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Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

hello, I made this concept list as set for tournaments. The list is supposed to strike hard alpha, then mop up with big unit of harlies. I'm new to this faction, so any advice are appreciated.

Harlequins Vanguard (soaring spite)
-hq- shadowseer 125 (warlord; player of light, webway dance, twilight pathways)
-elite- death jester 45
-elite- death jester 45
-elite- solitaire (relic; cegorach's rose)

Harlequins outriders (soaring spite)
-hq- shadowseer 125 (fog of dreams, veil of tears)
-fast- skyweavers (6, 6x haywire cannon, 6x zephyr glaive) 306
-fast- skyweavers (4, 4x haywire cannon, 4x zephyr glaive) 204
-fast- skyweavers (4, 4x haywire cannon, 4x zephyr glaive) 204

Harlequins battalion (soaring spite)
-hq- troupe master (fusion pistol, kiss) 84
-hq- troupe master (fusion pistol, kiss) 84
-troop- troupe (5, fusion pistol, embrace, 2x neurodisruptor, 2x caress) 112
-troop- troupe (5, fusion pistol, embrace, 2x neurodisruptor, 2x caress) 112
-troop- troupe (12, 4x fusion pistol, 2x embrace, 2x neurodisruptor, 2x kiss, 4x caress) 258
-transport- starweaver (2x shuriken cannon) 99
-transport- starweaver (2x shuriken cannon) 99

Total 2000 (10cp)
Tactics; big unit of harlies and other shadowseer use webway stratagem, for turn 2 strike. Troupe masters go with small units inside transports, and support 4-man jetbike squads. Other characters deploy at objective in deployment zone (if any), and use heroes path stratagem to get into position to charge and support big unit of bikes. This will leave one death jester in deployment zone, and other can be re-deployed for linebreaker/character-hunt/objective. Also available is warlord's twilight pathways, to speed up the big unit of jetbikes. All this strategy leaves me with 5cp, which will probably go for boosting jetbikes.
So, any advice are appreciated, as i'm new to this faction. Thanks.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I often measure an army how it can deal with the enemy in round 1.
Your units want to approach the enemy and here they need fire support.
Can your units suppress enemy fire or do you pray that the enemy does not destroy your advancing units?

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 fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Yeah, the model count is quite low, but those haywire cannons should be able to even cripple a Knight.

Also, the soaring spite Masque lets ignore penalty for advancing and firing assault/pistol weapons.

This message was edited 1 time. Last update was at 2019/10/05 12:43:18


https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in ca
Fresh-Faced New User




I havent played this faction but inhave watched a fair few pro battle reports with Harlies vs various other factions.. maybe these insites help..

Firstly, Bikes.. they are super cool, but just dont have the versitility of a transport + fusions (they dont have the durability of a transport + low model count + high cost). They have value when you know you are going against lots of armor, but if they get blap'd before you can use them, its over.

Death Jesters.. seem ok, a sniper unit that can get some nice mortal wounds going, especially with the relic gun.

Solitair.. decent, probably wont do much after the first round of combat. (Its always that T3)

Shadowseers.. Money. They buff your army, cause mortals, insanely worth while.

TroupMasters.. again, insanely worth it - its all about that reroll ability - in melee you roll a monster amount of dice with very few models, you need to make them count because you cant take a punch (but can sure give one).

Transport + Fusion squad. This seems to do better than the melee deployment version simply because you have the -1 to-hit, 4++ bubble wrap of a transport + its wounds, while being able to dish out 6 meltas turn 1 for like ~200pts, AND still be decent in melee (by decent i mean using no melee upgrades).
Sadly though these things still arent superly survivable, so if you arent going first, you need to consider how you will be able to keep them alive turn 2. also, have spares.

Neurodisruptors - no, save the pts for the sick melee weapons you will be giving everyone - way more effective.

Harlies on foot... dont do it.
They dont survive shooting well in games above 500pts (its that T3).

In 1500pt games, the enemy tends to have a firebase, assault elites that are comparable/slightly better than to your troops, something stompy, and redundancies.
In comparison, you can fill the table with transports, meltas, melee specialists, and psykers.

This message was edited 1 time. Last update was at 2019/10/26 05:06:46


 
   
 
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