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Made in se
Fresh-Faced New User




This is a semi-fluffy list with lots of harlequins. The plan is to put bikes and autarch in reserve (maybe pathfinders too depending on board layout).

So will this work? I also wonder what the optimal number of harlequins are in a squad, is 10 overkill?

Autarch, Jetbike, Laser lance, Mandiblater, Fusion Gun
140

7 Harlequins, Kiss, Shadowseer, 2 Fusion Pistol, Death Jester, Troupe Master
208

7 Harlequins, Kiss, Shadowseer, 2 Fusion Pistol, Death Jester, Troupe Master
208

7 Harlequins, Kiss, Shadowseer, 2 Fusion Pistol, Death Jester, Troupe Master
208

3 Wraithlord, Wraithsword
300

9 Guardian Jetbike Squadron, 3 Shuriken Cannon
Warlock, Embolden, Singing Spear
281

9 Guardian Jetbike Squadron, 3 Shuriken Cannon
Warlock, Embolden, Singing Spear
281

5 Pathfinders
120

1746

This message was edited 1 time. Last update was at 2010/03/27 09:31:08


 
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

I'm sorry, but you will really not get anywhere with this list. Although the theme is interesting, you will have a lot of trouble winning anything with this list.

A smart opponent will kill off your troops quickly. The harlequins aren't that much of a threat, so I'd recommend getting Death Jesters and Troupe masters for the extra hitting power.

10 is overkill, and to be honest, 3 squads of 9 is also overkill.

3 wraithlords all only armed with the sword... not very effective, not at all.

Get rid of the swords for some anti-tank firepower. EML or bright lances.

Also, the wraithlords don't fit with your theme, and you have no warlocks or farseer to keep them in check and safe from wraithsight.

I would seriously rethink this list if I were you, unless you're just doing it for collecting. In that case go ahead.

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in se
Fresh-Faced New User




Well, shadowseers and warlocks are psykers. I think wraithlords fit the theme atleast, and the plan is for them to run with the harlequins.

How can harlequins not be a threat and be overkill at the same time? I've seen lists with swords on wraithlords, why don't they work?


Automatically Appended Next Post:
I increased the size of troopsquads and decreased the harlequinsquads and added troupe master/death jester as per your suggestions.

This message was edited 1 time. Last update was at 2010/03/27 09:32:04


 
   
Made in us
Longtime Dakkanaut





US

No offense but Lord Rog obviously has no experience with this kind of list. I field lists similar to this all the time for a giggles list and while it may not be tounie competitive it will bring some serious hurt.

Pointers:

- Jetbike units are rather large which can actually be counter intuitive to how they play. If they are caught in CC you can pretty much kiss them goodbye against 95% of armies, so a larger pack increases this risk. I Suggest 3-4 jetbikes with the Lock w/ embolden & spear. Remember that if they aren't turbo boosting they are usually deadmeat, so firing with them gets rather risky. Keep them in reserve as a small pack, turbo boost around till endgame and take popshots with cannon/spear where the reward is greater then the risk.

- 3 swordlords, yes these are effective. Line them up at the furthest you can deploy them attempting to give them cover and run them down your enemy's throat. Use the double flamer option and never forget to use them with extreme vengeance.

- Pathfinders, I can't really talk to these as I have yet to assemble mine.

Finally Harlequins - Either these are going to do glorious things or die a sad and pathetic death. There really is no inbetween for harlies.

- Fusion pistols, not really worth it. If you firing at a vehicle you will either typically be out of range for melta or the tank is going to blowup in your face and kill half your squad.
- Death Jester = Fail. Harliquins need to get where they are going and get there fast, so shooting with one death jester for 3 shots rather then running to close that dangerous gap will lead to your death.
- Kisses on everything is a must (except troupe master), yes it makes the squad cost a pile more but without it Harlies are just glorified overcosted Banshees.
- Shadowseer is a must unless your stealing a Serpent from something else.
- Troupe master I haven't used much, but the more I look at him the more I think the PW attack wiil be worth the 16pts.
- Packs of 10 are honestly the minimum your taking unless your a falcon/harlie fan. In close combat every last body helps. If you don't smear your opponent first attack you can kiss your harlies goodbye (just like most eldar CC).


Hope some of this advice helps.


Automatically Appended Next Post:
Oh and pointers for formations on this, which I'm assuming you know.

....X

ooOoo
ooooo

X is the Wraithlord, O is the Shadowseer and o is the other harlies. Keep the Shadowseer at the max 6" for wraithsight and align the other harlies for a possible cover save. Farseers are good for this list configuration for fortune. You can hide them in the Harlies packs to benefit from Veil of Tears while then make your Wraiths a little tougher to kill or your harlies if they get in danger range.

Be forewarned though, this is by no means a tournie level list because it has a lot of weaknesses.

This message was edited 2 times. Last update was at 2010/03/27 14:09:18


Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
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Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

I submit to the greater knowledge of BlueDagger.

Anyway, most of my personal experience with Harlequins has ended in fail, ever single time. But who knows, maybe I'm just unlucky or can't use them.

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd reconfigure the army to yield a fluffy Harlequin list.

For this, I'd take Spiritwalker:
2 Wraith Lords w/ bright lance, eml,
3 War Walkers w/ scatter lasers

Add Harlies on jetbikes, given by Shining Spears,
an Autarch as Greater Harlequin,
some GJB's,
Pathfinders, plus
some Harlies on foot.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in jp
Sybarite Swinging an Agonizer





BlueDagger wrote:No offense but Lord Rog obviously has no experience with this kind of list. I field lists similar to this all the time for a giggles list and while it may not be tounie competitive it will bring some serious hurt.


Firstly, everything is IMHO.

I'm going to agree and disagree with this. The results in the sig are all with harlies, however they require a 215 point delivery system (falcon w SS, HF, EML, VE, SE).

Example list for ref

Eldrad, Yriel, 2 x 5 harles w TM, PW, HKx4, fusion pistol x 2, 3 x 3 bikers w warlock embolden (1 spear) and 2 above falcons.

Bikes reserve (kp's they do laps of the board edge away from the action, objectives they come on and boost before getting the objective t5, 4 bikes can hold 2 obj, I used to triangulate the multiple obj).

Walking harlies won't work as it means the opponent gets to decide when they allow their units to get within charge range. With an appropriate delivery system you get the control. I see people seem to favour WS's over falcons as 4th to 5th changed nerfed falcons. However, my strategy was to start with the falcons in a position of cover, use the fortune then move the falcons directly towards the main bunch of the opponents army ending in a V formation. This is needed to reduce the chance that the opponent can block the exits, small squads like this only need a small bit of space to disembark. So then the opponents only target choice is the HF falcons with fortuned 4+ (note tau required a different strategy). AP 1 is the enemy however with a 75% chance to save, it required 4 penetrates to get through and then you have HF. I found VE well worth the points as we don't want to be destroyed on a 3 (think AP 1). This is where the falcon beats the WS as you need to get really close to the opponent for the joy of the next turn and WS are just like any other vehicle when charged and HF really make a difference. If the opponent was going to be really heavy on AP1/melta it would be worthwhile fortuning the harlies instead of the falcon. Now we get the fun. 9/10 games the opponents shooting would stun the falcons and then we get the uber multi-charge that cripples the opponent ending up in a tabled result t4.

As for fusion pistols, I disagree. The abundance of mech means we need the melta to pop those cherries to get at the juicy plebs inside (also handy before charging nob bikers/termies). Yes, you can lose a few on the explosion, however if you make sure the FP guys are just within 3, and the rest are spread wide within coherency but about 5" away you can mitigate this (for land raiders/large vehicles you need to flank with the 2 squads so you guarantee that you can charge the unit that falls out). Note, the harlies need to be fortuned when they leave the transport until they die (at this time you were allowed to fortune a unit in another transport, changes to this mean a slight change in the tactics, don't drop both harlies down in 1 turn or put a seer in the other falcon instead of Yriel).

The point? Harlies with an appropriate delivery system are one of the best units in the game.

Cool things about harlies;
- they can get AP1 melta, this also helps with wound allocation
- as an elite choice, they do their damage turn 2-4 and then it doesn't really matter
- Hit and run is fantastic, on a regular basis I would end up with 1-2 harlies left after the opponents CC turn, with wound allocation normally one of these would be a fusion pistol. These can then HnR from the decimated unit and go tank hunting at 10.5"+6".
- terrain? no, we don't mind that because we float
- Troop master with a power weapon. Great
- Doom with rending. Great
- Rerolling inv save, that gives us a 57% chance to save, utilisation of cover thats 75%

AND, if you get unlucky and you get 55, 56, 65, 66 on the falcons damage early on both falcons, you can turn your game into a cagey obj stealing dance with the turbo boosting bikes at the end.

Kisses on everything except the master is right, unless you want 1 to not have it for wound allocation abuse.

Like some other CC units, too many harlies CAN be a bad thing as we really want to kill the opponent in the 2nd round of combat (ie their turn). This is obviously situational.

If you want to stick with the walking harlies, I might suggest that the bikes don't fit the list and the guardians might be the better way to go using harlies as counter attack.

Note: The meta has changed since the end of 2008 requirement some modification in tactics

2008 UK GT Heat 3 - 2nd (Eldar)
2008 Dutch GT - 2nd best general (Eldar)
2008 Irish GT - 2nd (Eldar)
2010 Shanghai LGS - 1st (IG)
2011 Shanghai LGS - 1st (IG)
 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Stavromueller Beta

BlueDagger wrote: and never forget to use them with extreme vengeance


Awesome advice... seriously... awesome
   
 
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