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Made in us
Regular Dakkanaut




Re: the Shrieker Cannon statline and its effectiveness, I do want to point out that you can statistically improve its impact by joining multiple DJs into one unit that all shoot at the same target. That's what I plan to do in order to improve their effectiveness: put 4-5 on a Starweaver and shoot off that platform at targets of opportunity while the rest of the army marches up and single out high firepower units that can be pinned.

Not an ideal approach as there are firebase units with Fearless, but improving the chances to cause bio-explosions is always good. What I'm particularly keen on is the following scenario:

Me: "Okay, my five Shrieker shots caused 4 wounds for you to save at AP5. You'll have to roll these one at a time and don't take the model off the board right away if he fails."
Opponent: <opponent rolls> "Made the first one..." <opponent rolls> "and failed that one."
Me: "Okay, hold on a sec." <places small blast> "You just took 2 additional S5 AP4 hits..." <rolls> "and they both wounded."
Opponent: "Do I resolve those now?"
Me: "Yes. It's the effect of the blast. And it Ignores Cover."
Opponent: <takes two closest models off the board>
Me: "Okay, resolve the third Shrieker shot. And if it fails leave the model on the board."
Opponent: <rolls> *sigh* "Fails."
Me: <small round blast> "Two more S5 AP4 hits..." <rolls> "one more wound."
Opponent: <takes off the next closest model> "That thing is broken." <rolls> "Saved the last Shrieker shot."
Me: "Make a Pinning check."
Opponent: <rolls> "Made it."
Me: <later> "Make a Morale check for losing 25% or more."
Opponent: <rolls> *sigh* "Failed."

This discussion played out for Fire Warriors. Even better discussion against Orks, IG, Tyranids or other horde armies with AP5 or worse. The shrieker cannon won't be ideal against everyone, but having the option to shoot at it when a target of opportunity presents itself is sweet!
   
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Longtime Dakkanaut






HATE Club, East London

So upset that there is no proper way to use my mass of old-fashioned harlequin jetbikes.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Stubborn White Lion





UK

Forget the statline for the shrieker a second, we haven't seen the death jesters special rules and if it's somewhere along the lines of what the solitaire got then there's gunna be some fancy shooting going on.

This message was edited 1 time. Last update was at 2015/02/14 18:48:13






 
   
Made in us
Guarding Guardian





Talys wrote:
 Alpharius wrote:
Ugh - move along guys, OK?

Thanks!

A quick question about how to field Harlequins as 'allies' - as I've been out of 40K since 6th showed up.

If I wanted to field Harlequins as allies to Eldar and/or Space Marines, do we know the minimum and maximum of units/heroes I'd be able to take?



Not until codex is out next week. The only detachment that is out is in WD, and it's 800+ points.


Just to let you know it is 500+ points not 800+ points.

Eldar 6000 points 
   
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Crawfordsville Indiana

I didn't think characters could join other single models.

All the worlds a joke and the people merely punchlines
 
   
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Plastictrees





Calgary, Alberta, Canada

 Lynchbread wrote:
Talys wrote:
 Alpharius wrote:
Ugh - move along guys, OK?

Thanks!

A quick question about how to field Harlequins as 'allies' - as I've been out of 40K since 6th showed up.

If I wanted to field Harlequins as allies to Eldar and/or Space Marines, do we know the minimum and maximum of units/heroes I'd be able to take?



Not until codex is out next week. The only detachment that is out is in WD, and it's 800+ points.


Just to let you know it is 500+ points not 800+ points.


Also, the detachment rumours and some phrasing in the latest White Dwarf, make it pretty clear that you'll have several more options for allying smaller groups to other armies.
   
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I like the new jetbike vehicle, but not the price.



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The Daemon Possessing Fulgrim's Body





Devon, UK

 Fifty wrote:
So upset that there is no proper way to use my mass of old-fashioned harlequin jetbikes.


You can do some FOC shenanigans.

Jetbikes are troops in CWE, I believe?

So Autarch = High Avatar + any number of Harlie Jetbike models as Guardian Jetbikes = perfectly acceptable plug in as either CAD or Ally detachment for a Harlie army.

Or one could model some sort of High Shadowseer as a counts as Farseer for some decent psychic punch instead of an Autarch.

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Longtime Dakkanaut





Scans of the italian codex are posted by Manwe on Warseer (posting them here is against the forum rules afaik - links only)

Deathjester and Shadowseer
http://www.warseer.com/forums/showthread.php?403593-A-Laugh-For-Christmas&p=7383826&viewfull=1#post7383826

Formations
http://www.warseer.com/forums/showthread.php?403593-A-Laugh-For-Christmas&p=7383878&viewfull=1#post7383878

Scans for the Shadowseer and the Deathjester. Special rule with a name perfect for a James Bond film^^"

La Morte Non basta (don't know how to translate this in English: Death is not enough?^^": if the shuriken canon kills a model in a unit target by the DJ, it passes a test just like it loses 25% of it's models, but with a -2 Cd (U mad, Mask of Secrets?). If the test is failed, the arlequin player choses the direction of the unit flight for this turn (like... right in front of an harlequin unit ready to charge? '-').

There are also some scans for the differents formations in the codex, certains with some restrictions (like "All units must have a starweaver", and others without.


By Gropius in the same topic
Re: A Laugh For Christmas
1 Troupe + 1 unit of Skyweavers + 1 unit of Voidweavers (Cegorach's Jest)
Every unit with Fleet can run and charge in the same turn from second turn onwards.

3 Troupes + 2 units of Skyweavers + 3 Starweaver +1 unit of Voidweavers
Troupes have to take the Starweavers as dedicated transports? Not Sure but I think the troupes can use Hit and Run to embark on the Starweavers. If Troupe leader is Warlord he can re-roll his trait when using the Harlequin tables.

The full detachment formation
Every unit with Fleet can run and charge in the same turn from second turn onwards. If Troupe leader is Warlord he can re-roll his trait when using the Harlequin tables. Units in the formation re-roll 1s when making invulnarable saves.


ZeroNoRyouki on Warseer translates
The formations are awesome! I'm Italian so I can traslate them for you if you like. This is the first one:

1) 3 Troups, 3 DJ, 3 SS, 1 Solitaire, 2 units of Skyweavers, 1 unit of Voidweavers
Restriction: none
Special rules:
- outstanding performace (you may reroll inv saves of 1 for all the models of the formation)
- emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin's warlord trait)
- pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn) <-- this is huge!

PS: Crescendo is a musical term so i'm leaving as it is

Edit: the other 5..

2) 3 Troupes, 2 units of Skyweavers, 3 Starweavers, 1 unit of Voidweavers

Restrictions:
- each Troupe must take one of the formation Starweavers as a Dedicated Transport

Special rules:
- emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin's warlord trait)

- the aerial walk (one Troup from this formation can use his Hit&Run to embark in a free Starweaver from this formation. If the Hit&Run rolled distance is enough to move all models within 2" of the Starweaver the Troupe can embark immediately. If a consolidation movement is enough to move all models within 2" of a free Starweaver from this formation the Troupe can embark immediately) !!!


3) "company of actors"
1 Troupe, 1 DJ, 1 SS

Restrictions:
- all models from this formation must deployed as a single unit. DJ & SS can't leave the unit

Special rules:
- crusader
- heralds of the Laughing's God (any models with the Eldar or Dark Eldar faction (friend or foe) within 6" from one or more models of this formation gain the crusader special rule)


4) "Cegorach's jest"
1 Troupe, 1 unit of Skyweavers, 1 unit of Voidweavers

Restrictions:none

Special rules:
- pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn)

5) "way of heroes"
1 DS, 1 SS, 1 Solitaire

Restrictions:none

Special rules:
- Infiltrate
- shrouded
- stealth
- a lonesome path (models from this formation cannot join other units and no one can join them)


6) "Faolchu's Blade"
2 units of Skyweavers, 1 unit of Voidweavers

Restrictions:none

Special rules:
- the Wings of Faolchù (you may reroll failed cover saves while jinking with units of this formation)

Let me known if you need any clarification on the leaked DJ & SS pages

Edit2 : I'm reading on another forum (GW Tilea) that "pressing Crescendo" if the special rule for the Harlquins' detachment. The other rule is "emissary of Cegorach"


This message was edited 7 times. Last update was at 2015/02/14 20:39:33


 
   
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If that's true then I take back everything I said about the Death Jester and replace is with "he's a bada$$".
   
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Executing Exarch






That makes the Deathjester so cool! And actually good! Too bad the Shrieker still sucks. LOVING run+charge. Is that for all formations?
   
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Decrepit Dakkanaut




UK

How will Run & Charge interact with the Solitaire's Blitz special rule do we think?

 
   
Made in de
Longtime Dakkanaut





I tried to understand the italian text but cannot find out how exactly the run+charge rule works.

The formation that includes a Solitaire allows all units with Fleet to run and charge. So yes he should be able to Blitz in the movement phase, then run and then charge


Automatically Appended Next Post:
Thanks to the italian ZeroNoRyouki on Warseer all the other formation rules are now translated
The formations are awesome! I'm Italian so I can traslate them for you if you like. This is the first one:

1) 3 Troups, 3 DJ, 3 SS, 1 Solitaire, 2 units of Skyweavers, 1 unit of Voidweavers
Restriction: none
Special rules:
- outstanding performace (you may reroll inv saves of 1 for all the models of the formation)
- emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin's warlord trait)
- pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn) <-- this is huge!

PS: Crescendo is a musical term so i'm leaving as it is

Edit: the other 5..


2) 3 Troupes, 2 units of Skyweavers, 3 Starweavers, 1 unit of Voidweavers

Restrictions:
- each Troupe must take one of the formation Starweavers as a Dedicated Transport

Special rules:
- emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin's warlord trait)

- the aerial walk (one Troup from this formation can use his Hit&Run to embark in a free Starweaver from this formation. If the Hit&Run rolled distance is enough to move all models within 2" of the Starweaver the Troupe can embark immediately. If a consolidation movement is enough to move all models within 2" of a free Starweaver from this formation the Troupe can embark immediately) !!!


3) "company of actors"
1 Troupe, 1 DJ, 1 SS

Restrictions:
- all models from this formation must deployed as a single unit. DJ & SS can't leave the unit

Special rules:
- crusader
- heralds of the Laughing's God (any models with the Eldar or Dark Eldar faction (friend or foe) within 6" from one or more models of this formation gain the crusader special rule)


4) "Cegorach's jest"
1 Troupe, 1 unit of Skyweavers, 1 unit of Voidweavers

Restrictions:none

Special rules:
- pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn)

5) "way of heroes"
1 DS, 1 SS, 1 Solitaire

Restrictions:none

Special rules:
- Infiltrate
- shrouded
- stealth
- a lonesome path (models from this formation cannot join other units and no one can join them)


6) "Faolchu's Blade"
2 units of Skyweavers, 1 unit of Voidweavers

Restrictions:none

Special rules:
- the Wings of Faolchù (you may reroll failed cover saves while jinking with units of this formation)



Let me known if you need any clarification on the leaked DJ & SS pages


Edit2 : I'm reading on another forum (GW Tilea) that "pressing Crescendo" if the special rule for the Harlquins' detachment. The other rule is "emissary of Cegorach"

This message was edited 1 time. Last update was at 2015/02/14 20:37:42


 
   
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Longtime Dakkanaut




A formation with 5-15 fast Haywire Cannon platforms? I can see that being very useful to other armies, Eldar or not.
   
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Beijing, China

Hollismason wrote:
So you can just have a unit that gives -4 LD to anyone near it.

Shadowseer w/ mantle
Archon w/ Armour of Misery


DE could already do that with adding in a coven detachment

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My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Longtime Dakkanaut





Via ZeroNoRyouki on Warseer from /tg
More info from tg:

- allies confirmed

- warlord traits:

"Light" table

1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1
2) 4+ inv for the the warlord
3) the warlord and his unit can add 1" every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc)
4) you can add 4 to any roll to steal the initiative
5) before deployment, choose up to D3 units from your primary detachment. every unit gain one of: deep strike, infiltrate, scout (choose as you like)
6) immediately after deployment and after scout moves, you can remove from the table your warlord and/or up to other D3 friendly units with the Harlequins faction within 12" of the warlord. Any units removed this way may immediately deployed using normal deploiment rules or put in Reserve

DJ and SS can roll a D6 on the BRB tables or a D3 (that's not a typo) on the Harlequins ones
The Troupe master can roll a D6 on every tables (BRB & codex)

working on the other tables...
   
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So Death Jesters force morale checks whenever they kill 1 model in a unit and that check happens at -2 Ld?
   
Made in de
Longtime Dakkanaut





Correct, a Deathjester killing a model with his Shuriken cannon forces the rest of the unit to do a morale check with leadership modified by -2. If failed the player controlling the Deathjester decides in which direction the unit flees

This message was edited 1 time. Last update was at 2015/02/14 21:02:33


 
   
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Warhams-77 wrote:
Correct, a Deathjester killing a model with his Shuriken cannon forces the rest of the unit to do a morale check with leadership modified by -2. If failed the player controlling the Deathjester decides in which direction the unit flees

So Archon + SS + Jester kill = LD test at -6?

Edit: (assuming they take the wargear as discussed above)

Edit 2: Also does this mean they can flee off of any board edge and be destroyed?? Leafblower anyone?

This message was edited 4 times. Last update was at 2015/02/14 21:29:16


4000 points: Craftworld Mymeara 
   
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Regular Dakkanaut





 Doomaflatchi wrote:
So, out of curiosity, does naming the book "Codex Eldar: Harlequins" mean that Harlequins can be made Fearless by an allied Avatar?


Nop, Codex Eldar: Harlequins is not Codex:Eldar (whis is the requirement of the Avatar bubble)

Btw, I'm ZeroNoRyouki on warseer. Here the last trait tables in case you missed them over there:


"twilight" table

1-3) same as Light
4) if the mission use variable lenght, you can add or substract 2 to the roll to determine if the game ends
5) any to-wound roll of 6 made by the warlord in close combat (or any to-wound roll of 5+ while making a Kiss of Death attack) gain the Instant Death special rule
6) once per game your warlord and his unit can make a "mirror leap" instead of moving: they can move 24", moving over other models and terrains like in open terrain but cannon end over other models or in impassable terrains. They cannot charge in the same turn


"darkness" table

1-3) same as Light

4) enemy units in base contact with the warlord or his unit must roll an additional D6 while taking Fear or Morale tests

5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say...)

6) if your warlord is removed from play while in a challenge, the players roll out immediately: if you win the roll out or if it is a tie the adversary of your warlord is removed as well

This look more and more like Codex: TROOLS


   
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This look more and more like Codex: TROOLS

QFT! lol. I am stupid excited for this.

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Made in it
Regular Dakkanaut





I really think this is one of the best books that came from GW out in term of flavour and fluff-ness

   
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I must say I'm pretty interested in the DJ + SS + Solitaire formation. I already use Reavers in my DE lists and I've been considering adding a Succubus + Incubi unit. I can definitely see some possible synergy there with that formation (Pinning and Ld debuffs).

My wallet is full but my conscience says "think this over". Feth you, conscience.

Drukhari - 4.7k
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I have to admit, a lot of these rules are pretty hilarious.

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Is 'Eavy Metal Calling?





UK

I like the look of the all-Hero formation. Very characterful, probably pretty effective, and Avengers references galore available. DJ goes in ruins for a 2+ cover, Solitaire Infiltrates to get off early charges, and the Shadowseer just feths with everyone's brains until they explode.

I reckon I'll be going Unbound most of the time, though, just adding a Troupe and Characters to a normal list.

 
   
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Longtime Dakkanaut





 Garion wrote:
 Doomaflatchi wrote:
So, out of curiosity, does naming the book "Codex Eldar: Harlequins" mean that Harlequins can be made Fearless by an allied Avatar?


Nop, Codex Eldar: Harlequins is not Codex:Eldar (whis is the requirement of the Avatar bubble)

Btw, I'm ZeroNoRyouki on warseer. Here the last trait tables in case you missed them over there:

Hi there Thanks for clearing up that ally topic and posting the other WL rules

6) if your warlord is removed from play while in a challenge, the players roll out immediately: if you win the roll out or if it is a tie the adversary of your warlord is removed as well

Hrhr. Imagine the Swarmlord player's face


This message was edited 1 time. Last update was at 2015/02/14 21:58:28


 
   
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Decrepit Dakkanaut




UK

5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say...)


this will endear them to all tournament organisers, put down your dice and turn in your results except for all you Harlequins

 
   
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Do we have any new significant fluff and background for the Harlequins that is not a rehash of existing RT or 2nd edition stuff? Significant as in not just one liner of X Harlequin Masque kills Y random enemy faction on new throwaway Z world
   
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South Florida

 OrlandotheTechnicoloured wrote:
5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say...)


this will endear them to all tournament organisers, put down your dice and turn in your results except for all you Harlequins


This is only feasible if the game concluded naturally by dice roll during a tournament round. I can't see TO's being okay with an extra minutes bogging things down, or the ridiculous abuse of this rule if one were to slow-play.

   
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rollawaythestone wrote:
 OrlandotheTechnicoloured wrote:
5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say...)


this will endear them to all tournament organisers, put down your dice and turn in your results except for all you Harlequins


This is only feasible if the game concluded naturally by dice roll during a tournament round. I can't see TO's being okay with an extra minutes bogging things down, or the ridiculous abuse of this rule if one were to slow-play.


To be fair, An extra move, shoot, and assault for a single unit would probably take less than 5 minutes anyway.

Slowplay can be really bad outside this rule already, but from my experience, is easily corrected with TO involvement. I don't think the addition of this rule will change much in that regard.

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