StevetheDestroyeOfWorlds wrote:Would you really consider a shadowseer as a tax? she is just amazing, being a fairly cheap psyker with access to the awesomeness that is phantasmansy, as well as the grenade launcher and a great melee weapon with some great stats, barring the low T.
It's perfectly acceptable to field three Shadowseers in a Masque Detachment; many do so. The tax part comes in how players usually outfit their mandatory three Troupes. A common configuration is to have two large foot Troupes and one on a Starweaver. The most useful powers are
Veil of Tears,
Dance of Shadows and
Fog of Dreams, all Blessings or Maledictions that preserve your forces but are unable to be cast whilst embarked on a transport. You could put the third Shadowseer on board the Starweaver but a bad spread of rolls renders him useless. Alternatively you could double up the Shadowseer count in one of the larger Troupes or have him walk alone. The former marks that particular Troupe a prime target. The latter nullifies the effectiveness of
Veil of Tears as it only affects the Psyker and his unit. Of course, you could have him roll on a different Discipline and garner benefit there, but I would rather spend those points on an extra Skyweaver with Zephyrglaives. Two ML2 Shadowseers is still quite effective.
Do you take units of voidweavers larger than just 1 of them? In my extremely limited experience they seem better as solo models who either soak up a decent amount of firepower before dying quickly, or get ignored for a while and get some really good shots off with the prismatic cannon. Does making a larger unit of them change their effectiveness at all?
I almost always max out my Voidweaver squadron. During the first two turns they draw an inordinate amount of fire and help screen my advancing foot Troupes from both fire and early enemy charges. I find I deploy my Mirage Launchers on Turn 1 almost every game, a maneuver that preserves the unit through the first turn and denies a quick
KP and/or First Blood
VP for the opponent while at the same time rendering the opponent's first Shooting phase largely ineffective. If there are any Voidweavers left by the end of Turn 2 I'm quite lucky, but my forces have already reached their goal of close combat. Having three of them also affords me the ability to have a heavy Haywire Cannon unit without having to spend points to give that weapon to my Skyweavers, allowing them to instead focus on volume S6 firepower.
Do you think that the rerolling 1's in the Revenge would make the Solitaire no longer a tax unit for it, as it decently buffs its stats, as well as the larger number of units that will be on the field because of the formation making the enemy less likely to focus him down?
Not really. It is nice to reroll 1s on a unit with 3++ saves, but to build your entire army around this bonus for two models--the Solitaire and your Warlord with the Starmist Raiment--isn't worth the extra wounds you could buy with the points saved from fielding seven Elites, especially when you're throwing invul saves for your Warlord against S6+ weaponry that can
ID it on a bad invul roll of a 2 with no reroll at all. Again, if your opponent is that freaked by the Solitaire that he's dedicating that much effort to deal with it you're in a good place.
As for having a larger number of units on the board as a result of Cegorach's Revenge's fielding requirements, that's a bit of a misnomer. Yes, you technically have more units on the board, but six of your seven Elite models will join other units. Should you roll a
KP based scenario you now have 2-3 extra
KPs your opponent can pick up in Elites alone. Harlequins have a tough time with
KP missions, so Cegorach's only exacerbates it. If you're hoping to build a solid all-comers mono-Harlequin list you're better off doing so with the Masque Detachment; have one large Skyweaver unit, a Starweaver as your other Fast Attack and the mandatory three Troupes, Voidweaver unit 2-3 Shadowseers, 1-2 Death Jesters and Solitaire. Still heavy on the
KPs but minus one Skyweaver unit, 1-2 Elites and perhaps 1-2 extra Starweavers as dedicated transports.
Thanks for the input, it will be a lot of help with my list making
No problem. My pleasure!
koooaei wrote:But what could you take instead of this units? A 4-th trope? Tropes depend on shadowseers a lot. I find it hard to support even 3 of them. Against psycher heavy armies, consider yourself lucky getting 2 powers off.
You can only get a fourth Troupe if you field a Cast of Players formation, which isn't very worthwhile as that Troupe can't Run & Charge, plus you're still spending points to field a Shadowseer and Death Jester. Instead those points you're not spending on Elites can go towards bolstering body counts and weapons upgrades in your existing Troupes.
Though this does bring up another common advantage I've seen people use instead of fielding Cegorach's. The third Shadowseer, third Death Jester and Solitaire are commonly moved out of Cegorach's and used as The Heroes' Path formation. Having three individual models with Stealth and Shrouded that can infiltrate forward and apply pressure that forces your opponent to deal with them sooner than they care to is another successful strategy. You do lose the ability to bolster your other units as much as you could if you saved 140 or so points by leaving the third DJ and
SS out of the list, but the tactical benefits of combining a Masque Detachment with The Heroes Path does have merit. Getting a 2+ cover save on your Solitaire, DJ and
SS while in difficult terrain isn't bad at all (except when you can't claim it, but that's a separate target altogether).