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Made in us
Hurr! Ogryn Bone 'Ead!





Finally had an excuse to build the harlies from the death masque box. No idea how to play these guys but I built a 100 point list like this.

4 Players with fusion pistols, 2 with kiss, 2 with embrace. 1 being a leader, the other 3 zealot, scout, and combat.

2 Players non-specialists with shuriken pistols and embraces.

Going off of what I read about the kiss, embrace, and caress, and since almost all targets will be T3 or T4 I decided to go with the kiss and embrace.

Tactics would be pretty straight forward. Deploy as close as possible (in cover preferably) and bum rush the enemy in melee as soon as possible. Fusion pistols should be very nasty, and even though you'll be wounding mostly on 4's on T4 targets in melee the amount of attacks getting through should be enough to strip off a wound.

How are you guys building your kill teams?


 
   
Made in gb
Aspirant Tech-Adept






Looks good, I’m mulling over a KT at the moment and trying to figure out options
   
Made in ie
Deranged Necron Destroyer





This is my list at the moment. All about everything being in a bubble and moving as one. Fusion pistols are in case opponent falls outta combat but not far enough from the F Pistols. Medic Quin makes Quins a good bit better as well;


++ Kill Team List (Harlequins) [98pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Player [15pts]: Harlequin's Caress, Leader, Shuriken Pistol

+ Specialists +

Player [19pts]: Fusion Pistol, Harlequin's Kiss, Zealot

Player [12pts]: Harlequin's Blade, Medic, Shuriken Pistol

Player [18pts]: Combat, Fusion Pistol, Harlequin's Caress

+ Non-specialists +

Player [17pts]: Fusion Pistol, Harlequin's Embrace

Player [17pts]: Fusion Pistol, Harlequin's Embrace

++ Total: [98pts] ++

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in gb
Aspirant Tech-Adept






Seems an interesting mix, so with this combo would you be susceptible to being caught exposed? As you are not splitting your forces could terrain line of sight and other issues cause a problem (from moving as a big blob) ?

   
Made in ie
Deranged Necron Destroyer





 Ideasweasel wrote:
Seems an interesting mix, so with this combo would you be susceptible to being caught exposed? As you are not splitting your forces could terrain line of sight and other issues cause a problem (from moving as a big blob) ?



It would depend on mission really. If lack of terrain I have no issue splitting into 2 forces. It's mostly the Medic,Zealot and Combat specialist that will be together. Leader will hopefully help out everyone's from taking nerve test.

The normal Quins will advance up the field or do the 18" charge and will be my bait so while moving the other Quins across the board. Have not tried it out yet though.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Being such soft targets I can see harlies struggling against any massed fire or punchy melee attacks if they don't manage to fight first. They seem like the glass cannons they were designed to be but I wonder if they'll be able to hold their own in KT games.

 
   
Made in gb
Twisting Tzeentch Horror






I've had good experiences so far with quin's.

I win big or lose big.


If I can hide behind cover and make charges with everyone at the same time the opponent usually struggles. If I can only hide a few models and can't make charges I evaporate.


Automatically Appended Next Post:
Also, fusion pistols are hilarious

This message was edited 1 time. Last update was at 2018/08/05 14:40:11


 insaniak wrote:

You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy.
 
   
Made in us
Winged Kroot Vulture






Looking at Harlequins for my KT as well. Been out of 40k for a while now so I have to relearn everything.

When constructing a list for them, what are some key points to remember?

This message was edited 1 time. Last update was at 2018/08/05 14:56:36


I'm back! 
   
Made in gb
Aspirant Tech-Adept






Are most of the load outs viable?
   
Made in ie
Deranged Necron Destroyer





The thing about Harlequins is getting into the CC. The more models our opponent has in CC with us or that has Retreated before the charge was completed the better it is. It means our opponents will have several models not shooting and also cant stay in CC cause of our pistols being shot while in CC.

Need to go full Assault with Quins. if you hold them back they will get shredded by volume of fire

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in es
Swift Swooping Hawk





I tested a couple of matches today with a 6 harlies force.

all armed with caress and 2 of them upgraded to fusion pistols

Combat,zealot and medic.

lost the 1st match but won the 2nd by lasting till the end and winning by the morale phase and shaken enemies.

Quite deadly specially when you can properly chain the special abilities for maximum damage.
   
Made in us
Fresh-Faced New User




I've gotten in about 20 games with my Harlequins. Faced Marines, Ad-Mech, Orks, Death Guard and T-Sons. We were just trying rules out so we DID use specialists but DID NOT use CP's yet. Those will be coming in our next round of games.

A few things that I've found:

1. Pistols are pretty much useless. If I wasn't in CC I was dead. t3 and a 4++ aren't worth much even with hit modifiers. And if you're in pistol range then you're probably not in long range for return fire . . . I took a few fusion pistols to give them a try and wasn't too happy with them.. It did obliterate a Plague Marine with a powerfist which was worth it, but otherwise I'd leave them at home. I wouldn't take any more than 1 fusion pistol.

2. I either won big or lost big. If those 4++ rolls go sideways the game is going be over very quickly.

3. The horde of Orks (15 I think, gretchin mixed in) was brutal. I just couldn't kill them fast enough. Playing board control and hiding was the name of the game in my 2nd game.
Charging into them got ugly.

4. Kisses were really good at taking folks out. The injury roll is in our favor a lot with multi-damage weapons.

5. 3d6 charge range is awesome. I never had a problem with getting into cc quickly. However, watch out for folks falling back if they survive and then getting obliterated by whatever else is standing nearby.

6. Harlequins really want to charge into combat in pairs. One to put on a flesh wound and the other to finish it off (hopefully), especially against Marines. If you don't kill your target in cc then your defending with t3 and a 4++ which isn't all that great.

After dumping most of my fusion pistols after my first few games I settled on this list for my last 10 or so games:

1. Player: Embrace; shuriken pistol; leader
2. Player: Kiss; shuriken pistol
3. Player: Kiss; shuriken pistol; zealot
4. Player: Caress; shuriken pistol; combat
5. Player: Blade; Fusion pistol
6. Player: Blade; shuriken pistol
7. Player: Blade; shuriken pistol

I may drop the last fusion pistol for another CC weapon but I feel like having 1 in the list gives options for sniping units if we can get into position. Time will tell.
   
Made in us
Longtime Dakkanaut




I don't think a harley with a blade is worth it, meaning you want to play with 6 models, which opens the room for a couple of fusion. Harley with a blade preforms just so very poorly at its job of melee.
   
Made in us
Fresh-Faced New User




stratigo wrote:
I don't think a harley with a blade is worth it, meaning you want to play with 6 models, which opens the room for a couple of fusion. Harley with a blade preforms just so very poorly at its job of melee.


I've had luck with blades being able to finish off other units. Typically a Kiss or whatever will put a flesh wound on a unit and then with 4 attacks on a blade I have a reasonable chance to finish them off with the negative modifier to the injury roll. I've found fusion pistols to be lackluster since I can't fire them if I charge. The few times that I've decided to give them a try I can usually delete something, but my player dies in the next round of shooting since I'm sitting out in the open (mostly). Getting into CC seems to be a better way of staying alive. It also allows me to slingshot around the board to grab objectives. Often times I charge in not expecting to kill my target but simply to use them to Fall Back next turn to get closer to where I really want to be.
   
Made in us
Shadowy Grot Kommittee Memba






EDIT: Never mind.

This message was edited 1 time. Last update was at 2018/08/08 14:47:24


"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 us
Longtime Dakkanaut




Skaln wrote:
stratigo wrote:
I don't think a harley with a blade is worth it, meaning you want to play with 6 models, which opens the room for a couple of fusion. Harley with a blade preforms just so very poorly at its job of melee.


I've had luck with blades being able to finish off other units. Typically a Kiss or whatever will put a flesh wound on a unit and then with 4 attacks on a blade I have a reasonable chance to finish them off with the negative modifier to the injury roll. I've found fusion pistols to be lackluster since I can't fire them if I charge. The few times that I've decided to give them a try I can usually delete something, but my player dies in the next round of shooting since I'm sitting out in the open (mostly). Getting into CC seems to be a better way of staying alive. It also allows me to slingshot around the board to grab objectives. Often times I charge in not expecting to kill my target but simply to use them to Fall Back next turn to get closer to where I really want to be.


I agree, your models should always be in meelee if they can, but I think every model should have a kiss or embrace. And the. You have the points left over for one to two fusion pistols, so may as well take them. It makes it so that if you get a fusion pistol on an important enemy and don’t kill it in melee (and several factions have a way to turn out of action into a flesh wound), they risk a melta shot if they retreat
   
Made in nl
Regular Dakkanaut




So I'm still theory hammering before my first game. But aren't fusion pistols great to have if you fail to kill your target in the charge? Then you can shoot and hit them next turn right?

Which specialists(or... When reading the above.. why not scout or veteran which no one seems to take, the extra attack combat gets seems not that useful for example).

This message was edited 3 times. Last update was at 2018/08/11 19:50:40


 
   
Made in us
Raging Ravener




East Orange

Im going to run OPs list with medic instead of scout can't wait to set them up
   
Made in us
Winged Kroot Vulture






Requiet wrote:
Im going to run OPs list with medic instead of scout can't wait to set them up


Is there any drawback to having them be three medics? Toying with that formation.

This message was edited 1 time. Last update was at 2018/08/14 02:01:46


I'm back! 
   
Made in us
Raging Ravener




East Orange

Drawback would be no duplicates of the same specialty
   
Made in us
Winged Kroot Vulture






Requiet wrote:
Drawback would be no duplicates of the same specialty


Ah, yeah...drawbacks of not having the rule book.

I'm back! 
   
Made in ru
Regular Dakkanaut




We have tons of attacks.. I'd say we need to make sure we get the best from injury rolls so:
1. lots of kisses (they seem much better than caress for only 1 point difference..)
2.a few caresses so we can put S5 attacks against people who need that. Not sure I'd go embrace unless I need the points elsewhere.
3. and a few fusion pistols for non kiss players (putting both on the same player seems overkill and will leave others (unnecessarily weaker)?
4.That ofcourse means 6 players not 7.
5. Zealot seems a no brainer.
6. Kiss on zealot seems ideal.
7. Maybe the leader would be better out of sight to keep the cps coming? (Then no weapons on him)
8. Or is he saver in combat.... Then A kiss would be nice there too.
9. I don't think going neurodisruptor is worth it.(obvious?)

So my Base will be

6 player
3 with kiss (3x (12 +4)) zealot here
3 with caress (3x (12 +3))

93 points
Which leaves... 7 points
Build 1. Spend the points on 2 fusion pistols on 2 caress players. And a point to spare... To keep 3 caress and 3 kiss
Build 2. Upgrade another caress to kiss? (All players multiwound potential with 4 kiss/shuriken and 2 fp/caress players)
Build 3. Give 3 non kiss players a fusion pistol (all players having d3/d6 damage potential like build 2 but with 3 fp and 3 kiss). This means we have to het 2 points some where... either drop 2 kiss to caresses, 2 caresses to embraces or drop 1 caress completely (back to blade) leaving 1 point.. (For this see difference between build 1 and 2, making build 4).

I'm favoring build 2

6 player
4 with kiss (4x (12 +4)) zealot here
2 with caress and fp(2x (12 +3 +3))

So....
Please comment on
-my 9 starting points
-My 4 builds
And the following questions
Q1 which other specialists and why(and which loadout in my preferred build 2
Q2 which loadout for leader?
   
Made in gb
Regular Dakkanaut




While we can theorise to the Nth degree about Harlequins' loadout, keep in mind that you can try to tailor builds to particular races in matched play.

Also Harlequins only work well with enough LoS blocking terrain. Without it, Harlequins find it tough against the top tier KTs.
   
Made in ru
Regular Dakkanaut




Yeah however a forum without talking isn't much so I prefer to math hammer anyway.
I'd say scout isnt that good for us we don't need an advance bonus. I'd say zealot, medic (bonus to charge seems ideal) and either combat or veteran. I've not seen veteran mention before a lot but his tactic seems great.. an advance pregame on a 22x30 table means you'll have a good chance of a first turn charge if you want that.
   
Made in gb
Regular Dakkanaut




Zealot agreed and Combat agreed. Not sure Medic is that good - I am only looking from a Matched Play lens btw,

I think GW's kill team event is offering player's the opportunity to bring terrain - this may be helpful to Harlequins that prefer LoS blocking terrain as opposed to ruins which have windows and holes everywhere but can have a big footprint.
   
Made in es
Swift Swooping Hawk





Nidzrule! wrote:
Zealot agreed and Combat agreed. Not sure Medic is that good - I am only looking from a Matched Play lens btw,

I think GW's kill team event is offering player's the opportunity to bring terrain - this may be helpful to Harlequins that prefer LoS blocking terrain as opposed to ruins which have windows and holes everywhere but can have a big footprint.


Medic is only useful if you burn it's personal tactic every turn to get that extra attack on friendly models.

Comms is double edged and highly situational if your charges succeed and your attacks lands it will be mostly useless, but if the combats drags on and you take some injuries the -1 to nerve test and boost to pistol shoots can make a diference in following turns.

Demolitions it's a really curious one and may want to give it a try with the skill of +1 to wounds vs obscured add the tactic and you can get the humble shuriken pistol wounding at 2+ or 3+ vs most of enemies while also triggering the -3 ap at 4+, or just making the Neuro disruptor a quite deadly weapon wounding at 3+ ,4+ wich it's quite decent for a weapon with 1d3 wounds.

Heavy it's useless can't use the tactic since our weapons are 1 shoot (aside our 6'' grenades) lack heavy weapons and assault ones for the skill.

Scout it's well dissapointing since moving 2'' extra or rerolling advance shouldn't be really necesary aside maybe the 1st turn or 2nd at most

Sniper it's as comms situational but we rarely should stay and shoot instead of charging into combat.

Veteran may come handy as it allows us to get an extra move before the 1st turn but can backfire if we lost initiative and our veteran it's in a wrong place.

P.S: also it's worth to remember (as i noticed people often overlook this) a matched play rooster it's up to 20 different models despite the total sum of points of all of them and we can add several times the same specialist with different loadouts, and only after the missions is decided and we know wich faction we are facing we may select a kill team under 100 points, so we can build around the enemy team.

This message was edited 1 time. Last update was at 2018/08/15 20:03:51


 
   
Made in us
Water-Caste Negotiator




Columbus

Played my first ever game of Kill Team. I took the following -

Harlequin Troupe - Leader - Kiss - Shuriken Pistol
Harlequin Troupe - Combat Specialist - Kiss - Shur Pistol
Harlequin Troupe - Veteran - Embrace - Shur pistol
Harlequin Troupe - Zealot- Embrace - Shur pistol
Harlequin Troupe - Embrace - Shur Pistol
Harlequin Troupe - Embrace - Shur Pistol
Harlequin Troupe - Embrace - Shur Pistol

If that is too many specialist sorry, doing it from memory!


Now I have never played the game or read the book. Friend asked me to try it out vs his Guard which consisted of 10 guys 2 with flamers and rest with hot shot guys and such.

Lesson one - Roll for initiative - I lost ever roll off in this game except the final one, going second with a combat only army was the way to go!! I was disappointed each time I did not get to go first but afterwards figured out... rather go second so I can get into combat.

3D6 charge is just legit great to do!

I did not know the ins and outs of the game of kill team so half my army died the first round. Not sure if I needed more terrain or if was just poor dice rolling.

2nd round I was in combat with everyone and just rolled through the army, unfortunately I rolled high and my army was "broke" after losing 4 troupes. Even did a reroll and failed it!

So I lost due to that but he had 3 guys left and I could have killed them all but my dice tanked out after round 4!

I would like to thank you all as well, I read this forum for Harlies first and that gave me some good ideas before I ever saw the book.

Never argue with an idiot you just lower yourself to their level.  
   
Made in no
Liche Priest Hierophant





Bergen

Gha. Only 6 models are in the pack. Anbvody who thinks 7 models is nessesery? More bodies seem better.

What are the weakneses? Lack of terain, flamers and melee hordes? Also, charging models with pistols seems dodgy.

   
Made in es
Swift Swooping Hawk





In general terms we should be running 6 man teams, 7 only if we expect some horde with lots of weak troops (T3 with crap saves like normal IG or termagant/hormagant spam maybe Tau but with 4+ save not so sure) so having actually another target to close in and delivering extra attacks may come handy.

Drawbacks of 7 models it's basic pistols and almost everyone running Embrace's aside 1 or 2 models top.

Flamers can seriously punish us if we let them close too much but we got that 3d6 charge and we can risk 9" charges easily to negate their overwatch.
   
Made in us
Fixture of Dakka





 Niiai wrote:

What are the weakneses? Lack of terain, flamers and melee hordes? Also, charging models with pistols seems dodgy.

None. Harlequins have no weakness.

You can guarantee 2 guys charge on turn 1 with Forward Sentries (there's no way to counter this as Harlequins will use the move to get out of LoS and then just charge though whatever is breaking LoS), and a third with 1 CP on a Veteran.

Your other 3 guys will also have consequence free charges, as they'll just attempt to charge from out of LoS so there's no Overwatch penalty.

After that, you are in combat the entire rest of the game and will never be shot.

Every shooting or balanced Kill Team automatically loses to Harlequins.

Only all melee Kill Teams even have a chance, and they have to actually be better than Harlequins at it, so maybe Tyranid Warriors or something. And they'll still probably lose. And of course, they aren't nearly as good at beating any shooting Kill Team they run up against.

Maybe it's too early to say, but Harlequins break the game.

This message was edited 1 time. Last update was at 2018/08/27 16:06:39


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
 
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