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2018/07/22 01:04:13
Subject: [1500] - Harlequins/Craftworld - List advice
My club is running a 6 week tournament in which everyone plays twice a week with a 1500pt army.
Rules are that we can use a max of 2 detachments, Can't go past 12CPs, Beta rules in check
With thee above I have put together a Harlequins/Craftworld list that I think looks good on paper but not sure how it will preform. I think it needs some tuning but I don't have the eye to see the issues I am ignoring.
Idea with the list is too have the 2 6-man troupe units in the Starweavers, Shadowseer w/ Twilight Pathways is in DS until the right moment. Other Shadowseer and 10-man troupe unit will rush up the field with Shadowseer casting -1 to hit and 6+ FnP. Will also use 2 stratagems to make them 3+ invul and an extra-1 to hit if needed to make sure the unit survive. Once they are in a good charge range the 2nd Shadowseer will DS near them and use Twilight Pathways to make the unit move again and definitely get the charge. Also, the potential to make the Troupe unit -3 to hit with Veil of Tears.
Skywevaers are to target anything with Vehicle keyword and to charge elite type units.
Craftworld Supreme detach is to use the Farseer to grant Doom on a unit the Skyweavers want to attack as well as Executioner to make sure multi-units die fast. Drain Warlock will make one enemy unit -1 in the fight phase until the next Pysker phase ( 10 man-troupe unit could now be -3/-4 to hit in CC) and the Jinx Warlock is there to make sure an enemy unit gets deleted.
So, while the list looks good on paper. I am not sure it will hold up well. I also have not decide on Relics or Warlord Traits. So, what would you guys do and pick for this kind of list? Do you think it will br any good to play? Thanks in advance for the help.
This message was edited 1 time. Last update was at 2018/07/22 01:06:46
Do explain? Quins are an Elite Glass Cannon so they are fragile anyway. Plus with being able to move through terrain I can hide them until my turn 1. Also, my idea is to make the bigger Troupe -2/-3 to hit so that my opponent won't be able to shoot at them.
What's your plan for Overwatch with your big squad? I somewhat question how well they'll survive footslogging up, but they're assuredly set up to eat some crow on an assault and you have limited vehicle options to absorb said Overwatch for them, and those options might not even be nearby since they'll be trying to be anti-mech.
I also worry about your anti-vehicle tools (he says of the list with basically 12 melta shots in it) because your range is actually really limited with so many points worth of your shooting. If your opponent is fielding 2+ vehicles with semi-decent shooting capabilities (which seems pretty easy to do at 1500 to my mind) you're really going to be struggling to oppose them much without cramming your gunboats literally up in his face first turn - feels like a decent gunline would run rampant on this list by just deploying along the back edge with a mild screening option.
If it were me, I'd devote less time and effort to trying to make the footslogging squad work, and instead bring an extra transport (or two) and spread out the squads and special weapons so there are multiple threats all with some fusion and some assault boost, that would complicate your opponent's target priority, allow you more freedom to risk boats getting up close (and have better anti-assault tools if they gang jump you after popping your boat) give you more anti infantry shooting to clear paths in screening units, and free up your psyker support to generally protect the army rather than trying to guard something that could suffer hard from Overwatch and/or flamers from most basic 10+ infantry mobs.
I do find your core idea interesting, and if you go for it anyways I'd be curious to hear how it did and what armies and setups it faced, but I think it's combining fragility with an 'eggs-in-one-basket' setup, allowing your opponent far too much ease in target priority and ability to frag what concerns him.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
2018/07/22 16:30:12
Subject: [1500] - Harlequins/Craftworld - List advice
In pretty much all cases, I would redistribute your weapons. In general its better to have a few fully kitted with fusions and caresses and a few naked ones rather than them all with some upgrades as you have done. Gives you bodies to remove that don't decrease the value of the squad.
Drop 1-2 fusion pistols from each mounted squad. 5 should be enough. It also gives you a few bodies to die to overwatch when you inevitably end up trying to fight in CC.
Next, move 4-6 of the caresses from the foot squad to the mounted squad. Gives them some CC punch and also gives the big foot squad a few easy ablative wounds.
Finally drop an additional member from at least 1 of your mounted squads. Some games you may want to put him in a transport, and may not need to deepstrike it so it gives you the option.
If this saves you any extra points, consider buying more naked harlequins with blades. As you mention, they are somewhat sturdy in the right situations if next to a shadowseer, but definitely not if they are all 20-30ppm. @13ppm, with a shadowseer and at least 1 power in support and 1 strategem they are comparable to a marine. Which isn't great for a CC unit, but it is almost passable.
2018/07/23 21:33:47
Subject: [1500] - Harlequins/Craftworld - List advice
Shadowseer [7 PL, 125pts]: Shuriken Pistol, Twilight Pathways, Webway Dance
- This seer should get a Starmist Raiment in order to eat up overwatch
Shadowseer [7 PL, 125pts]: Shuriken Pistol, Shards of Light, Mirror of Minds
- Shards of Light is huge. It is a targetable smite, and the -1 leadership buffs the Hallucinagenic Grenade Launchers for both of your Seers.
- I prefer to be offensive with these guys, so Mirror of Minds gives me a shot to deal a ton of mortal wounds with some luck. You can swap this out for a defensive power if you like though.
- Warlord: Player of Twighlight for command point farming and Faolchu's Talon for increased movement and protection
Automatically Appended Next Post: Additionally, I'd replace a squad of Caress players for Kiss players. Having the D3 damage is good for low invuln character hunting and other multi wound models.
Also, with the Faolchu's Talon you could change the squad loadout slightly to overload the Warlords transport as you wouldn't have to worry about any of the models inside dying.
This message was edited 1 time. Last update was at 2018/07/24 18:45:13
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