Prelude
Hi there,
I've just started to throw myself back into the (
UK) competitive scene. Following some success with an
IG army in January 2019, I'm turning my attention to a very different army: Harlequins.
The list is below, followed by my tactical thoughts for the army.
I would appreciate any and all feedback
Army List
Battalion Detachment: Soaring Spite
Shadowseer: shuriken pistol, hallucinogen grenade launcher and miststave. Fog of dreams, veil of tears. [Warlord - Skystrider] *1
Shadowseer: shuriken pistol, hallucinogen grenade launcher and miststave. Twilight pathways, shards of light *2
Troupe (5): 3 fusion pistols, 5 caresses
Troupe (5): 3 fusion pistols, 5 caresses
Troupe (5): 3 fusion pistols, 5 caresses
Starweaver: 2 shuriken cannon
Starweaver: 2 shuriken cannon
Starweaver: 2 shuriken cannon
Solitaire *2
Skyweavers (6): haywire cannons, zephyrglaives *3
Skyweavers (6): haywire cannons, zephyrglaives *3
Auxiliary Support Detachment: Dreaming Shadow
Death Jester *2
Battalion Detachment: Alaitoc
Farseer: Doom and executioner *4
Warlock: Jinx/protect
Rangers (5) *5
Rangers (5) *5
Storm Guardians (8) *6
Total points = 1998
Total
CP = 12
Tactics
Generally, the tactics for the army is to be hyper-mobile and play to the missions at all times. A handful of characters and Skyweavers, combined with the Starweaver-Troupes will give the illusion that I am attempting to fight my opponent, while the Rangers and Guardians quietly capture the objectives.
*1 This shadowseer will take The Suit of Hidden Knives when playing against armies with a serious close combat element. This relic, combined with the Shadowseer's psychic powers and a stratagem means that the unit fighting him will find themselves on a -3 to hit, with most of their failed attacks causing mortal wounds to themselves. The Shadowseer also has a Warlord Trait meaning that he can disembark after his transport has moved.
*2 These units are able to teleport anywhere on the board (further than 9" away from the enemy) using a stratagem as long as they are within 6" of one another. In games with Tactical Objectives it would
be my intention to keep these units reasonably close to one another so that they can move to wherever they are able to score the largest amount of points.
In games against Primaris opponents, I will likely take Cegorach's Rose on the Solitaire to increase his damage to 3.
In games against multiple light vehicles, I will likely take Curtainfall on the Death Jester which increases his weapon strength to 7. As he is part of Dreaming Shadow he has access to stratagems to further increase the strength and damage output of his gun.
*3 In some games, I will hold one unit in reserve with a stratagem in order to ensure that they are able to get at least one turn of shooting (for example, when going second against a gunline, with little
LOS blocking terrain available). Otherwise these units will be instrumental in tying up high priority units (Knights, etc) in combat. Although the haywire cannons are able to destroy a Knight with some luck and Doom, I won't rely on this to happen immediately.
These units are also particularly effective against 2 wound models, such as Primaris or Shining Spears, as Zephyrglaives do 2 damage per swing.
*4 The Farseer is largely here to provide Doom, which boosts the Haywire Cannons from being 'a bit of fun' to a genuine threat to opposing vehicles. The Farseer also increases the mortal wound output of the army further, regardless of opponent.
*5 Rangers will mainly be held in reserve until I need them to hold an objective. In some cases I'm not intending to bring these onto the field until around Turn 4.
*6 This unit will be needed for holding my home objective. If this is particularly vital I can use the Guardian Shield stratagem to give them a 4++ (3++ if boosted with the Warlock).