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Warhammer 40,000/7th Edition Tactics/Eldar Harlequins
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===Elite=== *'''Solitaire''' - A guy who's been out of the game since the 2nd Edition (not counting the Citadel Journal list, that is), and he's making up for lost time. A WS9, I10, A6, 3++, eternal warrior melee beast that is going to lay the pain on his opponents with his Kiss & Caress. Once per game he can '''Blitz,''' letting him roll a number of dice equal to the turn number and moving that distance instead of the 12" he normally gets and does it ''over'' other models and terrain. The boost for doing this is bumping his attacks value to 10 in the following assault phase (basically 12 attacks once you count the charge and the 2CCW bonus). He's ''very'' fragile despite having a 3++ and Eternal Warrior, since he has only T3 and is forced to always go solo; he'll end up getting brought down by a turn of small arms fire if he's ever caught within range of the enemy guns. For some number crunching, even without considering special weapons fire, on average it will only take 6.75 bolter shots at BS4, 12 lasgun shots at BS3, or 7.2 pulse rifle shots at BS3, to knock off each of his wounds. So ''use'' that 12" of movement to keep him away from rapid fire ranges (or better still, completely out of sight) until you need him to tear up a high-value unit in melee. ** Normally, the Solitaire lacks a shooting attack, so don't forget the haywire grenades, in case some jammy bastard leaves something with an AV hanging around in range - the look on their face when you ping the last hull point off that Ghost Ark then massacre the whole squad (that they were sure was safe!) will be priceless. ** The Solitaire has both the Kiss & Caress in melee and as per the May 2016 FAQ, can gain the benefit of both weapons special rules which apply to ''"a model equipped with this weapon"'' therefore he can attack normally with the Caress which auto wounds on AP2 with rolls of a six, while ''also'' rolling one separate attack at S6 AP2 with the Kiss. ** One last thing of note is that this guy is really not all that great at fighting anything but hordes. He is, essentially, [[Lelith Hesperax]] with Furious Charge but minus the ability to auto-ignore armor. Against TEQ and, honestly, MEQ, he's only going to be useful as a [[DISTRACTION CARNIFEX]]. His stats look amazing until you actually field him, only to watch your 145-150 point glass <s>cannon</s> assault rifle bounce harmlessly off of MEQ/TEQ armor and, in the worst-case scenario, get pummeled to death before he can Hit and Run. *Sigh* He's a very situational pick, and 145 points is a lot of points. Use him wisely. (E.g. not at all against MEQ armies.) **'''Alternative Opinion''': Actually use him against anything and watch as 150 point model utterly destroys 500 point death stars. He can even taken on some of the best named characters in the game and come out victorious 75% of the time (Actually game tested and results proven)(<-- Tell me where to get your magic dice plx) **'''Another Alternative Opinion''': After extensive playtesting, the Solitaire is actually not all that effective at killing hordes of mooks. While he can do it in a pinch, a large number of return attacks is likely to kill him through simple attrition. However, the Solitaire is pretty much the ultimate Imperial Knight killer. The Harlequin's Caress means he auto-glances on 6s to-hit and he has enough melee attacks to make this happen fairly reliably, while the Knight will be hitting back only on '''5s''' and should the Knight actually manage to land a hit then the Solitaire's 3++ and Eternal Warrior means he couldn't care less. However, rolling a 6 on the S:D chart will still wreck your shit. Eternal Warrior means you take ONE wound PER Instant Death Wound. A 6 on S:D causes d6+6 individual Wounds, which are all Instant Death. The thing is, they're still counted as separate wounds, so Eternal Warrior would reduce each of those Instant Death wounds to...one wound each. But you're still copping d6+6 of them. Make sense? Now, is he likely to kill an Imperial Knight or equivalent unit in one round? No - but while the Knight is busy flailing around ineffectually trying to squish the tiny ninja who is steadily ripping chunks out of it, it is not shooting or assaulting anything else, leaving the rest of your army free to do its thing. Don't forget to use Blitz, and Hit & Run on your opponent's turn so you can charge back in on yours to gain the extra attack. This also applies to Wraithknights, Riptides and pretty much any other big nasties you could care to throw the Solitaire at. Long story short, unless your opponent is incredibly lucky with their dice rolls, if you manage to charge a Solitaire into an Imperial Knight, then the Knight is dead - it simply doesn't know it yet. ** Do note - If he is chosen as warlord, he gets no warlord traits. **Another Alternative opinion* take craftworld eldar as allies, bring a farseer and hope to roll fortune and doom, doom the enemy's warlord and then watch as your WS9 I10 12A blitzing assassin with re-rollable 3++ proceeds to hidden blade Archons, warbosses, overlords and dare I say it even primarchs (happened in my game). *'''Shadowseer''' - Returning with a power boost, they have tried to turn the Shadowseer into a close combat machine; they now have WS6, I7, A3, 2 Wounds, and an S+2 Fleshbane/Concussive '''Miststave''' which cannot be changed out for another weapon (not that you would want to anyway, because the Miststave is ''fucking baller''). Unfortunately their BS is still four so they're not as accurate as they could be with those witchfires. Can now be upgraded to ML2 and take powers from Telepathy, Sanctic, and the new Phantasmancy discipline. Since you can have up to seven Seers in a single Masque, you can afford to mix it up a bit. Can take haywire grenades and probably should; you never know when you might need them. ** While at first it may sound counter-intuitive to generate his powers from Sanctic Daemonology, what with the Perils on any doubles and all, consider the following: What's the biggest problem Harlequins face? They're squishy. But if you manage to get Sanctuary, you have a 4++ with rerolls on 1 in a certain formation, which is certainly better than Veil of Tears will be under normal circumstances. If you get Purging Flames, they have a surprisingly strong Witchfire that, if necessary, can also be used to hurt Fliers that aren't AV12. Also, the army has close combat stuff coming out their ears - Hammerhand can only make this better. ** Alternate Opinion: If you think a 4++ is going to save you from even a modest volume of shooting, you are very, very mistaken. Seriously, Phantasmancy offers the chance at 3 defensive powers in Veil, Dance, and Fog, one of which you get as a lock and reduces incoming range to 14" on average. And, to boot, Dance gives you a 4+ cover save, which is almost as good as Sanctuary or Forewarning would be. There's more to the game than just raw stats... you need to play some fucking mind games with your opponent when they go to move and say shit like "Oh wow, getting that close to an elite close combat unit is pretty ballsy, hope you don't whiff" and watch them second guess themselves. *'''Death Jester''' - Also received a promotion, but unlike the Shadowseer gets WS/BS5. His Shrieker cannon still does its thing of exploding the dude who gets killed by it and showering his mates in deadly gore. But he has an awesome new rule called "Death is not Enough" which forces enemies who suffer at least one wound from his shooting to take a morale check, exactly as if they had suffered 25% losses, AND they take it at -2 Ld. If they fail, the player who owns the Death Jester may choose the direction they fall back to (at least for the first fall back move, they continue to fall back as normal in following turns). He also got precision shots for additional awesomeness! Keep in mind that his weapon is only AP5 (although it does still have Bladestorm), and that his entire kit revolves around that one shot a turn (this is not entirely true, and he is in fact far more versatile than this - see below). Don't waste it shooting at anything with a good armor save. Like the other two, he can take haywire grenades. Do so, so that you're not stuck derping the first time that blasted Predator refuses to expose its side armor, and so that you can actually hurt vehicles in melee. ** Death is Not Enough has two main uses. The first is to protect the flanks of your army and funnel your opponent towards the center of the board. Since you can force your opponent to "Fall Back" towards side edges of the table, this can spell doom for an enemy that flees the battle just because they were trying to encircle you. The second use is so you can Do The Scorpion and have your opponent fall back '''towards''' your army, giving assault units a "speedbump" to work with. A "fluffy" example would be attaching a Death Jester to a unit of Wraithblades so he can "pull" enemies into assault while allowing the Wraithblades to Hit And Run away should they face stiff opposition. A "powergaming" example would be having an enemy "Fall Back" into the ideal location for your Wraithknight to Assault and have the perfect position to Stomp an army to death... ** Do keep in mind that the Death Jester can, in fact, fire his weapon as a normal Shuriken Cannon, so if you're sure that one shot won't do the trick, you always have that same awesome 3-shot pseudo-rending cannon your Craftworld cousins enjoy so much. However, ultimately they are a one-trick pony that mostly requires support from a Shadowseer with the Mask of Secrets to be effective, otherwise it's just an expensive shuriken cannon unit upgrade for something that you want in close combat anyway... (when you deploy your troupes to assault accompanying him, he has no reason to leave the transport, other than to maybe avoid a fiery death... However he is not covered as a cost under the 'Serpents Brood' formations special rules, so leave him inside the transport if you intend to bounce back in.) **'''Inriam's Spectre (Death Masque)''' - A Death Jester that costs 10 points more than the stock version but comes pre-upgraded with Haywire Grenades, and Shrouded. This is fantastic as Shrouded is conferred to the entire squad that Inriam's Spectre joins, and allows him to have shrouded without the one-man-army trait of heroes path. Since he can be taken in any formation or detachment that would normally allow a Death Jester you can attach him to a Cast of Players or any Troupe squad to give them all Shrouded. Since Harlequins ignore difficult terrain you can keep your squishy space clowns in cover and enjoy something more than a 5++.
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