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Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Thought it's about time we got this started considering our new prominence

After having a few games with the new Quin's, I personally think they feel fantastic. Extremely fast and mobile, with and without their transports, I found it very easy to get turn 2 charges and even turn 1 charges using things like Twilight Pathway and Skyweavers. Our combat is decent, with each of the special weapons having their role (Kisses more so in Power Level matches more so than points), and gets improved massively by the cheap and surprisingly durable Troupe Master allowing for re-rolls. I prefer the Str 5 AP -2 the best so far on troupes, as they invuls aren't uncommon so I sometimes feel the AP -3 is wasted, and it allowed me to threaten T8 on 5's with re-rolls decently.

The Neurodisruptor pistol seems pretty bad due to str 3, especially when compared to the Fusion pistol which seems by all means fantastic. Shurikan cannons are reliable but nothing spectacular, but we have a fair few of them dotted about the army so we have decent assault firepower.

The Shadowseer is fantastic, any straight -1 modifier in 8th seems very powerful, and -1 to wound is no exception. Heavy flamers wound you on 5's, las-guns/autopistols on 5's, demolisher cannons on 3's. Alongside the 4++ invul means that there are a lot of hoops the opponent needs to jump over to kill a Quin. And as far as I can see it even works against combat attacks, reducing return damage. Her Grenade Launcher is just peachy and Smite damage adds up over the game. Twilight Path seems to have great potential, but I've not used it right I think. After turn 1 it's not really been very useful due to how fast we are naturally, meaning I didn't need the help to make the charges I wanted. Fog of Dreams was useful against an Imperial Knight, but value 7 can be risky without a re-roll. The duel pair of a Shadowseer and a Troupe Master with a troupe of Quins put out amazing damage together and are surprisingly resilient.

Detachment wise I don't see why we wouldn't take the 3 troops 2 HQ one at the least. Command points are great for Quins, re-rolling crucial 4++'s, helping to make sure charges don't fail, I found I was using them like candy. A trick to avoid overwatch from nasty, nasty flamers, make the charge from just over 8'' away to avoid the flamer, then use command re-roll to help ensure the unit gets in. Works best with multiple charging units. Or if you don't want to risk it, 5 wound characters in the Shadowseer aura are good for soaking up some overwatch. As is the Solitaire.

Solitaire....cool. Sad he doesn't benefit from the bonuses, but as a loner he is very fast and willing to snack on support characters if the opponent doesn't propperly bubble wrap. Main target to Twilight Path to move him 24+2d6+charge, he is easily finding those Librarians and Brood Lords to duel.

What do you guys think of them? foot-slog or mech-quins? I personally think we might be a little OP with the 4++ and ridiculous speed, but who am I to complain.

 
   
Made in gb
Swift Swooping Hawk





It's fine, now we get to be hipsters and tell everyone that we were playing Harlequins before it was cool!

I've only been able to play a couple of games, but I'm loving life at the moment. We seem so good at killing MEQ, and there are so many people playing some variant of MEQ that it's starting to feel like I'm bringing a water-type pokemon to the fire-type gym whenever I put my harlies on the table.

I wasn't sold on Skyweavers when I first saw the leaks, but actually using them a couple of times has convinced me they're a useful and surprisingly durable utility unit.

In terms of detachments, I'm going with the 2-detachment idea: I put most of my stuff in a battalion, but one of the Troupe Masters and 3 Voidweavers go in a separate Spearhead to give me an extra command point.
   
Made in us
Hellion Hitting and Running






So lets have a quick discussion about weapon load-out on harlequins and what is best. I know I am going back and forth between embrace and caress. But really you need to analyze it by toughness. Not for both weapons the difference is usually only a 16% reduction in efficiency so if one weapon would have killed 5 models the other will still be killing 4.

Against T3 embrace is a clear winner. Both weapons wound on 3+ and the extra ap and cheaper cost of the embrace make it the better option.

Against T4 it is actually very even. Against marines caress does just slightly more (like a 5% difference). Against models with invul saves or 5+ armor saves the caress will be better. This is where the majority of units lay so think about it carefully.

Against T5 again it is pretty even. Tau suits are now T5 but they have a 3+ save so cutting the save with the embrace is almost as good as having s5 from the caress. There are a few units that the caress will be better against but otherwise they are not that far off.

Against T6 embrace is a clear winner. Both weapons wound on 5+ and the extra ap and cheaper cost of the embrace make it the better option.

Against T7 embrace is a clear winner. Both weapons wound on 5+ and the extra ap and cheaper cost of the embrace make it the better option.

Against T8 Caress is better. Caress retains its ability to wound on a 5+ and most units with this toughness have invul saves.

Against T9 Caress is better. Caress retains it ability to wound on a 5+ and most units with this toughness have invul saves.

Against T10 Embrace is the clear winner. Both weapons wound on 6+ and the extra ap and cheaper cost of the embrace make ti the better option.

With this all considered I would take a mix of caress and embraces but know the targets that caresses are better against and play accordingly.at 1500 points the difference between 5 caresses and 5 embraces is only 1% of you total points or 15 points. Have a few caresses on hand might be nice but the majority should be embraces.
   
Made in us
Rampaging Carnifex





South Florida

What do you think about Fusion Pistols? Whats a good ratio of Fusion Pistols on a 5-man Troupe? How many would you pack into a list? Who do you arm with the Fusion Pistols?

   
Made in us
Hellion Hitting and Running






 rollawaythestone wrote:
What do you think about Fusion Pistols? Whats a good ratio of Fusion Pistols on a 5-man Troupe? How many would you pack into a list? Who do you arm with the Fusion Pistols?
Personally I am all or nothing. Either the whole unit has them or none of them have it. Against a rhino 5 fusion pistols will cause 3.33 hits resulting in 2.22 wounds. The average of 2d6 pick the highest is a little less than 4.5 meaning you will just have killed the rhino. Anything less than 5 fusion and you are only going to damage but not actually kill it. Killing it is important because you want to charge your starweaver into the unit that is coming out. This will force them to fall back the next turn and saves you a turn of small arms shooting. I would only take one, maybe 2 units of fusion pistol harlequins with a troupe master who has a pistol.

The way I would play fusion pistols is comboing a shadowseer with a troupe full of fusion and a shadow seer. Pick the unit you want to go after first, move the shadow seer 8" towards the unit and then put the starweaver within 3" of the shadow seer. You can think twilight pathways the starweaver and move 16" putting you hopefully within 3" of the enemy. If you are starting the shadowseer and starweaver next to each other the shadowseer can move 8" the starweaver can then be 3" ahead so 11" (but keep in mind the starweaver is about 4" long and only the back needs to be within 3" so you are actually about 15" up) then twilight pathways adds another 16" so you will have hopefully moved about 30" giving you an effective 33" range.

   
Made in de
Numberless Necron Warrior






 lambsandlions wrote:
 rollawaythestone wrote:
What do you think about Fusion Pistols? Whats a good ratio of Fusion Pistols on a 5-man Troupe? How many would you pack into a list? Who do you arm with the Fusion Pistols?
Personally I am all or nothing. Either the whole unit has them or none of them have it. Against a rhino 5 fusion pistols will cause 3.33 hits resulting in 2.22 wounds. The average of 2d6 pick the highest is a little less than 4.5 meaning you will just have killed the rhino. Anything less than 5 fusion and you are only going to damage but not actually kill it. Killing it is important because you want to charge your starweaver into the unit that is coming out. This will force them to fall back the next turn and saves you a turn of small arms shooting. I would only take one, maybe 2 units of fusion pistol harlequins with a troupe master who has a pistol.

The way I would play fusion pistols is comboing a shadowseer with a troupe full of fusion and a shadow seer. Pick the unit you want to go after first, move the shadow seer 8" towards the unit and then put the starweaver within 3" of the shadow seer. You can think twilight pathways the starweaver and move 16" putting you hopefully within 3" of the enemy. If you are starting the shadowseer and starweaver next to each other the shadowseer can move 8" the starweaver can then be 3" ahead so 11" (but keep in mind the starweaver is about 4" long and only the back needs to be within 3" so you are actually about 15" up) then twilight pathways adds another 16" so you will have hopefully moved about 30" giving you an effective 33" range.



So i should use 1 shadowseer and 2 troupemasters or 2 shadowsees and 1 troupemaster what do yout think?

This message was edited 1 time. Last update was at 2017/06/18 15:04:09


im bored :I 
   
Made in us
Hellion Hitting and Running






 Necronomic wrote:

So i should use 1 shadowseer and 2 troupemasters or 2 shadowsees and 1 troupemaster what do yout think?
You can only manifest a power once per turn, So if you have 2 shadowseers you can only use twilight pathways from one of them. For that reason I say go with the troupemaster.

Troupemasters are actually pretty amazing. On their own they are a nice threat and with a troupe they are insanely deadly. The only issue I have with them is your harlequins are already so deadly you don't really need then against most things. 5 Harlequins is already going to kill 6 MEQs.

   
Made in us
Hungry Ghoul




I'm disappointed by the obviously weak and comparatively over-cost kiss. It's even more a shame because it's the iconic harlequin weapon. Beyond that, most the close combat options are very similar. There should be a bit more variety in the weapon choices for an army that is already lacking in options.

The neuro disrupter is just bad, even if the fusion pistol wasn't an option. How could that escape all the 'play-testing' for this edition. I'm wondering if it had the always wounds on 2+ rule that was somehow omitted in the index. The harlequin's kiss also has me wondering if it originally had an extra special rule of 'if it wounds on 6+ then it counts as ap-4, or additional damage, or causes a mortal wound in addition to any normal damage, etc.'

   
Made in us
Fixture of Dakka






Ok, having played a hand full of Harlequin games in 8th, doing much math hammer. I highly enjoy them, here are some things i've learned.

The Bad First:
Kiss and Death Jester are both over costed or under preformed. If either was a bit better or cheaper then they would be fine, but as is, they are both very costly for something so niche in use. They do have there places but its so rare and very army/list based, there wil be games and armies that both of these will literally almost do nothing.

Skyweavers need Str 5 back... as it is now I feel there best roll isnt NOT melee, they are good at shooting, and a great fast moving back up melee unit to splash in extra damage. Take them expecting to do most of the damage from shooting, use there amazing movement and charge only when you need too.

Neuro Pistols are over costed, they can be good, but at the cost they need to be S4, either they need to be cut in 1/2 with points or just S4.

The Good!
Solitaire!, this guy is amazing, just amazing. One of the few areas that the kiss is worth it b.c you have the option to use it and you get 8/10 attacks for the same cost on a Troupe which only gets 4 attacks for it. The Blitz is amazing, always take him.

Fusion guns! Either splash them in a few units or make a unit full of them either way they are great. Making a unit of them in a Starweaver to just move around can be an option too.

Shadowseer are great. If you play with many Troupes you will want 2 Shadowseers for sure, i play with 20-25 Troupes and i have 2 Shadowseers. B.c of this unit i have weather the storm of a Storm Raven and only took 4 wounds splint between 2 unit! -1 to hit and -1 to wound on 4++ guys is just amazing!

Troupe Master is good for that extra damage, i would always take at least 1.

Starweavers and Voidweavers are both good, just dont over do it on these guys.


Some notes:

Caress is better without Re-roll, otherwise Embraces are better against most infantry units. (basically not T8) Mix and Matching weapons is fine, i like to have 1/2/3 in each 5 man, thats 1 Fusion, 2 Caress and 3 Embraces. SOme like to do 3 Caress and 2 Embrace, i find its just 1 wound difference but at a cheaper cost so that i can fit more Troupes/pistols in, example a 2 Caress saves 6 points thats just shy of a Fusion pistol were the extra Caress would do 1 more wound that pistol has potential to do more than 1 wound.


Some Tips

You dont need to charge turn one!
Stay back and shoot for a few turn, make sure you give yourself breathing room to charge and not be gun downed the next turn, you also dont need to charge your full army, tho you can pressure with so much threats sometimes you need to charge you full army.
Charge with Bikes/Vehicles 1st if you are getting hit with large overwatch, never forget about this tactic
"How do you keep them alive after you charge?" A few ways, make sure to position yourself for a good consolidation movement, this is getting back into combat, into cover/outside of LoS. Also with Threat priority, have your Bikes or Vehicles in positions to do extreme amounts of damage next turn to make them want to shoot them over your troops, also the Shadowseer! You did cast Fog of Dreams on a key unit that would shoot them right? yes you did, this plus the -1 to wound roll helps A LOT.
NOTE* Casting Fog of Dreams on a unit that relays on re-rolls and has re-rolls is good if they are going to shoot you, b.c how modifiers work.
Why 2 Shadowseers? B.c 3 reasons, 1) Redundancy with Fog of Dreams and -1 to wound,, if one dies you have a back up. 2) To get all 3 Powers, only need one of each other the others. 3) More Smite! when there are 3/4+ Invul save, Smite hands them well.


My lists

I normally play 2k+ games but here is my normally Starting list, i add more Starweavers/Troupes and Voidweavers if i wanted to keep all Harlequins otherwise if i go up in points i get units like Hemlocks, Dark Reapers etc.. from Eldar (b.c those units are AMAZING!).

Shadowseer
Shadowseer
Troupe Master - Caress, Fusion Pistol
Solitaire
Troupes x5: 1/2/3 Fusion Pistol, Caress, Embrace, Starweaver
Troupes x5: 1/2/3 Fusion Pistol, Caress, Embrace, Starweaver
Troupes x5: 1/2/3 Fusion Pistol, Caress, Embrace, Starweaver
Troupes x5: 1/2/3 Fusion Pistol, Caress, Embrace, Starweaver
Troupes x5: 1/2/3 Fusion Pistol, Caress, Embrace, Starweaver
Skyweavers x3, x3 Shurikens, x3 Glaives
Skyweavers x3, x3 Shurikens, x3 Glaives
Voidweaver
Voidweaver

This message was edited 2 times. Last update was at 2017/06/19 10:05:06


   
Made in jp
Fresh-Faced New User





I somewhat disagree with most peoples opinions on the death jester, especially for hoard hunting.

See that 20 man unit of orks that you know will cause you a massive headache.

Concentrating most of your firepower in to them. If you manage to get them down to 10 or 12 orks then attack them with the DJ...Bye bye megaclaw...

Marine Bike unit with grav or melta...Concentrate fire, finish with the DJ...Bye bye grav or melta.

This is even more important for us against flamers. Flamers still maim us. 6 D& auto S4 hits will on average kill 6.3 players. So we need a way to get rid of them early. That's the Deathjester...Oh and I sniper killed Abaddon the other day with my three....

Bless

My list for 2000 points with 7 CPs

---Battalion---
Troupe Master (embrace)

Troupe Master (kiss)

Troupe Master (power sword/fusion)


Troupe of Twilight 1 (5 neuro disruptors)

Troupe of Twilight 2 (5 fusion)

Troupe of light (5 Embrace)

Troupe of Night (5 caress, 3 blades)

3 Sky weavers (Zephyr glaives)

3 Sky weavers (Zephyr glaives, Haywire)

3 Star weavers

2 Primatic cannon Voidweavers

---Vanguard---

Shadowseer

3 Deathjesters

This message was edited 1 time. Last update was at 2017/06/23 03:02:47


 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Did the FAQ give us a great buff? That you don't need LOS to chart but you DO need LOS to overwatch. So considering our clowns ignore terrain, it shouldn't be too hard to charge from the other side of the wall, somehow phase through the wall and avoid overwatch. Especially easy with the solitaire. Seems like a big buff, but also a stupid ruling. Any reasonable amount of terrain on the board can ensure that if your opponent isn't careful he might never overwatch at all.

 
   
Made in gb
Swift Swooping Hawk





Makes sense to me. Hugging dense terrain is a dangerous game to play against an army of stabby ninjaclowns whose primary method of getting from A to B can best be described as 'Super Parkour'.
   
Made in nl
Numberless Necron Warrior






hey guys can you maybe review my 1500 p Quins list, thanks

battalion detachment

Troupemaster-Fusion,caress
Troupemaster-Fusion,caress
Troupemaster-Fusion,caress

troupe of 5 Quins-All Fusions,all caresses
troupe of 5 Quins-All Fusions,all caresses
troupe of 5 Quins-All Fusions,all caresses

Solitair
Deathjester

Skyweaver of 5-Shuriken Cannon,Glaives

Starweaver
Starweaver
Starweaver



im bored :I 
   
Made in us
Fresh-Faced New User




Washington, USA

Drop the caresses and take embraces across the board. They're just better as long as you're under the influence of a Troupe Master (which is easy, since they're characters and you have 3).

I'd drop the Deathjester for.... something else? Another jetbike? He's going to be footslogging, and he's already not very useful.
   
Made in us
Chaos Space Marine dedicated to Slaanesh





I'm looking to support my clowns with some forge world toys from craftworld and/or dark elder. My base is about 1k to 1.3k worth of clowns in cars with upgrades, a solitaire, and a shadowseer. I'm debating between wraithseer and a few Lord's and unit of guard, or hornets, or some combination of a few eldar tanks.

Basically looking to support the clowns with some long range hard hitting, but seems like there are a decent amount of options. Just not sure which direct to swing my toys. What would you guys take?
   
Made in de
Numberless Necron Warrior






 ClutterEater wrote:
Drop the caresses and take embraces across the board. They're just better as long as you're under the influence of a Troupe Master (which is easy, since they're characters and you have 3).

I'd drop the Deathjester for.... something else? Another jetbike? He's going to be footslogging, and he's already not very useful.


i swiched the caresses for embraces but i dont know what to put in for the dj. its the only model that would fit in with the points

im bored :I 
   
Made in it
Elusive Dryad





Harlequin topic! Was waiting for this, I'm going to camp here, Harleys are by far my favourites.

@Necronomic: I'd probably either switch out a Troupe Master for a Shadowseer or put another bike in (and maybe go 3+3?). But it's your call as you might not have a Shadowseer.


BTW here's my modified 2k points list that I plan to try out for a couple of matches. It's the result of the first playtests, I put in all that has convinced me in the first matches.

Troupe Master Kiss&Fusion
Shadowseer
Shadowseer

Solitaire

Troupe (x5) full fusion, 2 caress, 3 embrace on Starweaver
Troupe (x5) full fusion, 2 caress, 3 embrace on Starweaver
Troupe (x5) full fusion, 2 caress, 2 embrace, 1 normal blade on Starweaver

4 Skyweavers blades
4 Skyweavers blades

Voidweaver Prism
Voidweaver Prism
Voidweaver Prism

I actually think that with full fusion troupes 3 voidweavers are probably not necessary but the versatility of the prism cannon still convinces me more (against mob armies fusions are trash, prisms at least can do D6 hits each for a little bit of chaff killing...)
Another meh could be that many bikes. I kinda like them because they are hard to hit, each offers a shuricannon for the first turns harvesting and they are super fast in taking care of problems. But that S4 is really meh.

I'll try it out, still no ideas of how to take care of 30+30+30 ork boyz. Outmaneuvering and killing the rest, possibly, I'll try.

" Of course I can give you some hints, whelp. Surprisingly, for free.
First, alway stay sharp. They'll come, you'll be ready. Focus, think fast, act accordingly.

Two. Money, power, influence, sex, safety of your loved ones... no matter what, you have a weakness among those. Find it and defeat it. You don't need it. You'll be unbreakable.

Third. In a hundred years everyone on this damned sand grain of a planet will be dead. Keep that in mind before you rush the situation and kill someone. Time'll do it.

And remember, we do not sell drugs, this is the best advice I can give you. Will save your clean face one day" 
   
Made in gb
Swift Swooping Hawk





 Necronomic wrote:
 ClutterEater wrote:
Drop the caresses and take embraces across the board. They're just better as long as you're under the influence of a Troupe Master (which is easy, since they're characters and you have 3).

I'd drop the Deathjester for.... something else? Another jetbike? He's going to be footslogging, and he's already not very useful.


i swiched the caresses for embraces but i dont know what to put in for the dj. its the only model that would fit in with the points
With the points you've saved from switching out to Embraces you can definitely afford to take either a pair of Skyweavers with Zephyrglaives or a Voidweaver if you want to do just a straight swap-for-swap.
   
Made in nl
Numberless Necron Warrior






so my nee reworked list with ur tips
hey guys can you maybe review my 1500 p Quins list, thanks

battalion detachment

Troupemaster-Fusion,embraces
Troupemaster-Fusion,embraces
Troupemaster-Fusion,embraces

troupe of 5 Quins-All Fusions,all embraces
troupe of 5 Quins-All Fusions,all embraces
troupe of 5 Quins-All Fusions,all embraces

Solitair
Deathjester

Skyweaver of 3-Shuriken Cannon,Glaives
Skyweaver of 3-Shuriken Cannon,Glaives

Starweaver
Starweaver
Starweaver


im bored :I 
   
Made in au
Regular Dakkanaut




chriachrias wrote:
I'm looking to support my clowns with some forge world toys from craftworld and/or dark elder. My base is about 1k to 1.3k worth of clowns in cars with upgrades, a solitaire, and a shadowseer. I'm debating between wraithseer and a few Lord's and unit of guard, or hornets, or some combination of a few eldar tanks.

Basically looking to support the clowns with some long range hard hitting, but seems like there are a decent amount of options. Just not sure which direct to swing my toys. What would you guys take?


Maybe try a hemlock out? Not long range but definitely hard hitting. Gives out a -1 leadership bubble for a bit of synergy with death jesters and shadowseers.
   
Made in gb
Swift Swooping Hawk





As a bit of a thought experiment, I decided to try and make a brigade detachment to 1850 points.

Here's what I came up with:

HQ
Shadowseer: Twilight Pathways
Troupe Master: Embrace, Fusion Pistol
Troupe Master: Embrace, Fusion Pistol

Troops:
Troupe x 5: All Embraces, 1 Fusion Pistol
Troupe x 5: All Embraces, 1 Fusion Pistol
Troupe x 5: All Embraces, 1 Fusion Pistol
Troupe x 5: All Embraces, 1 Fusion Pistol
Troupe x 5: All Embraces, 1 Fusion Pistol
Troupe x 5: All Embraces, 1 Fusion Pistol

Elites:
Solitaire
Death Jester
Death Jester

Fast Attack:

Skyweavers x 2: Un-upgraded
Skyweavers x 2: Un-upgraded
Skyweavers x 2: Un-upgraded

Heavy Support:
Voidweaver: Prismatic Cannon
Voidweaver: Prismatic Cannon
Voidweaver: Prismatic Cannon

All this comes to 1849 points. I was legitimately surprised this was possible without taking a ton of players without weapon upgrades. Even then, going for anything more expensive than an Embrace just didn't seem workable.

Anyone else think they can improve on this? I'm curious as to what we can all come up with. I'll be very impressed if anyone manages a decent number of dedicated transports.



   
Made in us
Fresh-Faced New User




Washington, USA

 Robin5t wrote:
As a bit of a thought experiment, I decided to try and make a brigade detachment to 1850 points.

Here's what I came up with:

...

All this comes to 1849 points. I was legitimately surprised this was possible without taking a ton of players without weapon upgrades. Even then, going for anything more expensive than an Embrace just didn't seem workable.

Anyone else think they can improve on this? I'm curious as to what we can all come up with. I'll be very impressed if anyone manages a decent number of dedicated transports.



You need transports so, SO badly. Any respectable army list will mow down your 30 point t3 4++ dudes as they waltz across the board for 2+ turns to make combat (even with shadowseer double moves). You should not be taking fusion pistols on footslogging harlies for this reason. They aren't fast enough/safe enough to get into range to use them. Our transports are easily the MVPs of our book, followed by our troupes, due to their solid durability and high speed, and their ability to serve as firing platforms for fusion pistols while eating overwatch for our dudes. A harlequin list without transports is just asking to get tabled by anyone competent.

At 1850 the core of my list would be 5 starweavers with 5 troupe masters and 5x5 troupes, where every harlequin has an embrace and a fusion pistol. Do whatever you want with the remaining points (probably skyweavers for turn 1 charge potential, but a voidweaver works too). Turn one you advance everyone 22" up the board, and weather a single turn of enemy shooting. Turn two you either disembark to make combat OR fly 16" forward and use your fusion pistols, depending on the matchup and priority targets, and sling your transports into all secondary units to tie them up or use them to eat overwatch on certain units. The game should basically be over one way or the other by turn 3: either you did your job and killed the priority targets, or they popped enough transports and slowed you down too much.

This message was edited 3 times. Last update was at 2017/06/30 15:44:06


 
   
Made in gb
Swift Swooping Hawk





 ClutterEater wrote:
 Robin5t wrote:
As a bit of a thought experiment, I decided to try and make a brigade detachment to 1850 points.

Here's what I came up with:

...

All this comes to 1849 points. I was legitimately surprised this was possible without taking a ton of players without weapon upgrades. Even then, going for anything more expensive than an Embrace just didn't seem workable.

Anyone else think they can improve on this? I'm curious as to what we can all come up with. I'll be very impressed if anyone manages a decent number of dedicated transports.



You need transports so, SO badly. Any respectable army list will mow down your 30 point t3 4++ dudes as they waltz across the board for 2+ turns to make combat (even with shadowseer double moves). You should not be taking fusion pistols on footslogging harlies for this reason. They aren't fast enough/safe enough to get into range to use them. Our transports are easily the MVPs of our book, followed by our troupes, due to their solid durability and high speed, and their ability to serve as firing platforms for fusion pistols while eating overwatch for our dudes. A harlequin list without transports is just asking to get tabled by anyone competent.

At 1850 the core of my list would be 5 starweavers with 5 troupe masters and 5x5 troupes, where every harlequin has an embrace and a fusion pistol. Do whatever you want with the remaining points (probably skyweavers for turn 1 charge potential, but a voidweaver works too). Turn one you advance everyone 22" up the board, and weather a single turn of enemy shooting. Turn two you either disembark to make combat OR fly 16" forward and use your fusion pistols, depending on the matchup and priority targets, and sling your transports into all secondary units to tie them up or use them to eat overwatch on certain units. The game should basically be over one way or the other by turn 3: either you did your job and killed the priority targets, or they popped enough transports and slowed you down too much.
You're not getting the point - I'm not trying make the best list, I'm trying to make a brigade detachment from our codex at tourney points, just to see if we can. And when you've got to include 3 HQ, 6 troops, 3 elites, 3 fast attack and 3 heavy support, there's not much room left over for dedicated transports, but I'll be very impressed if someone can manage it.
   
Made in us
Fresh-Faced New User




Washington, USA

Whoops! I continually confuse Brigades and Battalions, and so obviously found the whole thing pretty odd. You're right that it's pretty hard to fit everything you would need into a Brigade, and that my advice doesn't really apply there.

Carry on!


   
Made in it
Elusive Dryad





I think your's a good effort, you pretty much have to fit in all those things to fulfil the requirement.
So, no, I think there isn't room for improvement, you already stretched every single choice to the best they could have (in terms of upgrades).

But then, forgive my question: is there any point that I'm missing in deploying such an army, in a tournament even? Do you find having more command points compensate the "not optimal" choices you had to put in the list to fulfil the requirement?

Just asking to improve my knowledge should I've missed something

" Of course I can give you some hints, whelp. Surprisingly, for free.
First, alway stay sharp. They'll come, you'll be ready. Focus, think fast, act accordingly.

Two. Money, power, influence, sex, safety of your loved ones... no matter what, you have a weakness among those. Find it and defeat it. You don't need it. You'll be unbreakable.

Third. In a hundred years everyone on this damned sand grain of a planet will be dead. Keep that in mind before you rush the situation and kill someone. Time'll do it.

And remember, we do not sell drugs, this is the best advice I can give you. Will save your clean face one day" 
   
Made in us
Longtime Dakkanaut




 lambsandlions wrote:
 Necronomic wrote:

So i should use 1 shadowseer and 2 troupemasters or 2 shadowsees and 1 troupemaster what do yout think?
You can only manifest a power once per turn, So if you have 2 shadowseers you can only use twilight pathways from one of them. For that reason I say go with the troupemaster.

Troupemasters are actually pretty amazing. On their own they are a nice threat and with a troupe they are insanely deadly. The only issue I have with them is your harlequins are already so deadly you don't really need then against most things. 5 Harlequins is already going to kill 6 MEQs.



I have been using 2 troupe masters with fusion/ caress and a solo shadowseer. I'm really really liking death jesters as well.

To answer the earlier question I am also taking fusion pistols at 2 per squad. I have been running 4 troupes 3 with all embraces and 1 with all caresses.
   
Made in us
Hellion Hitting and Running






So now that we have a few weeks of games under our belts how are we feeling about fusion pistols? My initial thought was all or nothing either everyone should have a fusion pistols or no one. The reason being 5 fusion pistols are usually necessary to kill the average T7 w7-8 sv 3+ tank. 2 fusion pistols is just not enough to get the job done. But having 2pistols in every troupe means every troupe can threaten a tank, making each troupe less focused and more versitile. So what do you guys think is better? Focused troupes that can be targeted down but can kill a tank, or more versitile troupes that are harder to remove but can't kill a tank in one go?

Also if we have back up like a DE ravagers maybe the 2fusion would be better as the synergize better,. The troupes can take off the first few wounds and the ravagers finishes things off.
   
Made in it
Elusive Dryad





Look, my first tries were with 5man squads with 1-2-3 FP just to try out the impact each squad had (i'm playing mono harlequins, so no ravagers or similar).
The squad with 3 FP was by far the best performing as I often regretted having the others without that much versatility. So I ended up changing the list to 5man squads with full FP. Reason is I found necessary that each squad can be AMAP independent and I wanted each of them to be able to deal with as many opponent they could, if for whatever reason I should need to divide my forces on the battlefield and maybe "chase down" a particular foe. Worth noting that each Troupe is on Starweaver with either a TM or SS to help them (psychically or with an extra FP).
Doing fairly well so far. This weekend I might have another match, thinking of bringing Harleys again also to test this stuff against other opponents.

" Of course I can give you some hints, whelp. Surprisingly, for free.
First, alway stay sharp. They'll come, you'll be ready. Focus, think fast, act accordingly.

Two. Money, power, influence, sex, safety of your loved ones... no matter what, you have a weakness among those. Find it and defeat it. You don't need it. You'll be unbreakable.

Third. In a hundred years everyone on this damned sand grain of a planet will be dead. Keep that in mind before you rush the situation and kill someone. Time'll do it.

And remember, we do not sell drugs, this is the best advice I can give you. Will save your clean face one day" 
   
Made in gb
Swift Swooping Hawk





 lambsandlions wrote:
So now that we have a few weeks of games under our belts how are we feeling about fusion pistols? My initial thought was all or nothing either everyone should have a fusion pistols or no one. The reason being 5 fusion pistols are usually necessary to kill the average T7 w7-8 sv 3+ tank. 2 fusion pistols is just not enough to get the job done. But having 2pistols in every troupe means every troupe can threaten a tank, making each troupe less focused and more versitile. So what do you guys think is better? Focused troupes that can be targeted down but can kill a tank, or more versitile troupes that are harder to remove but can't kill a tank in one go?

Also if we have back up like a DE ravagers maybe the 2fusion would be better as the synergize better,. The troupes can take off the first few wounds and the ravagers finishes things off.
I've been running two per troupe and it seems to me that two pistols will often soften up a T7 vehicle enough for your Embraces to then kill it on the charge, especially if a Troupe Master is nearby.

This message was edited 1 time. Last update was at 2017/07/01 20:31:10


 
   
Made in gb
Fresh-Faced New User




How do people feel about having a detachment of Drukari/dark elder as help.


   
 
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