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Made in gb
Regular Dakkanaut




Did a quick Google check before writing this post and it yielded no results.
So apologies if this has already been covered in the thread I just haven't got time to go back through 32 pages.

Regarding the Player of Twilight warlord trait.
Is it limited to regaining 1 CP now as per the recent FAQ?

And if you answer this please quote the source page of the rule.

thanks
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





I’ve been toying around with some Harlequin/Eldar lists (aiming for heavier on the Quins) so I thought I might share my first iteration for review here. Lots of fast Harlequins units to take the middle quickly and then a slightly sturdier bit of Eldar tanks and troops to help keep it. Thanks for looking.


++ Battalion Detachment 0CP (Aeldari - Harlequins) [64 PL, 1,219pts, 10CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Masque Form: The Frozen Stars: Hysterical Fury

+ Stratagems +

Enigmas of the Black Library (1 Relic) [-1CP]

+ HQ +

Shadowseer [6 PL, 115pts, -1CP]: Shards of Light, Shield From Harm, Shuriken Pistol, Stratagem: Pivotal Role, The Shadowstone, Twilight Pathways, Veil of Illusion

Troupe Master [4 PL, 65pts]: Choreographer of War, Harlequin's Blade, Player of the Light, Shuriken Pistol, The Twilight Fang, Warlord

+ Troops +

Troupe [5 PL, 95pts]
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade

Troupe [5 PL, 96pts]
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Harlequin's Kiss, Shuriken Pistol

Troupe [5 PL, 103pts]
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Blade
. Player: Fusion Pistol, Harlequin's Kiss
. Player: Harlequin's Kiss, Shuriken Pistol
. Player: Harlequin's Kiss, Shuriken Pistol

Troupe [5 PL, 100pts]
. Player: Harlequin's Kiss, Shuriken Pistol
. Player: Harlequin's Kiss, Shuriken Pistol
. Player: Harlequin's Kiss, Shuriken Pistol
. Player: Harlequin's Kiss, Shuriken Pistol
. Player: Harlequin's Kiss, Shuriken Pistol

+ Elites +

Death Jester [3 PL, 50pts]: Humbling Cruelty

+ Fast Attack +

Skyweavers [15 PL, 275pts]
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive

+ Dedicated Transport +

Starweaver [4 PL, 80pts]: 2x Shuriken Cannon

Starweaver [4 PL, 80pts]: 2x Shuriken Cannon

Starweaver [4 PL, 80pts]: 2x Shuriken Cannon

Starweaver [4 PL, 80pts]: 2x Shuriken Cannon

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [41 PL, 780pts, -2CP] ++

+ Configuration +

Craftworld Attribute: None (Mixed Detachment)

Detachment CP [-2CP]

+ HQ +

Farseer Skyrunner [7 PL, 135pts]: 0. Smite, 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade

+ Troops +

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

+ Heavy Support +

Falcon [8 PL, 140pts]: Spirit Stones, Starcannon, Twin Shuriken Catapult

Falcon [8 PL, 140pts]: Spirit Stones, Starcannon, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon

++ Total: [105 PL, 1,999pts, 8CP] ++

Created with BattleScribe

EDIT: Cleaned up formatting a bit

I like the look of it overall (at least as a primer to getting used to 9th before trying some more skew-y builds), but I do have a few questions. Is it worth the CP to use Pivotal Role to add Veil of Illusion? I like the sound of it but with boards getting smaller it might not have that much impact in practice. Although it is only one CP so even if it affects only the first turn it might be worth it. That and if 12” flamers become a common sight it might be worth it. Also though about spending another CP on Pivotal Role to add Prince of Light to the Troupe Master to stack with Player of Light for +1 rerollable charges. Or should I switch his WL trait to Player of Twilight for CP regen (albeit max 1 per turn)? Thanks for looking

This message was edited 1 time. Last update was at 2020/08/19 23:22:07


"Backfield? I have no backfield." 
   
Made in us
Fixture of Dakka






Pickled_egg wrote:
Did a quick Google check before writing this post and it yielded no results.
So apologies if this has already been covered in the thread I just haven't got time to go back through 32 pages.

Regarding the Player of Twilight warlord trait.
Is it limited to regaining 1 CP now as per the recent FAQ?

And if you answer this please quote the source page of the rule.

thanks


New BRB page 245

   
Made in us
Banelord Titan Princeps of Khorne




Noctis Labyrinthus

So I'm thinking of trying out a game of Harlequins on TTS in the near future so I gotta ask: what is the masque of choice these days? I want to go Frozen Stars mainly just because I want my Solitaire to be a DBZ character but I've heard talk of Veiled Path being the way to go. Is that true? Iow-key kind of hate their masque trait (I hate the Tzeentch Daemons one just like it too) so probably not gonna go it even if the case, but figured I'd ask.
   
Made in gb
Regular Dakkanaut




England

I think Frozen Stars if you want real close combat punch or Soaring Spite if you want gun boats and to be able to advance and shoot with no penalties in those boats. Both have a very powerful stratagem and the Soaring Spite Warlord trait is very good.

I do think Midnight Sorrow is often overlooked and underrated. Dreaming Shadow isnt bad because of the chance to shoot again on a 4+ and their unique strat is quite good as well.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

My guess is that Troupes will also get 2W.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Regular Dakkanaut




 Void__Dragon wrote:
So I'm thinking of trying out a game of Harlequins on TTS in the near future so I gotta ask: what is the masque of choice these days? I want to go Frozen Stars mainly just because I want my Solitaire to be a DBZ character but I've heard talk of Veiled Path being the way to go. Is that true? Iow-key kind of hate their masque trait (I hate the Tzeentch Daemons one just like it too) so probably not gonna go it even if the case, but figured I'd ask.


As Fusion pistols came down to 5 pts, and are fantastic primaris killers. I think you want to bring as many FP's as you can squeeze in.
With that in mind Soaring Spite is the go to for me, gives you 28" FP threat range for a unit inside a boat.
I'm running 20 FP's in 4 boats, and 3 units of 5 Bikes. So I'm golden if my opponent is bringing vehicles.

If my list has any weaknesses its horde units. So I'm kind of edging the meta.

I think many FP's is also a great answer to Custodes.

I still like Frozen stars but personally, I just have Soaring Spite edging it right now.




Automatically Appended Next Post:
 Amishprn86 wrote:
Pickled_egg wrote:
Did a quick Google check before writing this post and it yielded no results.
So apologies if this has already been covered in the thread I just haven't got time to go back through 32 pages.

Regarding the Player of Twilight warlord trait.
Is it limited to regaining 1 CP now as per the recent FAQ?

And if you answer this please quote the source page of the rule.

thanks


New BRB page 245


thanks

Do we think Player of the Twilight is still worth it?

This message was edited 1 time. Last update was at 2020/08/22 20:06:51


 
   
Made in us
Longtime Dakkanaut




I personally do. An extra command point every now and then is nice, and the once per game free reroll let's you basically double up on a reroll for saves once per game. (Say if you fail 3 saves against something like thunder hammers, rerolling 2 feels much safer)

   
Made in hk
Longtime Dakkanaut





Just watched the tabletop titans' tourney. Harlequins are sooo good this edition! I am actually thankful I probably won't ever face them where I play.
   
Made in us
Fixture of Dakka






For Soaring spite yes, for Frozen Stars no, Player of Light is way to important for FS's

This message was edited 1 time. Last update was at 2020/09/06 09:38:11


   
Made in gb
Regular Dakkanaut




England

 wuestenfux wrote:
My guess is that Troupes will also get 2W.


Not gonna happen. Why would they get two wounds?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Elfric wrote:
 wuestenfux wrote:
My guess is that Troupes will also get 2W.


Not gonna happen. Why would they get two wounds?

This would only be fair as Tacticals and related models get 2W.
The same should hold say for Immortals and other common troop models.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Fixture of Dakka






Troupes don't need 2w's lol

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Amishprn86 wrote:
Troupes don't need 2w's lol

Its an absolute must-have in a world of 2W Marines.
This would only be fair.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Quick Q, does the shadowstone also extend to psyhic power actions (like the interrogate one)?
   
Made in us
Longtime Dakkanaut




UK

wuestenfux wrote:
 Amishprn86 wrote:
Troupes don't need 2w's lol

Its an absolute must-have in a world of 2W Marines.
This would only be fair.


I disagree, troupes don't need (nor should they get) 2 wounds.

What they -should- get, is kisses with +2S instead of +1S, and Caresses should get an additional buff such as reroll 1's to hit to compensate. Embraces... I'm not sure. But they will all need a buff.

Same with craftworld guardians. They don't need to be 2W. It's not very eldar for them to have hulking wounds. But their shuriken catapults should be 18" range minimum (24" range really, but GW aren't likely to do this), and 6s to wound should be -3AP and 2D.

Eldar will only be competitive in the new meta (in a way that remains fitting for the lore) if their weapons are increased in power significantly.

Otherwise... well it takes 40 guardians to kill a single 2W plague marine.



bullyboy wrote:Quick Q, does the shadowstone also extend to psyhic power actions (like the interrogate one)?


Interesting point. And as far as I can think (I can't check the wording right now) it says it extends the range of auras and psychic powers, so it should work on actions too. Can't see why not.
   
Made in us
Regular Dakkanaut




I'd say that unless psychic actions are defined as powers, they would not be extended by the Shadowstone. There is always the chance that they could FAQ the relic, but as it reads its specific about what it extends: aura abilities and psychic powers manifested by the bearer. There is no mention of actions. I agree that psychic actions are similar to powers, but the section on psychic actions does differentiate between the two.
   
Made in us
Longtime Dakkanaut




UK

bmsattler wrote:
I'd say that unless psychic actions are defined as powers, they would not be extended by the Shadowstone. There is always the chance that they could FAQ the relic, but as it reads its specific about what it extends: aura abilities and psychic powers manifested by the bearer. There is no mention of actions. I agree that psychic actions are similar to powers, but the section on psychic actions does differentiate between the two.


If the wording for them do differentiate things, then I'd agree they wouldn't be affected. It's always down to the specific wording.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





A psychic action has a warp charge value and can be denied, so its basically a psychic power. Definitive answer would be nice. I will have to check out the wording.
   
Made in us
Longtime Dakkanaut




UK

 bullyboy wrote:
A psychic action has a warp charge value and can be denied, so its basically a psychic power. Definitive answer would be nice. I will have to check out the wording.


So this is from the actions page:

A PSYKER unit from your army can attempt to perform a psychic action in its Psychic phase instead of attempting to manifest any psychic powers.


To perform a psychic action with a PSYKER unit, you must first pass a Psychic test in the same manner as if it were attempting to manifest a psychic power.



So it would seem it differentiates between 'psychic power' and 'psychic action'. And the shadowstone specifies psychic power.

However later in the actions description -

The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to perform the psychic action and attempt to deny that action in the same manner as if it were attempting to deny a psychic power, by passing a Deny the Witch test.


Which is... interesting. Because it doesn't say it's a Deny the Witch, it's just -in the same manner of- a Deny. So does that mean it doesn't use up one of your Deny's for that turn?

I might put this in YMMC just out of interest.
   
Made in us
Kabalite Conscript





What are your guy's opinion on kitting your Troupes with FP + CC weapons for 9th?
I hear a lot that you still shouldn't make them too expensive but that seems wrong with the point increase to players and the point decrease to Fusion Pistols and CC weapons.
Gutting Kiss/Caress or Fusions pistols on a unit of 5 would only pay for 1/3 the cost of another unit of 5 Troupes.
I wouldn't do FP+CC weapon on footsloggers but with Troupes in a Starweaver it seems to make sense because you're already paying the tax for the transport.
   
Made in us
Fixture of Dakka






You want a dedicated role for you units, if you are trying to do something like shoot a tank you'll just out position yourself for melee, or vice versa. If you have a unit that has a dedicated role say FP's anti tank and it is not as viable there are still viable targets like high wound troops, characters, etc.. and if they did everything they can do then just use them to hold objectives. Its better to fit 1 role and use to its fullest than split the roles.

Now with that said, having 1 weapon in a unit to "get them out of trouble" is a different story, you can have 5 FP's with 1 Melee weapon NP, but i would add a FP to a melee unit.

   
Made in gb
Regular Dakkanaut




England

If we presume that power swords are going to be +1str, -3AP dmg 1 for harleauins, how will the other CC wargear change? Kiss doing flat 2 damage? Embraces bumping up to +2 str


Automatically Appended Next Post:
 SiLKY wrote:
What are your guy's opinion on kitting your Troupes with FP + CC weapons for 9th?
I hear a lot that you still shouldn't make them too expensive but that seems wrong with the point increase to players and the point decrease to Fusion Pistols and CC weapons.
Gutting Kiss/Caress or Fusions pistols on a unit of 5 would only pay for 1/3 the cost of another unit of 5 Troupes.
I wouldn't do FP+CC weapon on footsloggers but with Troupes in a Starweaver it seems to make sense because you're already paying the tax for the transport.


always remember you cannot advance and fire fusion pistols. I personally go all fusion or all cc weapons but rarely both. Fusion pistols could change in 9th though

This message was edited 1 time. Last update was at 2020/09/16 11:33:31


 
   
Made in us
Kabalite Conscript





 Elfric wrote:
If we presume that power swords are going to be +1str, -3AP dmg 1 for harleauins, how will the other CC wargear change? Kiss doing flat 2 damage? Embraces bumping up to +2 str


Automatically Appended Next Post:
 SiLKY wrote:
What are your guy's opinion on kitting your Troupes with FP + CC weapons for 9th?
I hear a lot that you still shouldn't make them too expensive but that seems wrong with the point increase to players and the point decrease to Fusion Pistols and CC weapons.
Gutting Kiss/Caress or Fusions pistols on a unit of 5 would only pay for 1/3 the cost of another unit of 5 Troupes.
I wouldn't do FP+CC weapon on footsloggers but with Troupes in a Starweaver it seems to make sense because you're already paying the tax for the transport.


always remember you cannot advance and fire fusion pistols. I personally go all fusion or all cc weapons but rarely both. Fusion pistols could change in 9th though



My reasoning is because I'm playing them in Frozen Stars so I can get a lot of value kitting some of my fusions in my transports with both weapons. The idea is to get in far in first turn and now they have the option to disembark, move, shoot, and charge or can stay in. My alternative is to strip three 5 man units of their weapons and have 5 more troupes with cc weapons without a transport.

As for the power sword change, I don't think it will change too much because Troupe Players cant take power swords. But I would hope the Embraces get a slight change seeing as their so rarely (if ever) better than caresses. Kisses going to Flat 2 would be a nice change though. The idea of your opponent staggering wound rolls isn't very fun.

In other news, our beatstick Twilight Fang Troupe Master got nerfed with the new aura changes. I wonder if it's still worth it. Without that reroll, the combo seems much weaker.
   
Made in ca
Regular Dakkanaut




 wuestenfux wrote:

This would only be fair.


:| Bad news for you about GW and fair. Historically...
   
Made in cl
Fresh-Faced New User




Dol guldur

Hey guys

quick questions:

what units do you use to hold objetctives in the back line (your deployment zone or near it depending on the table)?

Are voidweavers a good option for that task? (24" range seems to be too little)

If you mix with CWE, what do you think about running two falcons or warwalkers?

Clowns tend to go across the table so its weird to designate some of them to be the rearguard

This message was edited 1 time. Last update was at 2020/09/28 17:56:27


Masque Angrboda :harlequin: 2.5k

PainBringers 4k

Children of sorrow 2k 
   
Made in ua
Fresh-Faced New User




Last weekend i was playing versus orcs list with 90 boyz and some mega nobz and ghazkull.

Need advice. What is a best list and tactics againist horde army?
   
Made in gb
Combat Jumping Rasyat




East of England

Manage range so you're the one making the charges, rather than letting his boyz bully you.

Put shots into Ghaz to hit his 4 damage as a priority. If you don't start early in the game he'll survive. Either that or decide to ignore him all game, both are viable. He does make boys more killy though, if pure-goffs.

Focus on a squad at a time, to stop Green Tide happening. Super important.

If you get the chance to assassinate their weirdboyz do it, shutting off da jump is crucial.

Don't be afraid to close to CC esp. if you're running frozen stars, they can do the business with 5 caress clowns.
   
Made in gb
Regular Dakkanaut




Scarband wrote:
Last weekend i was playing versus orcs list with 90 boyz and some mega nobz and ghazkull.

Need advice. What is a best list and tactics againist horde army?


Are you running the full 15 Haywire bikes? The Haywire cannon being S4 -1 Blast is actually fairly decent against big blobs of Ork Boys.

It's a tough match up though, a good Ork player will swarm all over the board and its hard for us to evade them on the smaller table size.

Just have to soften them up and make individual charges to stop them being able to 2 CP and fight next. If they get to fight us the sheer number of attacks will kill anything even our Prismatic blurred bikes under a Foes of the Mind.
   
Made in ua
Fresh-Faced New User




 grouchoben wrote:
Manage range so you're the one making the charges, rather than letting his boyz bully you.

Put shots into Ghaz to hit his 4 damage as a priority. If you don't start early in the game he'll survive. Either that or decide to ignore him all game, both are viable. He does make boys more killy though, if pure-goffs.

Focus on a squad at a time, to stop Green Tide happening. Super important.

If you get the chance to assassinate their weirdboyz do it, shutting off da jump is crucial.

Don't be afraid to close to CC esp. if you're running frozen stars, they can do the business with 5 caress clowns.


He can regenerate full 30 boyz, if any in unit is alive. So best bet is try to destroy one unit. Understood. Yes i playing frozen stars.


Automatically Appended Next Post:
Pickled_egg wrote:
Scarband wrote:
Last weekend i was playing versus orcs list with 90 boyz and some mega nobz and ghazkull.

Need advice. What is a best list and tactics againist horde army?


Are you running the full 15 Haywire bikes? The Haywire cannon being S4 -1 Blast is actually fairly decent against big blobs of Ork Boys.

It's a tough match up though, a good Ork player will swarm all over the board and its hard for us to evade them on the smaller table size.

Just have to soften them up and make individual charges to stop them being able to 2 CP and fight next. If they get to fight us the sheer number of attacks will kill anything even our Prismatic blurred bikes under a Foes of the Mind.


I play with 2x4 bikes, other is a players, starweavers, shadowseer, solitaire, 2 troup masters and 2 jesters. Trying to build roster, that can deal with many other rosters, not only with one.

This message was edited 1 time. Last update was at 2020/11/08 22:41:17


 
   
 
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