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Harlequins
#1
So I've just acquired some harlequins cos I love the models and the background and am looking forward to painting them. At the moment I am thinking of a 10-strong squad with Shadowseer, Troupe Master with power weapon, 2 with fusion pistols and a few harlequin kisses, say 5. This would set me back 270pts so very expensive unit with T3 and a 5++ save!

Not totally sure how to play them but at the moment I'm thinking advance behind cover up a flank and utilising their flip belts (ignore diff terrain) to suddenly attack, or to deploy them near an empty wave serpent with a Farseer, and embark first turn (they are not allowed to take their own transport), then zoom down a flank and attack while they are fortuned. In the latter case I'm not sure about whether the Shadowseer is worth it. Any thoughts? Anybody played with/against Harlequins before?
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#2
I always thought that the shadow seer was to mitigate the fact that they dont get a transport. Targeting them at anything above 20" or so i think is extremely unreliable, so you're oponent either wastes a disproportionate amount of firepower taking them down, or is forced to ignore them. Plus being fleet and ignoring difficult terrain means that a transport doesnt help too much, especially since they would have to weather at least one turn of shooting anyway out of the vehicle since wave serpents are not open topped.
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#3
I played with Harlequins successfully in 4th ed in a Falcon, they were awesome in combat, but now in fifth imo, they're only average, one of their biggest advantages was that cover was no issue when charging but now every marine and his dog comes with g'nades.. now that Grey Knights have Halberds they're striking at the same time and with rending being reduced as well, they've taken a real battering.

Fusion pistols imo are not worth it, if you're close enough to shoot, you're close enough to be caught in the explosion, but if you blow that Rhino up, I would just place my models on the far side of the Rhino well out of assault range anyway. I would just spend the points on stuff to support the squad, like an extra farseer power if you don't have one.

Enough of the negative stuff!! How would I play them?

I would go with 2 options, both involve mech.

The first would be to deploy as said near an empty Serpent with Farseer with doom and fortune, 10 man strong. These will be the anchor of an attack, backed by Avengers and Dragons etc.

secondly would be a Falcon with 5 and a farseer or 6. These are much better as a counter assault, the falcon should be armed for ranged combat, the Harlequins can then fly into a combat to support a unit or into an enemy unit that has just gone through a squad of yours.





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#4
GK halberds only buff initiative by 2 points, and i think harlequins are intiative 7 on the charge.
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#5
(04-03-2012, 11:24 AM)Nick Wrote: GK halberds only buff initiative by 2 points, and i think harlequins are intiative 7 on the charge.

I thought they where 5 going to 6? I've not played them in soooo long, but still it's unlikely anyone is going to 'let' them get the charge in. Smile





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#6
Thanks for the replies guys. Looking at the codex they are base 6 initiative so with furious charge are I7! Also WS5 so hitting most stuff on 3+.... I see what you mean Rob about the fusion pistols and not taking them would reduce the cost by 20pts for the squad, but two melta shots just seems too good not to take - gives them the ability to blow a transport and then get at the contents. However maybe I am too used to wanting my squads to do everything since I am used to Deathwing squads - Eldar are meant to be specialists aren't they? I guess I will just have to get some games in with them and see what works. Need to get my hands on a Shadowseer...
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#7
(05-03-2012, 04:45 PM)jaqenhgar Wrote: Thanks for the replies guys. Looking at the codex they are base 6 initiative so with furious charge are I7! Also WS5 so hitting most stuff on 3+.... I see what you mean Rob about the fusion pistols and not taking them would reduce the cost by 20pts for the squad, but two melta shots just seems too good not to take - gives them the ability to blow a transport and then get at the contents. However maybe I am too used to wanting my squads to do everything since I am used to Deathwing squads - Eldar are meant to be specialists aren't they? I guess I will just have to get some games in with them and see what works. Need to get my hands on a Shadowseer...

Remember that if you shoot at a transport, you CAN'T charge the unit inside if it's forced to disembark due to the vehicle being wrecked because your charge from the shooting unit must be against what you shot at
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#8
It's an exception to the rule, if a unit shoots a transport it can then assault the squad inside, p67 rulebook just below vehicle damage chart.
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#9
(05-03-2012, 07:34 PM)jaqenhgar Wrote: It's an exception to the rule, if a unit shoots a transport it can then assault the squad inside, p67 rulebook just below vehicle damage chart.

really? Thats cool, thanks for the info
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