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Made in es
Fresh-Faced New User





Hi guys. I thought I would chime in. XD

I played W40k extensively on 1st and 2nd Edition (dark millenium). So that's a long time ago. Used to play Harlequins when you could easily kill Bloodthirsters but gretchings with blunderbusses were your worst nightmare (and the virus grenade ofc XD). I collected a small Deathwatch force during 7th but didnt really play due to... life. Anyway, after a long, long hiatus I decided to come back and jump on the 8th edition bandwagon and having a blast. "New" harlequin miniatures are beautiful.

Some really good tips in this thread. Specially loved the Starweaver + Shadowseer trick by ClutterEater. A few inches can mean a lot for those fusions. I thought I would throw in my 2 cents.

I've played over 10 games with the Harlequins in the last few weeks and they were pretty brutal. I played against Deathguard, Ultramarine Primaris, Blood Angels, Genestealer Cult and Craftworld Eldar. Most of my games were to 1000 points (my army is just starting), except a couple of 2000 games against the Deathguard player.

I have to say they seem pretty good as I managed to give a good fight in every game and in fact won the majority of them, and Im not a very experienced player. I have not played against horde armies like Orks or Tyranids (or the lists people talk so much about: conscripts/cultists spam, Roboute + Friends... ; no one plays those around here), and I believe those may be the bane of the very specialized and expensive Harlequins, so take my conclusions with "a grain of salt".

Troupes are damn good in melee though they tend to die to small arms fire in high numbers, so you have to choose a good target cause after that first charge you will get focused (after the obvious fall back) and lose a good bunch of models. Rising Crescendo is good but not as good as i thought:
The first part of Rising Crecendo lets you advance and charge. That is great but transports pretty much replace this, and its a lot better to disembark, move, shoot and charge.
The second part of Rising Crescendo lets you fall back and stil shoot and charge. Many times you only have 1-2 troupe in melee. There is normally no point in falling back to shoot and charge back in combat as you can shoot pistols in melee and you will go first anyways in the normal melee phase (after charges). You save yourself some overwatch shots. Its ok if you want to leave and charge something else though.
So perhaps playing Ynnari Harlequins may be better, at least playing at 1000-1500 points.

The solitaire, well... Im surprised at the feedback. He has been underwhelming for me. I started using him to hunt enemy characters like psykers but surprisingly enough he didnt excell at killing those (I got killed twice by a Nurgle sorcerer after perhaps some average rolls; he can dish out mortal wounds while manifesting psychic powers and with smite, etc, its pretty deadly). At the moment, I find out that he is best used to cover your units as you advance. The turn you are going in (its not always the first) you blitz up and tie a big, shooty unit. He will inflict some casualties but best of all he will have to fall back on his turn (or fight back) and you will avoid some important shooting on your troupes/vehicles.

The shadowseer rocks. Nothing to add from what has been said. I normally pick Fog of Dreams over Path of Twilight as transports/starweavers are normally enough to get my troupes to combat and a -1 to hit (both in shooting and fight phases) is very powerful combined with -1 to wound.

The deathjester is overcosted. For just 20 more points you get a starweaver that adds a lot more to the army. Morale isnt that of a problem from what I've experienced (almost everyone has some rule against it: TSKNF, Synapse, Ork thingy, etc) so his ability to remove special weapons/sergeants is almost useless. His weapon is not that nice to snipe characters in power armor unless you roll 6s on wounds like a pro.

The MVP of the army is the starweaver. A 5 man troupe + troupe master (all with fusion pistols) on a starweaver is quite disgusting as you will move up 16 inches next to some heavy armored target (very likely within 3 inches) and vaporize it most of the times. I had 2 games in a row with the nurgle player in which I just moved up on both of my first turns and placed a starweaver next to his hellbrute and another beside his plague drone. Both were gone by the end of the turn, both times...! Just sick. People are learning to watch out for it so it will not be as punishing in the future I think. But stil, really really good.

I deploy few units as many are embarked within the transports so I get first turn most of the time. That said, I've found you dont really want to go first always. Many times you wont be able to reach the enemy with fusions on the first turn, so depending on objectives (and if there is enough LoS blocking terrain) I sometimes prefer to go second and let them advance. Then you fly out of your blocking terrain and pick your targets with your fusion pistols. In my experience you dont want to advance and leave your army out in the open turn 1, inflicting very litte casualties and facing heavy fire back. You play the waiting game sometimes.

This message was edited 1 time. Last update was at 2017/07/18 22:09:55



 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





Where are you guys getting all these fusion pistols and embraces from? Only 2 of each in a box, which is really annoying me. Bits sites coming up blank too.

Or are you just not playing WYSIWYG?

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in es
Fresh-Faced New User





 Silentz wrote:
Where are you guys getting all these fusion pistols and embraces from? Only 2 of each in a box, which is really annoying me. Bits sites coming up blank too.

Or are you just not playing WYSIWYG?


In my case, I am not. I just have 2 pistols mounted per troupe but that is not a problem with my local group/store. I just equip the whole squads with the same gear (normally embrace/fusion) so there can be no confusion. Besides, the Harlequin Kiss is the most iconic and beautiful harlequin weapon (imho) so theres no way Im not mounting a couple of those in each squad (even though its pretty bad ingame).

This message was edited 1 time. Last update was at 2017/07/18 22:24:27



 
   
Made in us
Crushing Clawed Fiend




Austin, Texas

 Dealer wrote:

The first part of Rising Crecendo lets you advance and charge. That is great but transports pretty much replace this, and its a lot better to disembark, move, shoot and charge.
The second part of Rising Crescendo lets you fall back and stil shoot and charge. Many times you only have 1-2 troupe in melee. There is normally no point in falling back to shoot and charge back in combat as you can shoot pistols in melee and you will go first anyways in the normal melee phase (after charges). You save yourself some overwatch shots. Its ok if you want to leave and charge something else though.
So perhaps playing Ynnari Harlequins may be better, at least playing at 1000-1500 points.


As a Harlequin only player, I can see where you are not utilizing Rising Crescendo to its full capability.

First, Rising Crescendo isn't on the Starweaver so it is a moot point to state that using the transport is better. The point is that you can have your footsloggers fly across the field if you have no way to seek transport. That's a-fletching-mazing given that you can have an entire army potentially move 14" and charge in one turn. That can be a game changer.

Secondly, you're not understanding the purpose to falling back and charging. You're not going to want to fall back away from a target, shoot them, and charge back in. Harlequins have flip belts and thus can move through models. You're going to want to fall back towards a higher priority target, shoot the unit you fell back from to clean up the left overs, and then charge your higher priority target. Preferably after something else has charged in to soak overwatch. (Such as a Solitaire)

This message was edited 1 time. Last update was at 2017/07/18 22:47:23


 
   
Made in us
Bounding Assault Marine



Providence, RI

I'm an Astra Militarum player without the Xenos indexes, but I've seen two battle reports with harlies, and think I have a bit to contribute.

Robin5t, would taking an "Aeldari" detachment and subbing out some of your units for cheaper ones from other Aeldari sub-factions help make room (points-wise) for transports without being dead-weight?

A thought on death-jesters: Suppose they shoot my infantry squad and want to force me to remove a lascannon model. That would be a great place for me to use 2 command points to cause my unit to auto-pass morale. At 1850 points, I have 15 command points to play with. When it's really critical, I bet the death-jester's ability won't get through.

10,000+ points
3000+ points 
   
Made in us
Crushing Clawed Fiend




Austin, Texas

Celerior wrote:
I'm an Astra Militarum player without the Xenos indexes, but I've seen two battle reports with harlies, and think I have a bit to contribute.

Robin5t, would taking an "Aeldari" detachment and subbing out some of your units for cheaper ones from other Aeldari sub-factions help make room (points-wise) for transports without being dead-weight?

You can't take an "Aeldari" detachment, but you can take detachments from other Aeldari factions as they share faction keywords.

Celerior wrote:

A thought on death-jesters: Suppose they shoot my infantry squad and want to force me to remove a lascannon model. That would be a great place for me to use 2 command points to cause my unit to auto-pass morale. At 1850 points, I have 15 command points to play with. When it's really critical, I bet the death-jester's ability won't get through.


This is not how it works. You must fail morale before the Death Jester can choose a model to flee first. You don't reroll morale after he chooses since you have accepted that you failed your check. So if you fail, you then decide to use your command points to auto-pass. If you choose not to auto-pass, then the Death Jester may choose who flees first. You can't go back in order if he picks something you don't want to lose.

This message was edited 1 time. Last update was at 2017/07/19 00:03:14


 
   
Made in au
Regular Dakkanaut




Actually, you can take an aeldari detachment. There is nothing stopping you taking craftworld, harlequins and dark eldar in the same detachment due to the shared keyword. Or you can take a harlequin only detachment and a craftworld only detachment and throw them in the same force, due to the shared keyword.

Also, he never suggested failing his morale test then auto passing. He was saying if he was to fail the test and had taken a hit from the jester then it was obvious that the lascannon was going to be first picked, so better to auto pass than take the chance.

Also, 15 cp is ridiculous at 1850. Is that a brigade and battalion I assume?
   
Made in us
Fixture of Dakka






For WYSIWYG take the extra Kiss's that you have and just Cut off the Spike and add a bigger object that is circular there.

Personally I cut the kiss's off but didnt add anything

Open Hand = Caress
Close hand = Embrace

I kept 5 Kiss's for "just in case they chance" but as of right now i see 0 point i taking them


I do take DE/Eldar in my Quin army now, E;HQ are lacking in AT, so i've been taking a Flier and 2 Ravagers as dedicated AT, Ravagers are very survival and cheap for 3 Lances, but this might change as I might just take 3 Fliers sense they are a bit more survivable all together (not b.c its the meta thing to do), but so far the 2 Ravagers are doing loads of work.

I've been doing something like

Troupe Master
Shadowseer x2
Troupes x5 (2/3 Caress/Embrace, 2 Fusions) x4
Starweavers x4
Solitaire
Ravager x2
Hemlock (sometimes Bomber)
Skyweavers 2x3

But i'm thinking about take 2 units of Dark Reapers with 1 Warlock as well.

Another thing i've been testing is Ynnari, its not doing to bad, Rising Crescendo seems to be better, but i've only played 4-5 games with Ynnari compare to the 20 games as E;HQ's

Over all i am very happy with Harlequins as my core troops/hq's and Eldar/DE as back up.

   
Made in us
Crushing Clawed Fiend




Austin, Texas

Wyldcarde wrote:
Actually, you can take an aeldari detachment. There is nothing stopping you taking craftworld, harlequins and dark eldar in the same detachment due to the shared keyword. Or you can take a harlequin only detachment and a craftworld only detachment and throw them in the same force, due to the shared keyword.

Also, he never suggested failing his morale test then auto passing. He was saying if he was to fail the test and had taken a hit from the jester then it was obvious that the lascannon was going to be first picked, so better to auto pass than take the chance.

Also, 15 cp is ridiculous at 1850. Is that a brigade and battalion I assume?


I was told by my local GW that detachments must be from the same factions but you may take multiple detachments as long as they share faction keywords, thus Harlequin can only be in a Harlequin detachment, but you may have a detachment of Harlequin and a detachment Dark Eldar in the same army. So unless they tell their employees the wrong information, then I am going by what a GW official employee stated.

Also, he mentions "and they force me to remove my lascannon" implying that he was intending to reroll after the Death Jester owner made a decision, which is not how the order of operations works. Was answering based on question as written, not question as implied.
   
Made in us
Fixture of Dakka






No that means DE cant have Wyches and Kabals in the same Detachement, and Craftworld cant have Aspect and Warhost, or Harlequins cant have a Solitaire.... You local has it wrong.

All Aeldari can be in the same Detachment unless stated otherwise (cough cough Ynnari).

Edit: GW even stated this many times that Aeldari (DE, Harlequins and Craftworld) can go into one detachment... its even Stated in the BRB.

Edit 2: Go to page 240 of the BRB and read "FACTIONS" on bottom left.

This message was edited 2 times. Last update was at 2017/07/19 02:49:16


   
Made in us
Hellion Hitting and Running






For fusion pistols look for dark eldar blast pistols.

For embraces cut off the long part on kiss and replace it with anything that is thicker and textured. I have been using the bits from the the voidweaver gun but I was thinking about using the grenade packs from the raider set. Basically the embrace shoots out monofilament then retracts it to cut things. The grenades look like they have already shot out their filament.
   
Made in us
Fixture of Dakka






 lambsandlions wrote:
For fusion pistols look for dark eldar blast pistols.

For embraces cut off the long part on kiss and replace it with anything that is thicker and textured. I have been using the bits from the the voidweaver gun but I was thinking about using the grenade packs from the raider set. Basically the embrace shoots out monofilament then retracts it to cut things. The grenades look like they have already shot out their filament.


Small DE Hellion/Reavers/Ravagers/Raider Jet Boosters work great FYI. some might think they are slightly to thick tho.

   
Made in us
Crushing Clawed Fiend




Austin, Texas

 Amishprn86 wrote:
No that means DE cant have Wyches and Kabals in the same Detachement, and Craftworld cant have Aspect and Warhost, or Harlequins cant have a Solitaire.... You local has it wrong.

All Aeldari can be in the same Detachment unless stated otherwise (cough cough Ynnari).

Edit: GW even stated this many times that Aeldari (DE, Harlequins and Craftworld) can go into one detachment... its even Stated in the BRB.

Edit 2: Go to page 240 of the BRB and read "FACTIONS" on bottom left.


Are you serious? Solitaires are elites and can be in detachments with other Harlequin units but cannot be a part of a unit and you may only have one per Army. This is the only restriction in the Xenos 1 index.

Page 214 speaks of Army Factions and that your Army may be compromised of any units that share atleast one Faction keyword. The only exception is that Genestealers may take full detachments of Astra Militarum alongside GSC or Tyranids, but it does not state they can be in the same detachment. When reading on how to organize detachments (the tables showing the different types) it says they must share a Faction, not Faction keyword.

Edit: Page 240 is correct as far as Faction detachment rules go. I will bring this up with my local GW and see if they heard differently from the main HQ. However, there are no rules in the index stating anthing to the understanding of your first sentence.

This message was edited 1 time. Last update was at 2017/07/19 03:17:26


 
   
Made in us
Fixture of Dakka






teknoskan wrote:
 Amishprn86 wrote:
No that means DE cant have Wyches and Kabals in the same Detachement, and Craftworld cant have Aspect and Warhost, or Harlequins cant have a Solitaire.... You local has it wrong.

All Aeldari can be in the same Detachment unless stated otherwise (cough cough Ynnari).

Edit: GW even stated this many times that Aeldari (DE, Harlequins and Craftworld) can go into one detachment... its even Stated in the BRB.

Edit 2: Go to page 240 of the BRB and read "FACTIONS" on bottom left.


Are you serious? Solitaires are elites and can be in detachments with other Harlequin units but cannot be a part of a unit and you may only have one per Army. This is the only restriction in the Xenos 1 index.

Page 214 speaks of Army Factions and that your Army may be compromised of any units that share atleast one Faction keyword. The only exception is that Genestealers may take full detachments of Astra Militarum alongside GSC or Tyranids, but it does not state they can be in the same detachment. When reading on how to organize detachments (the tables showing the different types) it says they must share a Faction, not Faction keyword.




Did you even read the post before? The one that i was commenting on..... here let me post it for you and WHY i said these things


teknoskan wrote:
Wyldcarde wrote:
Actually, you can take an aeldari detachment. There is nothing stopping you taking craftworld, harlequins and dark eldar in the same detachment due to the shared keyword. Or you can take a harlequin only detachment and a craftworld only detachment and throw them in the same force, due to the shared keyword.

Also, he never suggested failing his morale test then auto passing. He was saying if he was to fail the test and had taken a hit from the jester then it was obvious that the lascannon was going to be first picked, so better to auto pass than take the chance.

Also, 15 cp is ridiculous at 1850. Is that a brigade and battalion I assume?


I was told by my local GW that detachments must be from the same factions but you may take multiple detachments as long as they share faction keywords, thus Harlequin can only be in a Harlequin detachment, but you may have a detachment of Harlequin and a detachment Dark Eldar in the same army. So unless they tell their employees the wrong information, then I am going by what a GW official employee stated.

Also, he mentions "and they force me to remove my lascannon" implying that he was intending to reroll after the Death Jester owner made a decision, which is not how the order of operations works. Was answering based on question as written, not question as implied.


If they must have "all" the same factions then no Harlequins can NOT have a Solitaire b.c he doesnt have <Masque> faction like the rest of the army.

Sense he was saying that DE cant go with Harlequins b.c they do not share the same factions i was showing that even within the DE/Eldar/Harlequin Armies they have sub factions.

here are lists of some of the factions (not all of them)
Aeldari, Asuryani, Warhost, Ulthwe, Aspect Warrior
Drukhari, Coven, Incubi, Kabal, Wych
Etc... etc... etc...

He is saying that his Local is only letting some factions in detachments and not all that share a "keyword" they must have both Keywords like Aeldari AND Drukhari and that sense Harlequins dont have have Drukhari they can not be in the same detachment.

Pg 240 "All units must belong to "one" or more of the many Factions"

So i "said" those things to show him how ridiculous his Local rules are and that they are wrong.

Edit: Spelling

This message was edited 5 times. Last update was at 2017/07/19 03:27:57


   
Made in us
Hellion Hitting and Running






 Amishprn86 wrote:
 lambsandlions wrote:
For fusion pistols look for dark eldar blast pistols.

For embraces cut off the long part on kiss and replace it with anything that is thicker and textured. I have been using the bits from the the voidweaver gun but I was thinking about using the grenade packs from the raider set. Basically the embrace shoots out monofilament then retracts it to cut things. The grenades look like they have already shot out their filament.


Small DE Hellion/Reavers/Ravagers/Raider Jet Boosters work great FYI. some might think they are slightly to thick tho.
I am talking about these.
   
Made in au
Regular Dakkanaut




Yep they must all share one common faction keyword. Aeldari is a faction keyword. And is common to all asuryani, drukhari and harlequin units.
   
Made in us
Fixture of Dakka






 lambsandlions wrote:
 Amishprn86 wrote:
 lambsandlions wrote:
For fusion pistols look for dark eldar blast pistols.

For embraces cut off the long part on kiss and replace it with anything that is thicker and textured. I have been using the bits from the the voidweaver gun but I was thinking about using the grenade packs from the raider set. Basically the embrace shoots out monofilament then retracts it to cut things. The grenades look like they have already shot out their filament.


Small DE Hellion/Reavers/Ravagers/Raider Jet Boosters work great FYI. some might think they are slightly to thick tho.
I am talking about these.


Yep, DE has the same things thats what i was talking about too, just saying DE has those bits also if you have those models laying around (DE Raider kits comes with 6 i think and they are for an old upgrade from 5th that no one put on and now they are just for looks)


Edit: @teknoskan, didnt mean to sound rude sorry.

This message was edited 3 times. Last update was at 2017/07/19 04:34:13


   
Made in us
Crushing Clawed Fiend




Austin, Texas

 Amishprn86 wrote:

Edit: @teknoskan, didnt mean to sound rude sorry.


You're fine. It's a new edition and everyone is having a grande ol time figuring out RAW and RAI. I do appreciate the help at any rate.
   
Made in nl
Wondering Why the Emperor Left




The Hague (NL)

I just don't play WYSIWYG. Makes no sense to me to have a whole harlequins army without a single kiss, especially if any rules update might suddenly make them worthwhile. Starweaver has been my strongest unit as well. Played a lot of venoms in 7th, now I play Starweavers
   
Made in fr
Longtime Dakkanaut




 Amishprn86 wrote:
 lambsandlions wrote:
 Amishprn86 wrote:
 lambsandlions wrote:
For fusion pistols look for dark eldar blast pistols.

For embraces cut off the long part on kiss and replace it with anything that is thicker and textured. I have been using the bits from the the voidweaver gun but I was thinking about using the grenade packs from the raider set. Basically the embrace shoots out monofilament then retracts it to cut things. The grenades look like they have already shot out their filament.


Small DE Hellion/Reavers/Ravagers/Raider Jet Boosters work great FYI. some might think they are slightly to thick tho.
I am talking about these.


Yep, DE has the same things thats what i was talking about too, just saying DE has those bits also if you have those models laying around (DE Raider kits comes with 6 i think and they are for an old upgrade from 5th that no one put on and now they are just for looks)


Edit: @teknoskan, didnt mean to sound rude sorry.

These are mirage launchers, and are included in the Skyweaver and Star/Voidweaver kits, but there are no extra.

I also don't play WYSIWYG on my troupes at the moment. The people I play with don't mind, since all my players have the same loadout. If you want to mix/match it becomes harder.

I've also been very disappointed by the solitaire. Last game I played, it failed to kill a Cryptek in two fight phases. I didn't roll very well, but on average a Solitaire barely kills one in a turn (average of 4.4 wounds with the kiss), and it's only a T4 4+ 4W character. A solitaire will actually fail to kill most useful characters in a fight phase.
   
Made in us
Crushing Clawed Fiend




Austin, Texas

fresus wrote:
 Amishprn86 wrote:
 lambsandlions wrote:
 Amishprn86 wrote:
 lambsandlions wrote:
For fusion pistols look for dark eldar blast pistols.

For embraces cut off the long part on kiss and replace it with anything that is thicker and textured. I have been using the bits from the the voidweaver gun but I was thinking about using the grenade packs from the raider set. Basically the embrace shoots out monofilament then retracts it to cut things. The grenades look like they have already shot out their filament.


Small DE Hellion/Reavers/Ravagers/Raider Jet Boosters work great FYI. some might think they are slightly to thick tho.
I am talking about these.


Yep, DE has the same things thats what i was talking about too, just saying DE has those bits also if you have those models laying around (DE Raider kits comes with 6 i think and they are for an old upgrade from 5th that no one put on and now they are just for looks)


Edit: @teknoskan, didnt mean to sound rude sorry.

These are mirage launchers, and are included in the Skyweaver and Star/Voidweaver kits, but there are no extra.

I also don't play WYSIWYG on my troupes at the moment. The people I play with don't mind, since all my players have the same loadout. If you want to mix/match it becomes harder.

I've also been very disappointed by the solitaire. Last game I played, it failed to kill a Cryptek in two fight phases. I didn't roll very well, but on average a Solitaire barely kills one in a turn (average of 4.4 wounds with the kiss), and it's only a T4 4+ 4W character. A solitaire will actually fail to kill most useful characters in a fight phase.


The Solitaire should be doing very well in melee combat. He has a 3+ Invulnerable save (which shouldn't be an issue against a Cryptek's single attack per turn), 8 attacks per turn, and two melee weapons to pick from, which you should be using the Caress for that 5S vs a Cryptek's 4T so you wound on 3. The Solitaire hits in 2+ so with 8 attacks, 2+ to hit is highly feasible. Then 3+ to wound against the Cryptek's 4 wounds, shouldn't be an issue unless you just have really bad luck.

Edit: It is important to understand that the Kiss is not always the best weapon of choice. You only get 4S, -1AP, and D3 wounds. Sure you have the potential to do more wounds, but the minimum is always 1. Where as the Caress gives you 5S, -2AP, and 1 wound. You get a better chance to wound and lower their armor save by one extra vs the Kiss. Against the Cryptek, that's a 3+ to wound vs a 4+, and it's armor save becomes a 6+ opposed to 5+.

This message was edited 3 times. Last update was at 2017/07/19 11:54:46


 
   
Made in au
Screaming Shining Spear





Western Australia

In this instance (solitaire vs Cryptek)...

8 Attacks, 6.6 hits

Caress is 4.4 wounds
Kiss is 3.3 wounds

The caress does 3.66 unsaved wounds
The kiss does 2.2 unsaved wounds - which become on average 4.4 wounds dealt

The kiss should actually kill the cryptek while the caress has a small chance on average of him surviving... its very small but possible

For gaming, hobby and events in Perth, Western Australia - https://objectivesecured.com.au 
   
Made in fr
Longtime Dakkanaut




 Massaen wrote:
In this instance (solitaire vs Cryptek)...

8 Attacks, 6.6 hits

Caress is 4.4 wounds
Kiss is 3.3 wounds

The caress does 3.66 unsaved wounds
The kiss does 2.2 unsaved wounds - which become on average 4.4 wounds dealt

The kiss should actually kill the cryptek while the caress has a small chance on average of him surviving... its very small but possible

Yes, the kiss is usually better against multi-wound models with bad armor (or very good invul), while the caress tends to be better against 2+ armor.
A Cryptek has 4 wounds, so it has way more than a small chance of surviving.

But still, a solitaire barely kills a Cryptek in one round, and usually need at least a couple rounds to kill stronger characters. In many cases, a troupe master with a fusion pistol is better than a solitaire at killing characters, but also provides buffs.
The solitaire's real advantage is its mobility, and ability to engage many things turn 1, but I find it lacking in terms of hitting power.

This message was edited 1 time. Last update was at 2017/07/19 12:43:57


 
   
Made in us
Fixture of Dakka






The Kiss is IMO best against Invul save and/or multi wound guys,especially multi-wound low saves

I killed Dante with my Solitaire on a Blitz using Kiss attacks.
4 got through and a re-roll of one of my damage rolls killed him.

I've charge Venomthropes with the Solitaire and used the Kiss there too, very effective.

My favorite thing to do with him is keep it out of LoS for turns 1-2 and just use him as a cannons to go clear out a unit in cover, with the shadowseer for me (turn 2-3) finally on the table i can cast movement buff if i cant make it with a blitz.

I have been able to move 45" with him b.c of placement/shadowseer power and charge from across the table.

The solitaire is by far one of my favorites.

   
Made in au
Regular Dakkanaut




I thought you couldn't cast twilight pathways on a solitaire that has blitzed? I'm pretty sure it specifically states it.

Sorry misread it and you said can't reach with blitz.

This message was edited 1 time. Last update was at 2017/07/19 13:55:58


 
   
Made in fr
Longtime Dakkanaut




Wyldcarde wrote:
I thought you couldn't cast twilight pathways on a solitaire that has blitzed? I'm pretty sure it specifically states it.

Sorry misread it and you said can't reach with blitz.

The blitz rule says you can't blitz if your solitaire was targeted by twilight pathways during the previous psychic phase. But you can blitz then use twilight pathways.
I suppose they messed up when writing the rules, because the other way around would make a lot more sense, but that's how things are currently.
   
Made in us
Hellion Hitting and Running






Solitaire has been middle of the road for me. Not bad enough that I want to lick him of the team but also not good enough that I am singing his praise. He is a harraser not a killer which means his value changes game to game and may not be asking clear as the value of other units.


I play Yvraine so turn 1 blitz +words of the Phoenix puts him anywhere I need him. Those 10 attacks may kill something but again him stopping shooting is better than anything else. He is also good to charge into units to tank overwatch.

He is kinda like skyweavers. They are not all that killy but they do a good job just harrasing.
   
Made in us
Longtime Dakkanaut




Got a list I may try this weekend. Any thoughts?

7CP - 1983PTS

Battalion Detachment

HQ:
Shadowseer
ShadowSeer

Troop:
5 Player - 5 Embrace 3 Fusion
5 Player - 5 Embrace 3 Fusion
5 Player - 5 Embrace 3 Fusion

Elite:
Solitiare

Fast Attack:
6 Skyweavers - 6 Zephyrglaive

Heavy:
9 Dark Reapers 1 Exarch - 10 Reaper Launcher

Dedicated Transports
4 Starweaver Transport

Sup Command Detachment
4 Troop Master - 4 Embrace 4 Fusion

One transport has 3 Masters in it. Others have a HQ and 5 Troops

Dark Reapers rain hell on most killy thing they have turn 1 so there hopefully wont be any issues getting into CC. Sky Weavers go after any troops not in transports, easily do a turn 1 charge if needed to harassing them with all the shooting. Second turn all the charges. Starweavers charge the targets first so they take the brunt of the overwatch. Biggest thing to watch for psykers and try to kill them ASAP or have vehicles be the closest model as mortal wounds crushes the army. (And shadowseers help stop it)
   
Made in us
Poxed Plague Monk




san diego

To get more fusion pistols, I clipped the tip of the nerual shredder off and attached the tip from the starweaver/voidweaver prismatic cannon which looks just like a fusion pistol tip. Seeing as I have 5 starweavers, it added several.

for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
Made in us
Hellion Hitting and Running






str00dles1 wrote:


Sup Command Detachment
4 Troop Master - 4 Embrace 4 Fusion

One transport has 3 Masters in it. Others have a HQ and 5 Troops

Dark Reapers rain hell on most killy thing they have turn 1 so there hopefully wont be any issues getting into CC. Sky Weavers go after any troops not in transports, easily do a turn 1 charge if needed to harassing them with all the shooting. Second turn all the charges. Starweavers charge the targets first so they take the brunt of the overwatch. Biggest thing to watch for psykers and try to kill them ASAP or have vehicles be the closest model as mortal wounds crushes the army. (And shadowseers help stop it)

So I am curious how survivable the reapers are. For 360 pts they area juicy target and kinda easy to kill. How do they compare to two ravagers which are 50pts less but more survivable?. The reapers are better vs infantry and flyers but the ravagers are better against vehicles and monstrous creatures.
   
 
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