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Made in us
Regular Dakkanaut




I'm currently participating in a protracted ITC style tournament at our local FLGS that has each round last two weeks with pairings arranging to get their games in within that time frame. We just finished the second round. I've had great success thus far with this list, so I thought I would share it with those of you interested in Harlequins to demonstrate it can be competitive.

MASQUE DETACHMENT
TROOPS
Troupe (10) w/ 9x Harlequin's Embrace, 9x Shuriken Pistol
- Troupe Master w/ Harlequin's Caress, Shuriken Pistol, Starmist Raiment, Haywire Grenades
Troupe (10) w/ 9x Harlequin's Kiss, 9x Shuriken Pistol
- Troupe Master w/ Cegorach's Kiss, Shuriken Pistol, Haywire Grenades
Troupe (6) w/ 5x Harlequin's Caress, 5x Neuro Disruptor
- Troupe Master w/ Harlequin's Caress, Neuro Disruptor, Haywire Grenades

ELITE
Solitaire w/ Haywire Grenades
2x Death Jester w/ Haywire Grenades
Shadowseer ML(2) w/ Shuriken Pistol, Hallucinogen Grenade Launcher, Miststave, Mask of Secrets
Shadowseer ML(2) w/ Shuriken Pistol, Hallucinogen Grenade Launcher, Miststave, The Laughing God's Eye

FAST ATTACK
Starweaver
Skyweavers (6) w/ 6x Shuriken Cannon, 4x Zephyrglaive, 2x Star Bolas

HEAVY SUPPORT
Voidweavers (3) w/ 3x Haywire Cannons


I hadn't used a max unit of Skyweavers before. The focused firepower it provides is tremendous and has really taken pressure off my two larger Troupes as they progress upfield. The six Caress Players on the Starweaver usually hang back a bit to do a shock attack on anything of note within striking range and pack quite the wallop when they engage. Specializing all my Troupes towards each of the three special melee weapons has also given me great flexibility on what I go after and how effective I can be going after them.

It's also a very enjoyable list to play. Using this list is like playing chess. The one thing to keep in mind is being patient. Most of my first turns have been very fluid in movement attempting to force the opponent into bad positions or coming out more then they care to do; I hardly fire anything at all and focus on running my units about making the most use out of terrain and seeing where I can breach weak points in the opposing deployment. My first two matches were against DA/SW and DA Ravenwing, both of which were very mobile. This list matches up with them quite well.
   
Made in au
Devastating Dark Reaper




Australia

I'm pleased to hear you had some success with the mono-Harlequins, I've had no such luck. The list looks solid, although I'd question why you bother with anymore than one Voidweaver since they're rubbish.
   
Made in us
Shadowy Grot Kommittee Memba






Definitely an interesting take. Why not split some of those elites into a heroes path? I did so recently and was frankly amazed how much better those three models did.

"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 nz
Dark Eldar in Regeneration Tube






I'd hope Heros path would do well for the amount of points they cost.
   
Made in us
Shadowy Grot Kommittee Memba






 vorrax-ghul wrote:
I'd hope Heros path would do well for the amount of points they cost.


Well, it makes the solitaire into a flatly better version of an imperial assassin, and gives the death jester the self sufficiency he otherwise sorely lacks. The Shadowseer is the only oddball, but toss telepathy on her and give her a MoS and she can go around -2LD psychic Shrieking people all day-useful against the MC type stuff harlequins struggle against.

"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
Regular Dakkanaut




Khaine wrote:I'm pleased to hear you had some success with the mono-Harlequins, I've had no such luck. The list looks solid, although I'd question why you bother with anymore than one Voidweaver since they're rubbish.

I actually like the Voidweavers. As a squadron they draw plenty of fire without forfeiting a quickly achieved KP. The Mirage Launchers provide longevity to them for one turn. I also use them to screen my Heelequin units on Turns 1 and 2 to avoid getting assaulted before I can get off the assault myself. Combined with 9 S6 Shuriken shots it does a good job ablating weak armor and infantry.

the_scotsman wrote:Definitely an interesting take. Why not split some of those elites into a heroes path? I did so recently and was frankly amazed how much better those three models did.

Getting the Skyweavers at full size required me to remove one Shadowseer (I normally fielded three). Putting one of those Shadowseers in The Heroes Path means one of my large foot units won't have any Veil of Tears coverage. Additionally, I can't run and charge with the Solitaire while it's in The Heroes Path. That benefit alone earned me tremendous flexibility, especially when it's combined with his 12" move. I was able to completely flip my front against my latest opponent by taking the Solitaire positioned ~4" W of the longitudinal midline and go ENE 25" to assault a unit on my right flank, a small unit he thought was safe from charges. Incredibly versatile having that in the toolbox.

I do agree The Heroes Path is great. It just doesn't work with what I wanted to achieve in this list configuration.

the_scotsman wrote:Well, it makes the solitaire into a flatly better version of an imperial assassin, and gives the death jester the self sufficiency he otherwise sorely lacks. The Shadowseer is the only oddball, but toss telepathy on her and give her a MoS and she can go around -2LD psychic Shrieking people all day-useful against the MC type stuff harlequins struggle against.

I usually equip my Heroes Path Shadowseer with the Mask of Secrets, but it's very risky running him so close to enemy units in order to get all the models within 12" of it for its Ld nerf to work.
   
Made in ca
Fresh-Faced New User




Quebec, Qc

Can you tell us what is your strategy with the army and what kind of tactics do you use?

How do you use your ELITES, and what is the function of each squad?

This message was edited 1 time. Last update was at 2015/12/09 02:46:38


Ram 
   
Made in us
Secretive Dark Angels Veteran






I also feel the heros path should be here. It makes them so much more resilient and a great support for your army.

~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in us
Sacrifice to the Dark Gods




Paris, France

I would also encourage anyone who hasn't done it to pump up the number of voidweavers and skyweavers in their army. People say the voidweavers are useless, but they are incredibly good against light armor and even effective against larger targets in groups of three.

As for skyweavers, they are definitely the MVP of the harlequin codex. Sure they're points heavy, but they are amazing for soaking up firepower and also cleaning up a messy combat. Not to mention all the firepower they can put out. Essentially two wound eldar jetbikes with lances. If i were you however I'd split the unit into two units of three and add the starweaver to the 6 man unit as a dedicated transport. It'll make it even harder to get rid of those bikes.

You could also add the other two starweavers in and cut down on the size of the other units. The starweavers will compensate by givinv you an extra 6 inches the turn you need to pull off your charge (6" move + 6" disembark + run + charge) is pretty brutal. Also 6 strength 6 shots are a great way to thin down a unit before a combat.

I've also tossed around the idea of having 5 starweavers on the board. Three for each troop and two carrying multiple death jesters. could be fun.
   
Made in us
Regular Dakkanaut




 RamRam wrote:
Can you tell us what is your strategy with the army and what kind of tactics do you use?

How do you use your ELITES, and what is the function of each squad?


Sorry for the delayed response. Lost track of this thread.

I'll answer the second question first. I'll vary my Elite use according to my opponent. When I face lists that mostly ignore Morale checks and don't have light vehicles, I'll bury a Death Jester in each of my two large foot Troupes. When I know I'm about to charge, I'll splinter it off from the unit and use it to absorb Overwatch against larger units that have a greater chance of causing me problems before charging in with the Troupe on the same target. I'll also accept challenges with the Death Jester if I don't want to risk my Troupe Master against the challenger and allow it to go after the softer targets.

When the opponent has units susceptible to Morale Checks, I'll gauge the number of targets, how much long range capability they have and deploy accordingly. Sometimes I field the DJs individually behind LoS blocking terrain and step out to shoot targets of opportunity. Other times I'll embed the unit in a large Troupe for a turn to get it closer, then splinter off in central ruin terrain to pick off targets of opportunity that my Troupes aren't charging, usually those that are close to board edges. I only use the Shrieker Ammo if the target's save is 5+ or worse as the odds of getting off the Bio-Explosive effect are much higher. Armed with Haywire Grenades, I can also take advantage of the high BS the DJ has to get in a pretty reliable grenade throw on a IK that's nearby but will also be charged by my Caress and/or Solitaire units to finish off the job in Shooting and Assault. I rarely blob the two DJs together but have been known to do so from time to time.

The Shadowseers always split off into the two large Troupes. Veil of Tears is invaluable to them and, as it can't be cast while embarked, really maximizes their potential. I'm almost always running, though there have been times I'll splinter off right before an easy charge to try pinning a Ld challenged unit in order to negate Overwatch opportunities. In desperate situations I'll sacrifice one to absorb Overwatch so that the nearby Troupe can get in unmolested. I almost exclusively roll on the Phantasmancy chart as it has the widest spread of useful powers for the force as a whole. On rare occasions will I break out Telepathy, but with this particular list that hasn't happened yet.

I used to DS the Solitaire in but have since stopped doing so. He always deploys behind LoS blocking terrain somewhere; it really doesn't matter given how mobile he is. I rarely charge Turn 1 with him, opting instead of advance to a central LoS blocking location and biding my time to pick a prime target. His Beast move plus Run & Charge gives him an incredible threat range. Opponents often forget about him and put something in a bad spot for them that I can immediately pounce upon and turn to my advantage. I always arm him with a Haywire Grenade, too, as he almost always gets in a HP of damage on whatever he throws it at. I usually wait for occasions when there are either high numbers in the unit I'm charging or a super heavy that needs lots of Caresses before declaring my Blitz move (usually Turn 4+).

As for the other squads, here are their functions:
Embrace Troupe
I declare my Troupe Master as warlord here because Embraces require maximizing the number of models that get into base contact. This means it'll almost always run. Knowing this I equip this Troupe Master with the Starmist Raiment. It's deployed as centrally as terrain will allow and will sometimes go until Turn 3 before it charges, baiting the opponent in a circling dance around a LoS blocking terrain piece to force the opponent to make a mistake before I pounce. Other times the opponent is more than accommodating in presenting a juicy target early so I don't let him down, taking care to minimize Overwatch damage where possible before I charge. The central location improves the chances of going after the closest thing I can reasonably maximize b2b against.

Kiss Troupe
This is the Troupe most likely to be on a flank. Terrain always dictates where this one goes and is sometimes used to bait movement away from the Embrace Troupe. Flanking it minimizes the number of units shooting at it, permitting me to be a little more aggressive than I otherwise would be. I like to go after vehicles with it as well as Terminators and MCs as I have 10 AP2 dice to roll if I get in at full strength. I try to avoid open-topped vehicles with it on account of the increased chance the vehicle blows up in my face; I go after those with the Skyweavers or Embraces, instead.

Caress Troupe
Placed in the Starweaver, this unit is the one I dedicate to the opponent's toughest unit(s): Terminators, Wraithknights, Super Heavies and the like. I'll keep the Starweaver in the backfield behind LoS blocking terrain, taking care to move up in a cautious manner. Once the target is in a position I like I'll disembark and charge, sometimes sacrificing shooting to ensure I get in but always Run & Charging against vehicles since the Neuro Disruptors do nothing against them. I'll also use it as a tag-team against a particularly hearty target that my Embrace or Kiss Troupe can't take care of alone; think ThunderStars or LychStars for examples. For its part, the Starweaver is just a transport. If it's still kicking I'll take pot shots at things and claim objectives, but I'm just as likely to use it to block progress against the Troupes if another assault unit is looking to jump into the fray.

Skyweavers
With 18 ShurCannon shots this is the unit I use to soften up others or take out light vehicles. I'll dart and weave for the first few turns, may do a Turbo-boost into a corner if the opponent offers it and assault accordingly. This is the harassing unit that, when done properly, drives the opponent nuts. I almost always trigger the Mirage Launchers the first time they're fired at with massed weaponry that ignores their armor save. I put the two Star Bolas in the front to keep as many Zephyrglaives kicking as possible so assault is all the more effective. I'll also use them to capture objectives of opportunity and serve as a wall in the event I might be Alpha struck.

Voidweavers
These serve as tremendous shooting bait if terrain isn't favorable. I'll put them between my Troupes and the opponent's fire just in case I fail to get off Veil of Tears. Again, I almost always use Mirage Launchers on Turn 1. If terrain is very favorable, then I'll do movement shenanigans to get better positioning or cause my opponent to shift certain units into more favorable positions so they can get LoS on the Voidweavers. Being three strong improves their survivability on the first turn or two. If any still survive after Turn 2 that's gravy.


Don't know if you have any questions about tactics after all that but am happy to answer any more pointed questions you have in that regard.
   
 
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