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Made in us
Pestilent Plague Marine with Blight Grenade





Livermore, Ca

I'm throwing this list together. The main focus, I want to push the 12 man squad of harlequins into my opponent and wreck face. The rest of the list is secondary assault and fire support.

Here's when I'm stuck. I've looked at the tactical objective cards. Of the 6 special cards, either for Harlequins or Craftworlds. The way I've got my list set up, I'm having a hard time or impossible time collecting on those objectives. The list, I feel, hits em hard in the sack, but if you can't collect the VP...


Battalion #1
Harlquins Frozen Stars (+1 Attack on charge)

Shadowseer Twilight Pathways (aka warptime),& Veil of Tears (-1 to be hit on a harlequin Unit)
Troupe Master w/ Harlquin Kiss - WARLORD - Our Kin Shall Rise Again (6+ FNP with 6" Aura)

12 Harlequins w/ 12 Kisses
5 Harlequins w/ 1 Kiss
5 Harlequins w/ 1 Kiss


Batalion #2
Craftworlds - Expercrafters (reroll 1 to hit, reroll 1 wound per unit per phase), Masterful shots (no cover for you)

Wraithseer (1CP to use stratagem to gain a Warlord Trait)
-Mark of Incomparabe Hunter (May target characters) & Phoenix Gem (allows to you probably not die the first time killed) & D-Cannon (too many points?)
Spirtseer - Protect/Jinx & Ghost Walk (though here is Jinx on the unit the harlequins are attacking, moves forward with the wraiths and gives reroll 1's to hit)
Wraithlord, 2 x Shuriken Cannons & Catapults - Ghostglaive (because 4 attacks doing d6 dmg is nasty)
Wraithlord, 2 x Shuriken Cannons & Catapults - Ghostglaive (because 4 attacks doing d6 dmg is nasty)
Wraithlord, 2 x Shuriken Cannons & Catapults
5 x Rangers (Can target characters)
5 x Rangers (Can target characters)
5 x Rangers (Can target characters)
5 x Rangers (Can target characters)

Spearhead
Craftworlds - Expercrafters (reroll 1 to hit, reroll 1 wound per unit per phase), Masterful shots (no cover for you)

Autarch (was considering to be warlord for the command point refund, but otherwise sitting back baby sitting everyone for reroll 1's to hit)
10 x Dark Reapers (Using fire and fade for Jump shoot jump schenanigans
Waveserpent Twin Shuriken Cannon & Catapults (a home for the dark reapers if I don't get turn 1)
3 x Vibro Cannons
3 x Vibro Cannons


With the shadowseer, acrobatics, veil of tears, the harlequins can move 28", charge for around 7", 35" threat. I can move the troupe master 11" use fire and fade and his 6" aura to extend his abilities about 24" (so depending on things I might need to congaline the harlequin unit to still be in the aura. This assumes I have a target that needs to be murdered. And then use war dances to fight again, basicaly an expensive consolidate to antoher unit.

Same turn, dark reapers with rerolls 1s and vibro cannons, shoot up whatever might hurt the harlequins or long range shooting.

I used a similiar list years ago, was fun, very small, and better at 1500pts. Thoughts on how this looks? and What can I do to be better at completting tactical objectives 11 to 16? (Warlord can be swapped from one codex to the other as far as I'm concerned)








   
Made in us
Agile Revenant Titan





Fayetteville NC

I don't have much experience with Maelstrom of War missions. However, looking at the objectives 11-16 (Craftworlds), it appears your list is lacking a few items to take advantage.

Lack of Craftworld psykers hinders you for objectives 12, 15, and 16. A Farseer and a Warlock would help considerably with this.

13 can occur, but it would be easier if you had units with high movement. They don't have to win an assault, just successfully charge. Any fast moving units would really help with this. You could keep them cheap.

The list as is has a lot of punch and good mobility and board presence. As you pointed out, it could run into scoring issues in a Maelstrom of War mission.

I'm not overly familiar with the Harlequin tactical objectives, but I would imagine it having similar variable.

If you can reconfigure a bit (300 Points or so) to add a Farseer, Warlock, and a few cheap units that have significant movement in order to launch assaults, I think your list will be better suited for Maelstrom of War missions.



Whoah....I have played 40K for over 30 years.  
   
Made in us
Pestilent Plague Marine with Blight Grenade





Livermore, Ca

 Sarigar wrote:
I don't have much experience with Maelstrom of War missions. However, looking at the objectives 11-16 (Craftworlds), it appears your list is lacking a few items to take advantage.

Lack of Craftworld psykers hinders you for objectives 12, 15, and 16. A Farseer and a Warlock would help considerably with this.

13 can occur, but it would be easier if you had units with high movement. They don't have to win an assault, just successfully charge. Any fast moving units would really help with this. You could keep them cheap.

The list as is has a lot of punch and good mobility and board presence. As you pointed out, it could run into scoring issues in a Maelstrom of War mission.

I'm not overly familiar with the Harlequin tactical objectives, but I would imagine it having similar variable.

If you can reconfigure a bit (300 Points or so) to add a Farseer, Warlock, and a few cheap units that have significant movement in order to launch assaults, I think your list will be better suited for Maelstrom of War missions.




I put some thought into what you said.

Hows this? Harlequins are fast, they will have to be fast enough to be objective grabbers. I'm considering quicken on the warlock, so everyone has a chance to be fast enough to grab objectives. What I lost was the waveserpent for the dark reapers... luckly Webway Strike and Webway Assault have different names, so I can stick the reapers in one if I lose turn 1, and the same for the big harlequin unit. In exchange I was able to squeeze in both the farseer and the warlock, now I can actually acheive the maelstrom objectives.



Battalion #1
Harlequins Frozen Stars (+1 Attack on charge)
110 Shadowseer Twilight Pathways (aka warptime),& Veil of Tears (-1 to be hit on a harlequin Unit)
60 Troupe Master w/ Suit of Knives or Twilight Fang (ones defensive, ones offensive, All depends on what else is in Art of War when that comes out)
216 12 Harlequins w/ 12 Kisses
55 5 Harlequins
55 5 Harlequins

Batalion #2
Craftworlds - Expercrafters (reroll 1 to hit, reroll 1 wound per unit per phase), Masterful shots (no cover for you)
113 Wraithseer (1CP to use stratagem to gain a Warlord Trait)
:Mark of Incomparabe Hunter (May target characters) & Phoenix Gem (allows to you probably not die the first time killed) & Starcannon
55 Spirtseer - Protect/Jinx & Ghost Walk (though here is Jinx on the unit the harlequins are attacking, moves forward with the wraiths and gives reroll 1's to hit)
100 Wraithlord, 2 x Shuriken Cannons & Catapults
100 Wraithlord, 2 x Shuriken Cannons & Catapults
100 Wraithlord, 2 x Shuriken Cannons & Catapults
60 5 x Rangers (Can target characters)
60 5 x Rangers (Can target characters)
60 5 x Rangers (Can target characters)

Spearhead
Craftworlds - Expercrafters (reroll 1 to hit, reroll 1 wound per unit per phase), Masterful shots (no cover for you)
110 Farseer (Doom, Guide, Smite)
45 Warlock - Enhance, Drain
73 Autarch (reroll 1 Aura, Walord to regen command points)
310 10 x Dark Reapers (Using fire and fade for Jump shoot jump schenanigans
105 3 x Vibro Cannons
105 3 x Vibro Cannons
105 3 x Vibro Cannons
   
Made in us
Agile Revenant Titan





Fayetteville NC

It looks solid.

One item for consideration is to drop Smite from a Farseer to pick up Focus Will. The FAQ/Errata changed it to be a +2 to cast powers. The Farseer casts it on another Warlock, then the Warlock casts, say Quicken, with a +2 to the dice roll.

Whoah....I have played 40K for over 30 years.  
   
Made in us
Pestilent Plague Marine with Blight Grenade





Livermore, Ca

Focus will is a good idea.

I just noticed that there is errata saying that Jinx can only be taken advantaged by Asurani units... of which harlequins are not. So... I need to rethink my strategy.

The warlocks smite is useless, so how about I trade that in for focus will. He can keep enhance/drain (the drain gives and enemy unit -1 to hit in mellee, and that does work with any allied unit. So most of the time the warlock will focus up the farseer.

The farseer needs to have better powers, and be a threat. So... I'm thinking, Doom, Executioner and Smite... each with a +2 to cast... that seems quite good to me, and I can still use seer council to boost that up to +3 (smite at +3, we'll see that 12+ probably at least once a game)

The spirit seer can still make good use of protect and jinx with his contingent of wraith constructs, so that can stay. And smite is the full powered version, so that's good too.

So now I need to think about a warlord trait for the craftworlds warlord.....
   
Made in us
Agile Revenant Titan





Fayetteville NC

You ate correct. The rule was changed some time back that generally disallows Harlequins and Dark Eldar from benefiting from powers such as Doom and Guide.

Your strategy for the Warlock to drop Smite is sound. A lot has to do with what power(s) you seem as critical in your strategy.

Whoah....I have played 40K for over 30 years.  
   
 
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