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Made in us
Been Around the Block




Hey guys, as the title states I have only just gotten back in to the game with 8th edition, having a lot of fun so far. That being said, I started back up with chaos, and while they perform well, I always finding myself wanting something different both playwise and aesthetically. To this end Harlequins have really grabbed my eye. I recently picked up a lot which is:

3 death jesters, 30 troupes, 6 star weavers, 12 skyweavers, 3 troupe masters, a voidweaver, shadowseer and a solitaire...

What I am wondering is what should I be looking at for loadouts in particular for these units and who the studs and duds are. Also, should I be looking in to running some other eldar faction along with them? Or can they hold their own pure? I don't want to run ynnari but I have no qualms with an ally detachment of Drukhari If they help shore up some weaknesses. Thanks for any advice on harlies or eldar in General!


Automatically Appended Next Post:
Just to show where my head is at this is a list I came up with after perusing the index. Please critique and enlighten me on anything I might be overlooking or underestimating


++ Outrider Detachment +1CP (Aeldari - Harlequins) [37 PL, 641pts] ++

+ HQ +

Shadowseer [7 PL, 134pts]: Shuriken Pistol

+ Fast Attack +

Skyweavers [10 PL, 169pts]
Skyweaver: Haywire Cannon, Zephyrglaive
Skyweaver: Haywire Cannon, Star Bolas
Skyweaver: Haywire Cannon, Zephyrglaive

Skyweavers [10 PL, 169pts]
Skyweaver: Haywire Cannon, Star Bolas
Skyweaver: Haywire Cannon, Zephyrglaive
Skyweaver: Haywire Cannon, Zephyrglaive

Skyweavers [10 PL, 169pts]
Skyweaver: Haywire Cannon, Star Bolas
Skyweaver: Haywire Cannon, Zephyrglaive
Skyweaver: Haywire Cannon, Zephyrglaive

++ Battalion Detachment +3CP (Aeldari - Harlequins) [44 PL, 901pts] ++

+ HQ +

Troupe Master [4 PL, 77pts]: Fusion Pistol, Harlequin's Caress

Troupe Master [4 PL, 77pts]: Fusion Pistol, Harlequin's Caress

+ Troops +

Troupe [7 PL, 150pts]
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace

Troupe [7 PL, 150pts]
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace

Troupe [7 PL, 150pts]
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace
Player: Fusion Pistol, Harlequin's Embrace

+ Dedicated Transport +

Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

++ Vanguard Detachment +1CP (Aeldari - Harlequins) [24 PL, 458pts] ++

+ HQ +

Shadowseer [7 PL, 134pts]: Shuriken Pistol

+ Elites +

Death Jester [4 PL, 75pts]

Death Jester [4 PL, 75pts]

Death Jester [4 PL, 75pts]

+ Dedicated Transport +

Starweaver [5 PL, 99pts]: 2x Shuriken Cannon

++ Total: [105 PL, 2000pts]

This message was edited 1 time. Last update was at 2017/09/14 07:44:29


 
   
Made in fr
Longtime Dakkanaut




Harlequins work relatively well on their own. They do lack ranged anti-tank (voidweavers aren't that good). So if you want allies, DE ravagers are pretty good, and I also had success with CWE Hemlocks (and it's pretty easy to make them match the Harlequin's aesthetics by just painting them like weavers).

About your list, I think Haywire cannons on Skyweavers are pretty bad. They're not better than shuricannons against light/medium tanks, and much much weaker against infantry. And the heavy weapon status hurt them pretty bad. Skyweavers with shuricannons can advance for 22", still shoot and charge. That's their only redeeming quality: having a very wide threat range. They don't pack enough punch to really kill stuff in melee, but they can sometimes tie up key units.

Death Jesters are very bad. 75pts for a shuricannon is very expensive: Skyweavers and even Starweavers bring a lot more firepower per point (on top of other features). And CWE have much better ways to bring shuricannons on the field.Their special rule is almost useless, since most units in the game are either very small units, or large with some immunity to morale. Cool mini, brings some variety to 'quins, so I sometime play one, but it's really not worth the points.
   
Made in us
Shadowy Grot Kommittee Memba






All fusion/embrace like you've shown here is quite good, but very expensive. most competitive builds go for a mix like 3 fusions/swords 2 embraces/pistols or something like that. I've been running full melee squads and full ranged squads (all fusions/swords, all embraces or caresses/pistols) and have had some good success but those were from previously built models for 7th edition.

I think you have too many Death Jesters. I find them to be pretty worthless, and even in the situation where one would be useful, you really only need one. The problem is, in the situation where you're removing models due to morale, you've probably eliminated the whole squad. The Death Jester used to be a relatively independent model (He used to force a morale test by himself, now he piggybacks an extra effect off an existing morale test that you have to cause yourself). I would say a Solitaire definitely is a better use of the points there. If you cut out two jesters plus some extraneous upgrades on the troupes, I bet you could fit an Solitaire and an extra Shadowseer to better use those points.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Harlequin tips and tricks:

You are stupid fast, as in your engage range is about as far as some peoples shooting weapons. 8'' plus 3d6 (advance plus charge) is an average 18.5'' assault range on your slowest models. Throw in Twilight Pathway to give an average 30'' threat range (16'' move + 4d6 advance x2+2d6 charge) on your slowest models. Add 3'' to this when charging out of a transport. This catches many opponents off guard who overextends without knowing it.

Understanding how overwatch works:
1) The opponent needs LoS to declare overwatch. The Charger doesn't need LoS to declare a charge. Harlequins ignore intervening terrain. This means charging from behind walls or down cliffs totally negates overwatch. Take advantage of single model HQ's (Solitaire and Troupe Master are easiest to use) that can hide out of LoS and charge, avoid overwatch then lock enemies up in ccombat.
2) An overwatching unit, if the charger doesn't make it into combat (through either dying or not rolling high enough), gets to overwatch again. So don't charge depleted troupes into big overwatches if you have other people more likely to survive the charge to do so first (Starweavers are star players for this).
3) Overwatch uses the same rules as regular shooting. Meaning if a weapon isn't in range for shooting it cannot be used for Overwatch. This is *really* important when talking about Flamers. Charge from within 8'' and you are probably looking at loosing 1/2 Harlies from just them, charge from 8.01'' away and you still only have to make an 8'' charge due to charge rules. Save your command point re-roll for these charges. There is like a 70% chance to make it with the re-roll.


 
   
Made in us
War Walker Pilot with Withering Fire




I'd recommend separating the skyweavers into units of 2, rather than 3. I think you have the slots for it. It'll give you some more flexibility with objectives and force wasted firepower from overkill. Star Bolas are kind of meh, too - remember that you can't fire their cannons if you shoot one because it is a grenade...and I agree with swapping the haywire out for shuriken, or at least a mix. Maybe toss a couple of death jesters for a solitaire?

This message was edited 1 time. Last update was at 2017/09/14 15:20:35


 
   
Made in us
Been Around the Block




These are all good reccomendations, I will type up an updated list tonight with this feedback in mind.
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

My only addition would be to not glue in those cannons on your bikes and vehicles because we haven't seen a codex yet...

   
Made in fr
Longtime Dakkanaut




 jeff white wrote:
My only addition would be to not glue in those cannons on your bikes and vehicles because we haven't seen a codex yet...

That's sound advice, especially since the cannons hold in place without glue (you don't really need to magnetize them).
Haywire cannons, neuro-disruptors and kisses are currently vastly imbalanced. If we're lucky we'll see some adjustments in Chapter aproved, and it could make them worth taking.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Notice that when two or more Harlie units charge in the same turn, they hit first. But after one Harlie unit has made their attacks, the opponent could spend two ctrl points to hit next. So the enemy could attack next which could be painful for the targeted Harlie unit.
To counter this, charge with at most one Harlie unit at a turn. But this is not how Harlies should be played.

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