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[1500] - Ynarri/Harlequins - gotta go fast  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Hellion Hitting and Running






Yvraine (1) - 132pts
1 Yvraine: Kha-vir, the Sword of Sorrows

Troupe Master (1) - 68pts
1 Troupe Master: Shuriken pistol,Harlequin's caress

Troupe Master (1) - 77pts
1 Troupe Master: Fusion pistol,Harlequin's caress

Shadowseer (1) - 134pts
1 Shadowseer: Shuriken pistol,Miststave,Hallucinogen grenade launcher

Solitaire (1) - 117pts
1 Solitaire: Harlequin's kiss,Harlequin's caress

Troupe (5) - 120pts
5 Player: Shuriken pistol,Harlequin's caress

Starweaver (1) - 99pts
1 Starweaver: 2 Shuriken cannons

Troupe (5) - 165pts
5 Player: Fusion pistol,Harlequin's caress

Starweaver (1) - 99pts
1 Starweaver: 2 Shuriken cannons

Skyweavers (3) - 168pts
3 Skyweaver: Shuriken cannon,Zephyrglaive

Scourges (5) - 130pts
1 Solarite: Darklight grenade,Shardcarbine
4 Scourge: Blaster,Darklight grenades

Troupe (10) - 190pts
6 Player: Shuriken pistol,Harlequin's embrace
4 Player: Shuriken pistol,Harlequin's blade

I think harlequins are in an amazing place right now. This is an addition where people are paying a premium for weapons with high AP values and the invul saves on all harlequins really makes low volume of fire look bad. In addition the change to wounding makes us much better to S5 which was a real pain. Yvraine is a massive powerhouse with access to word's of the phoenix which may just be the best power in the game.

The idea of this list is to go fast. We are looking for turn 1 assaults and surprising our opponent with the speed of our units. We accomplish this goal with two powers Twilight pathways which allows a harlequin unit to move as though it was the movement phase and words of the phoenix which lets a unit soulburst and move.

The big unit of harlequins with Yvrain and shadowseer is the core of my army. Harlequins don't care about terrain or cover that doesn't block line of sight so they just charge up the middle. With the 4++ save and shadowseer's buff they are tougher than marines most of the time.

Turn 1 Solitaire can blitz (average 19" move) and then be words of the phoenix'd for a total of 38". This can tie up a shooty unit or kill a character. Great against sit and fire units like devistators. If there is a tank spam or no good targets for the solitaire, he can move slowly with the big group and you can use words of the phoenix on the scourge to eat through armor. Don't forget to use ancestors grace first to re-roll those 1's.

Shadowseer can twilight pathways the jet bikes for a second 16" move, so they can hit infantry. (16" first move, 16" twilight's path, and 2D6 charge) Or she can twilight pathways the fusion pistol starweaver so it can get within 3" of a tank or monstrous creature (total move on turn 1 is ~32") Starweaver can charge that turn and if it dies the unit inside pops out and soulbursts into combat or fires its fusion pistols (great for taking down knights and storm surges.)

Words of phoenix and twilight path can be combo'd on foot harlequins to make 3x8" moves. Good for surprise assault or late game capturing objectives.

Adding to this list I to get to 2000pts I am thinking Yncarne and another large unit of harlequins on foot.
   
Made in fr
Longtime Dakkanaut




I had bad luck with foot harlequins, even with the new shadowseer. Units that deep strike in rapid fire range are really the bane of harlies. And since we usually want to move forward, we can't really deny enough area to protect our units from it. Also, when most of the rest is mechanized, they become the only valid target for low-S weapons.

I would have done the exact opposite as far as melee weapons are concerned: embraces for the players that ride the weavers with troupe masters, and caresses for the ones on foot. Since the ones with the troupe masters will reroll to wound, losing a point of strength is much less of an issue, so the better AP and lower point cost seems a lot more attractive.

You mostly lack ranged weapons that can take down vehicles. Fusion guns are insanely good, but you need to be close. If your opponent castles in a corner with a little bit of screening, you'll have a tough time reaching his tanks. The scourges will help, but they might have a hard time getting range too (a tank with an infantry unit a few inches in front of it can be enough to deny your 18" range).
Going towards 2000pts, I would probably recommend adding ranged anti-tank weaponry, like a ravager or dark reapers. Also because I think the Yncarne isn't that great.

But I'm curious to know if you can use your double moves reliably during a game.
   
Made in us
Twisted Trueborn with Blaster





North Denver

Blaster scourge will disappoint for anti-tank.

They'll get their 4 shots and be wiped off the board.

Ravager is only 15 points more and loads more durable (and still can go fast).
   
Made in us
Hellion Hitting and Running






 katfude wrote:
Blaster scourge will disappoint for anti-tank.

They'll get their 4 shots and be wiped off the board.

Ravager is only 15 points more and loads more durable (and still can go fast).
I will keep that in mind. This army is largely "a models I like army" and I love scourge. What do you consider the best anti-tank for Ynarri and how much anti-tank do you realistically need.

@fresus I understand what you mean about the weapon choices. I figured that my starweaver harlequins will be hitting enemies first when those units are still at full strength, meaning I need a tougher weapon to mow them down. The harlequins on foot will not reach the enemy unit the later turns so they just have to mop up anything left over.

As for the durability of harlequins on foot, how many lists have units deep striking with high volume low power weapons (actual question I haven't seen many lists/read all the new books) from my understanding most deep striking units will be carrying heavy weapons, like the scourge. Those melta, plasma, tank buster weapons the harlequins excel against.
   
Made in fr
Longtime Dakkanaut




 lambsandlions wrote:
 katfude wrote:
As for the durability of harlequins on foot, how many lists have units deep striking with high volume low power weapons (actual question I haven't seen many lists/read all the new books) from my understanding most deep striking units will be carrying heavy weapons, like the scourge. Those melta, plasma, tank buster weapons the harlequins excel against.

Actually, most of the ones I've faced so far were termies. 5 Stormbolters in RF range is 4.5 dead players (or 3.3 with a shadowseer). But maybe it's a bias from where I play, or just people who heard termies aren't that bad anymore and just wanted to play them (obviously most people I played with really just wanted to try out some units).
There might be a lot less drop pod spam than in 7th, so maybe in the end we won't have that many people dropping on us with high HoF weapons, and I'm just worried for nothing.

On the other side, fusion players in Starweavers have been so good in every game I played that it's hard not to lean towards that. And assaulting with Star/Voidweavers seem like the only way to mitigate overwatch now.

This message was edited 1 time. Last update was at 2017/06/15 20:27:28


 
   
 
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