorach's Rose on the Solitaire. The Rose allows your Solitaire to assault targets away from your Troupe Master and still get to reroll wounds with the added benefit of murdering enemy characters.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2018/08/20 19:58:50
Subject: Harlequins Codex Tactics - The Laughing God play time!
Robcio wrote: What's everyone's opinion on Solitaire's with Cegorach's Rose? I love my model but is he any use in comp games?
I've used it many times and its good, but IDK if its good enough against to Suit of Hidden Knives and Starmist Raiment
I agree. Especially if you are going Soaring Spite, a Starmist Raiment troupe master with the Spite WL trait is almost too good to pass up.
Suit of Hidden Knives is far too situational and relies heavily on too much (Stratagem, Pyschic Powers, etc) to be competitive.
I usually run two Relics with Starmist Raiment being the first on a Shadowseer or Troupe Master and Cegorach's Rose on the Solitaire. The Rose allows your Solitaire to assault targets away from your Troupe Master and still get to reroll wounds with the added benefit of murdering enemy characters.
You wont be saying that when you kill off a DC, shiny spear, or Custodoes unit lol
Robcio wrote: What's everyone's opinion on Solitaire's with Cegorach's Rose? I love my model but is he any use in comp games?
I've used it many times and its good, but IDK if its good enough against to Suit of Hidden Knives and Starmist Raiment
I agree. Especially if you are going Soaring Spite, a Starmist Raiment troupe master with the Spite WL trait is almost too good to pass up.
Suit of Hidden Knives is far too situational and relies heavily on too much (Stratagem, Pyschic Powers, etc) to be competitive.
I usually run two Relics with Starmist Raiment being the first on a Shadowseer or Troupe Master and Cegorach's Rose on the Solitaire. The Rose allows your Solitaire to assault targets away from your Troupe Master and still get to reroll wounds with the added benefit of murdering enemy characters.
You wont be saying that when you kill off a DC, shiny spear, or Custodoes unit lol
You're right, because I won't be using that tactic. I normally take 2 seers in my pure harlequin detachment, and the -1 to hit powers are too situational for my preference. I take the other 4 and if I want to kill a unit such as those, I am doing smites, shards of light (which combo's nicely with hallucinogenic launchers), or mirror of minds. For knights and others of that ilk, I use haywire bikes.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2018/08/29 00:53:33
Subject: Harlequins Codex Tactics - The Laughing God play time!
Question, what is the best Masque form for a Harlequin detachment of skyweavers? Im thinking that Frozen Stars has the best combination of trait and stratagem, but I am sorely tempted by the ability to shoot again on 4s upon death.
2018/08/29 06:20:00
Subject: Harlequins Codex Tactics - The Laughing God play time!
jifel wrote: Question, what is the best Masque form for a Harlequin detachment of skyweavers? Im thinking that Frozen Stars has the best combination of trait and stratagem, but I am sorely tempted by the ability to shoot again on 4s upon death.
Dreaming shadow is not bad for max units with haywire, but the thing with shooting seems too random and circumstantial, and often manageable for the opponent. What I don't like about it is that it gives only one attack in melee which is often where your bikes get killed. I'd rank Frozen stars first for bikes with glaives. Then, Soaring spite is very good as bikes can advance without penalties to shooting. Arguably, Silent shroud for the stratagem turning off overwatch - most useful on bikes charging turn 1 to lock something shooty.
2018/08/31 17:02:06
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
i play a lot against a SoB player and almost his entire army is hidden inside inmolators and repressors. Do you have any suggestions to deal with this kind of lists without spamming skyweavers? (i only have 6-8 of these)
I currently use some dark reapers with yvraine or just go full fusion with my troupes inside starweavers but flamers and storm bolters obliterate my beloved clowns in about 2 turns :c
Masque Angrboda :harlequin: 2.5k
PainBringers 4k
Children of sorrow 2k
2018/08/31 17:14:42
Subject: Harlequins Codex Tactics - The Laughing God play time!
If you're using allies as well, Haemonculus covens do fantastic against sisters, as they are higher than T4 for weight of fire and have a 4++ for the meltas. Other than that, Dark Reapers are great vehicle busters. Try adding a farseer and warlock to get Doom and Jinx going as well. From there, Skyweavers are your best ranged anti tank. Even 8 with doom stand a good chance of killing a transport a turn.
2018/08/31 17:21:27
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
It really does come down to how soupy you're willing to get. A pair of Prisms with linked fire will pop a transport each turn. Three with Doom and Jinx support can potentially pop two per turn.
2018/09/01 11:50:26
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
Creeping Dementia wrote: I was just reviewing some of my lists and I've been rethinking a few things, mainly as the meta has shifted a bit from the big resurgence of Knights.
A couple thoughts I'm hoping to get some input about
1) previously I've only been taking and advocating for 6 Skyweavers max, however, the fact that Haywire is so good at dropping Titanic tanks/knights I've been thinking about increasing more to the 10-12 range. They are great against vehicles, decent against infantry, just not so good against Monstrous stuff. Backing them up with a Battalion of Soaring Spite fusion Troupes should help mitigate that though.
2) totally unrelated, but has anyone found a purpose for Neuro Disruptors or Star Bolas? The dex is pretty good about everything having a role, but those weapons seem like complete garbage.
Thoughts?
1) In my experience, Skyweavers are absolutely mandatory for harlie list, and more you can take them the better. It's true that against monstrous creatures they aren't very good, but just about anything else will melt like snow before them, and they can take surprising amounts of fire due to their toughness and three wounds. I currently field 2 x 6 squads of them, and eventually plan to rise that to three full squads.
2) Star Bolas are bit of a wild-card, but since they have range of 12" they aren't as useless as other grenade-type weapons. I usually take one for every Skyweaver squad, and thus far they have managed to not be completely useless, scoring several kills in each game. Neuro Disruptor is trash, and only reason to take it is for Shadowseer, since you can't take fusion pistol for him/her AND only if you have ten points left over after everything else.
Automatically Appended Next Post:
Robcio wrote: What's everyone's opinion on Solitaire's with Cegorach's Rose? I love my model but is he any use in comp games?
IMHO Solitaire is currently useless as a unit in itself. Wasting a relic on it, be it any relic, has always in my games ended up being complete...waste of a relic slot that could do something useful if given to someone else. The thing with Solitaire is simply that because Harlequins on average are melee-oriented and fast, spending almost hundred points on one model that is only slightly better than the rest is pointless. With the amount you spend on Solitaire you can take another Troupe Master w/ fusion pistol and due to him buffing up everyone else around it simply is better investment of points.
Solitaire would need some kind of buff to make it competitive; inherent deep-strike(without using CP), some kind of aura, fusion pistol or just much better statline to make it worthwhile. Now it's essentially a overly hyped melee hero that is good at curb-stomping infantry squads, but as all harlies are good at doing that I see no point in using it. Perhaps if it would cost only 60-70 points w/ wargear AND you could take more than one of them it could be useful as it is, but not with the current limitations and cost.
This message was edited 1 time. Last update was at 2018/09/01 12:12:11
2018/09/02 04:48:56
Subject: Harlequins Codex Tactics - The Laughing God play time!
The solitaire is amazing. With the rose he is a character killer. Put him in a transport and he has a move range of 15" plus 3d6 on turn 1 with the use of blitz. Then you get 2d6 to charge, which means you can get into combat with whatever you'd like. His specialty is speed and the ability to wipe out a support character before they can do anything. You TM isn't granting you that on turn 1.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2018/09/02 12:04:38
Subject: Harlequins Codex Tactics - The Laughing God play time!
mokoshkana wrote: The solitaire is amazing. With the rose he is a character killer. Put him in a transport and he has a move range of 15" plus 3d6 on turn 1 with the use of blitz. Then you get 2d6 to charge, which means you can get into combat with whatever you'd like. His specialty is speed and the ability to wipe out a support character before they can do anything. You TM isn't granting you that on turn 1.
How can you accomplish this? Remember that Solitaire can't disembark from transport on the turn 1 if the transport has moved - so no blitzing on turn 1. It's true that even without transport Solitaire is fast, and depending on deployment can reach enemy units on turn 1. However, in practice this doesn't work out so well. Either you don't get the first turn, in which case Solitaire usually gets shot before doing anything, or you fail both blitz and charge rolls and solitaire still gets shot without accomplishing anything. Sometimes you do get to the enemy units on turn 1, but unless you're facing really squishy characters Solitaire isn't going to take them down, not even with Cegorach's Rose. Spending ~100 pts and a relic slot for this is wasteful.