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2019/09/05 07:22:01
Subject: Harlequins Codex Tactics - The Laughing God play time!
Does anyone have any tips for playing mono harlies at 1k?
We've been playing a lot of smaller games lately and I'm finding there's some matchups I just can't win.
I feel I need a battalion as the army is so CP hungry, and usually run 3 troupes in starweavers kitted out with caresses and embraces but it leaves me lacking in anti tank.
I'm considering dumping the transports for 10 haywire skyweavers and running the troupes naked, but unless I DS them they'll probably just get shot off the board, and would still have to make the charge anyway, so....
Also, is it just me or does anyone else feel like starweavers are too expensive? They're good but are basically a necessity for us.
2019/09/05 07:39:18
Subject: Harlequins Codex Tactics - The Laughing God play time!
Dont worry about weapons on troupes at 1k, 3x5 is 195pts, thats already 1/5 your points, then 2 HQ's (just take 2 TM's at 1k bc table size are smaller you dont need the extra movement IMO, and 125pts is to much). A battalion Is now 360pts (TM's with FP's, 1 with Power sword and 1 with Caress or Kiss)
After take, honestly just take 12 Bikes and a starweaver, bikes are HWC with no melee).
This will get you 9CP, just enough to keep -1 to hit on a skyweaver and 3++ on 1 of them as well
Optional, dont care about CP at all, and just do
Outrider 1 Shadowseer Skyweavers in 3 units (1x6, 2x3)
Vanguard 1 TM 3 DJ's 1 Solitaire
Keep the DJ's behind the Skyweavers, this will all be Dreaming Shadow, also relic on a DJ and on a solitaire, this will leave you with only 4CP, but just use the CP for emergencies. This will also give you character protection andable to have 1 DJ holding objectives without being shot at.
This message was edited 2 times. Last update was at 2019/09/05 07:45:05
Amazing thanks, yeh I definitely think skyweavers are the way to go, just a shame you can't really do proper combat harlies at 1k.
I'll have to get a couple more weavers and another DJ but I like both lists, 2nd one looks good but CPs would be tight with solitaire and curtainfall.
Going to have a play around with those and see what I can come up with, cheers.
Automatically Appended Next Post: Does anyone think going veiled path would be worth it when not running transports, to get 2 deepstrikes for the price of 1?
This message was edited 1 time. Last update was at 2019/09/05 16:36:30
2019/09/06 08:14:13
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
So, I was thinking of starting a new Harlequin army, primarily for the painting challenge it is but I would also like to be semi competitive. I am wondering if something like this would do ok on the tabletop (for 1500p):
I would use Soaring Spite
Troupe Master + kiss
Troupe Master + kiss
Shadowseer
Solitaire
4 x Troupe (5 players) (4 x Fpistols) (4 x Embrace)
4 x Starweaver
Skyweavers (5) Haywire cannon + zephyrglaive
Would this be ok?
2019/09/06 08:20:46
Subject: Harlequins Codex Tactics - The Laughing God play time!
I would drop 1 troupe/starweaver for more Skyweavers, Comp quins atm is 12+ skyweavers, point for point they are for sure out best unit without questions, they are so good in fact that voidweavers are pointless.
Well, Voidweavers are often seen as pointless.
How to make them work as tanks giving fire support?
When it comes to fluff, they are inevitable in a Harlie army.
But 3 Ravagers or 3 flyers (Eldar, DE) are far superior to 3 Voidweavers.
This message was edited 2 times. Last update was at 2019/09/06 11:38:03
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."
Amishprn86 wrote: they are so good in fact that voidweavers are pointless.
Really?
I thought Voidweavers were pointless because they were only slightly better armed than the basic Harlequin transport?
They fill the same role, and b.c Skyweavers can be in a unit of 6, being 18 wounds, and 6 weapons, stratagems and powers work MUCH better on them, -1 to hit, +1 invul, twilight pathways, they also have better melee. Also in ITC 3 Voidweavers (324pts) being killed can give up 3 VPs plus kill more where 1 Skyweaver (270-306pts) unit can only give up 2 VP max and less likely to give up kill more, its also the same amount of wounds.
The only think the Voidweaver has is 1 extra weapon, and +1 toughness, but for the points and how units work in 8th for buffs, aka stratagems and powers, its not worth it.
When it comes to them vs a Starweaver, they are actually really good IMO, for 4pts more you get a P-cannon instead of transport. Honestly tho, botht he Star and Voidweavers are 10pts to much IMO, especially when you look at the new Impulsor.
This message was edited 2 times. Last update was at 2019/09/06 13:21:36
Trashpanda wrote: Does anyone have any tips for playing mono harlies at 1k?
We've been playing a lot of smaller games lately and I'm finding there's some matchups I just can't win.
I feel I need a battalion as the army is so CP hungry, and usually run 3 troupes in starweavers kitted out with caresses and embraces but it leaves me lacking in anti tank.
I'm considering dumping the transports for 10 haywire skyweavers and running the troupes naked, but unless I DS them they'll probably just get shot off the board, and would still have to make the charge anyway, so....
Also, is it just me or does anyone else feel like starweavers are too expensive? They're good but are basically a necessity for us.
This is what I bring to 1k games. Because it's only a 4x4 you won't need a Shadowseer for Twilight pathways so you can get away with 2 troupe masters. For the 5 fusion pistol troupes + troupe master in transport I just hide them behind terrain then move them up turn 2 into something my opponent has that's T8 or a monster (can't get haywired) with both bike squads going up the flanks haywire whatever I want dead and charging into stuff so they can't get shot at next turn.
wuestenfux wrote: Well, Voidweavers are often seen as pointless.
How to make them work as tanks giving fire support?
When it comes to fluff, they are inevitable in a Harlie army.
But 3 Ravagers or 3 flyers (Eldar, DE) are far superior to 3 Voidweavers.
How to make them work? Make them real tanks, +1 toughness and +2 wounds with something to re-roll the D6 shots for the P -cannon
wuestenfux wrote: Well, Voidweavers are often seen as pointless.
How to make them work as tanks giving fire support?
When it comes to fluff, they are inevitable in a Harlie army.
But 3 Ravagers or 3 flyers (Eldar, DE) are far superior to 3 Voidweavers.
How to make them work? Make them real tanks, +1 toughness and +2 wounds with something to re-roll the D6 shots for the P -cannon
Too less attention of GW to make an overall solid Harlie codex.
Voidweavers are too close to Skyweavers. No surprise as they can be assembled from the same box.
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."
Trashpanda wrote: Does anyone have any tips for playing mono harlies at 1k?
We've been playing a lot of smaller games lately and I'm finding there's some matchups I just can't win.
I feel I need a battalion as the army is so CP hungry, and usually run 3 troupes in starweavers kitted out with caresses and embraces but it leaves me lacking in anti tank.
I'm considering dumping the transports for 10 haywire skyweavers and running the troupes naked, but unless I DS them they'll probably just get shot off the board, and would still have to make the charge anyway, so....
Also, is it just me or does anyone else feel like starweavers are too expensive? They're good but are basically a necessity for us.
This is what I bring to 1k games. Because it's only a 4x4 you won't need a Shadowseer for Twilight pathways so you can get away with 2 troupe masters. For the 5 fusion pistol troupes + troupe master in transport I just hide them behind terrain then move them up turn 2 into something my opponent has that's T8 or a monster (can't get haywired) with both bike squads going up the flanks haywire whatever I want dead and charging into stuff so they can't get shot at next turn.
Cheers, but how do the troupes on foot do? I find as soon as they're out of their transport they get shot to pieces, unless your skyweavers are drawing all the fire?
2019/09/06 23:59:56
Subject: Harlequins Codex Tactics - The Laughing God play time!
Foot troupes just stay on objectives in my deployment zone and act as anti Deepstriking. They are usually in terrain that is LoSB so they don't really get shot at. Maybe toward turn 4 when stuff is dead and my opponent still has his Warlord I might rush 1 unit up to take them out if it's a viable idea
Also, for the troupe in the transport with the F.pistols. if they don't kill the target I shoot at I'll usually charge the unit with my transport so that I do my best not to get shoot at during my opponents shooting phase and I can call back on my next turn and still shoot + charge if I need it.
This message was edited 1 time. Last update was at 2019/09/07 00:01:35
wuestenfux wrote: Well, Voidweavers are often seen as pointless.
How to make them work as tanks giving fire support?
When it comes to fluff, they are inevitable in a Harlie army.
But 3 Ravagers or 3 flyers (Eldar, DE) are far superior to 3 Voidweavers.
How to make them work? Make them real tanks, +1 toughness and +2 wounds with something to re-roll the D6 shots for the P -cannon
I think the Prismatic Cannon need's improving, paying 100 points to be able to fire the equivalent of 1 dark lance shot is not good, and i'm pretty sure Voidweavers do not ignore the penalty for moving and firing a heavy weapon like a Ravager or Raider would. I kinda wish the Prismatic cannon functioned like the Forgeworld Drukhari Reaper weapon:
Blast version: 24', Heavy 2D6, Strength 6, 0 AP 1 Dmg Beam version: 36' Heavy D6, Strength 8, -4AP D6Dmg
Any models that die in a unit hit by this weapon cannot advance this turn
I'd even take a slight points increase for this kind of firepower in a Harlequin army
This message was edited 3 times. Last update was at 2019/09/07 10:56:47
2019/09/24 21:31:45
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
wuestenfux wrote: Well, Voidweavers are often seen as pointless.
How to make them work as tanks giving fire support?
When it comes to fluff, they are inevitable in a Harlie army.
But 3 Ravagers or 3 flyers (Eldar, DE) are far superior to 3 Voidweavers.
How to make them work? Make them real tanks, +1 toughness and +2 wounds with something to re-roll the D6 shots for the P -cannon
I think the Prismatic Cannon need's improving, paying 100 points to be able to fire the equivalent of 1 dark lance shot is not good, and i'm pretty sure Voidweavers do not ignore the penalty for moving and firing a heavy weapon like a Ravager or Raider would. I kinda wish the Prismatic cannon functioned like the Forgeworld Drukhari Reaper weapon:
Blast version: 24', Heavy 2D6, Strength 6, 0 AP 1 Dmg Beam version: 36' Heavy D6, Strength 8, -4AP D6Dmg
Any models that die in a unit hit by this weapon cannot advance this turn
I'd even take a slight points increase for this kind of firepower in a Harlequin army
The P cannon is an assault weapon and should stay as so. And it already is like that, its D6 shots, D3 shots, and 1 shot, It is a mini Prism Cannon from Fire Prisms. It could do with a better gun for sure, or get tougher, either way is fine with me.
cougarmech wrote:Hi all
Is there a reason why only one solitaire can be taken in an army? Is it a balance thing, or fluff?
If it's a balance thing, with the FAQ coming up, what would everyone's thoughts on removing the limit in the codex and during with the rule of three
Solitaires acts on their own, they join any battles at anytime and they are also Spies. So it is within their fluff to be taken anywhere.
wannabmoy wrote: I really hope the psychic awakening expands on rules for Blanks. Which I always thought it was implied in the fluff that a Solitaire was a Blank.
This would be brilliant, Harlequins take smites hard sometimes
2019/10/02 15:08:58
Subject: Harlequins Codex Tactics - The Laughing God play time!
Odrankt wrote: Has anyone here put their Troupes, shadowseers, Corsair etc on 32mm bases? I have 4 box's unbuilt ATM and 20 on 25mm bases but I want to upgrade them all on 32mm so they don't fall over. Would this be viable or is it better to stick to the 25mm and look for stuff to weight them down and stop them from falling over.
I originally had all my troupes on 32mm bases. It didn't really help – it doesn't add enough weight really, and to be honest I didn't think it looked very good. It also makes them take up radically more space so they don't really play the same on the tabletop. I switched them to 25mm bases and used stones and other scenery to weigh them down - now I don't have problems with them tipping over. They're also magnetized so the magnet plus the milliput holding the magnet probably add a bit to the bottom weight.
2019/10/15 16:20:49
Subject: Harlequins Codex Tactics - The Laughing God play time!
Odrankt wrote: Has anyone here put their Troupes, shadowseers, Corsair etc on 32mm bases? I have 4 box's unbuilt ATM and 20 on 25mm bases but I want to upgrade them all on 32mm so they don't fall over. Would this be viable or is it better to stick to the 25mm and look for stuff to weight them down and stop them from falling over.
I originally had all my troupes on 32mm bases. It didn't really help – it doesn't add enough weight really, and to be honest I didn't think it looked very good. It also makes them take up radically more space so they don't really play the same on the tabletop. I switched them to 25mm bases and used stones and other scenery to weigh them down - now I don't have problems with them tipping over. They're also magnetized so the magnet plus the milliput holding the magnet probably add a bit to the bottom weight.
I use this under my Harlequin to keep them weighted down. Just fill up the base with pellets (make sure they don't protrude over the rim), then add runny super glue and zip kick. They'll be really hard to knock over afterwards.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2019/11/06 16:53:42
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
I am going to be playing in an upcoming local tournament. I never have luck running skyweavers. I'm not sure how I should be using them. I kit them out with the zephyrglaive and the haywire cannon but they don't seem to last very long. Especially in cc. Any tips or tricks I should know?
2019/11/06 17:37:28
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
krootox08 wrote: I am going to be playing in an upcoming local tournament. I never have luck running skyweavers. I'm not sure how I should be using them. I kit them out with the zephyrglaive and the haywire cannon but they don't seem to last very long. Especially in cc. Any tips or tricks I should know?
mine are usually target number one for my opponent, so i make sure they are as hard to kill as possible.
I soup 6 as soaring spite in my aeldari lists.
I advance + prismatic blur them (twilight pathways if i really need a t1 charge), delete a dangerous vehicle and then charge into the least dangerous overwatcher, i pile in / consolidate into as many vehicles as possible. in their turn if they fall back (which they will if youre playing against a gunline since thats the only way they can deal with them usually, i use cegorah's jest to delete another vehicle. Then i pop lighning fast reactions on them when tehy start being shot at.
usually my enemy will spend turn 1 either unable to shoot with his tanks because they fell back, or shoot his whole army at my bikes to get rid of them, at this point, even if they died, they did their job as the rest of my list had plenty of leeway to take control of the map and secure objectives.
If youre playing against very little vehicle heavy lists however, the bikes will greatly underperform since their strength comes from the mortal wounds they can dish out.
2019/11/06 19:24:17
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
Now that Ynnari characters are cheaper they fully are viable in all Aeldari armies. But they still are costly in Harlequins. I personally use the Yncarne in Quins b.c i like the model. With 12 Skyweavers running ahead and a few other units (I like starweavers so i have a few of them) its fun and it gets to work right away most times. But its still very fragile and risky vs fast moving armies do to harlequins low model/unit count.
This message was edited 1 time. Last update was at 2019/11/10 18:21:19
Amishprn86 wrote: Now that Ynnari characters are cheaper they fully are viable in all Aeldari armies. But they still are costly in Harlequins. I personally use the Yncarne in Quins b.c i like the model. With 12 Skyweavers running ahead and a few other units (I like starweavers so i have a few of them) its fun and it gets to work right away most times. But its still very fragile and risky vs fast moving armies do to harlequins low model/unit count.
Voidweavers are 90pts each option, Neuro pistols still not really worth it, Troupes, HQ's going down is great and well needed. Skyweavers worth it more than ever with 5pts drop, without weapons a 6man unit of HWC is now 240pts, amazing deal. Finally Starweavers are where they should have been at.
Overall its all good, hopefully we get some new rules with PA soon, otherwise we just got a minor boost b.c other armies are also getting points drops but also added rules, so in the long run i feel we are about 10% better in the meta so far (its hard to see the big picture right now).
Automatically Appended Next Post: Odd, my post said edit but i didnt edit it......
This message was edited 3 times. Last update was at 2019/12/02 13:32:24
Voidweavers are 90pts each option, Neuro pistols still not really worth it, Troupes, HQ's going down is great and well needed. Skyweavers worth it more than ever with 5pts drop, without weapons a 6man unit of HWC is now 240pts, amazing deal. Finally Starweavers are where they should have been at.
Overall its all good, hopefully we get some new rules with PA soon, otherwise we just got a minor boost b.c other armies are also getting points drops but also added rules, so in the long run i feel we are about 10% better in the meta so far (its hard to see the big picture right now).
Automatically Appended Next Post: Odd, my post said edit but i didnt edit it......
i'm surprised that skyweavers saw any pts drop at all, they were already the best unit in the codex. I wont complain, its only making it easier to splash them in eldar soup.
Transports,troops and Hqs getting their much deserves pts drop is awesome. I wont feel as bad when taking an harlequin battalion as the core of a list.
2019/12/02 15:42:29
Subject: Harlequins Codex Tactics - The Laughing God play time!