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==Stratagems== ===Universal=== *'''Cegorach's Jest (1 CP)''': Use this when the enemy unit falls back from your unit. If you aren't locked in combat with any other unit, you can shoot that unit AFTER it finishes it's fall back move. Not great, because most of your Harlequins will be armed with fusion pistols which might be out of range depending on how far they fall back. Helpful if your bikes make early contact and send your enemy scrambling. *'''Dramatic Entrance (1CP)''': At the end of your opponent's Charge phase, a {{W40kKeyword|Harlequins Character}} can make a Heroic Intervention at 6" instead of 3". Situationally useful, though you don't want to get charged in the first place. EDIT1 24/04/2019. Per FAQ you can heroically intervene even if enemy hasnt charged, but is within distance at the end of his charge phase. Meaning for example, model with movement value 6 cant escape from Solitaire, he will have distance to heroically intervene and fight again in opponent turn. *'''Enigmas of The Black Library(1/3CP)''': 1 or 2 extra Relics, as usual. *'''Fire & Fade (1CP)''': Select a unit that has just shot something. It can move 7". Identical to the Asuryani and Drukhari variants. Very meh, as you cannot charge after the move. Could find use to secure objectives. As the stratagem doesn't specify that you have to move away from enemy units, it can be used to boost a Starweaver full of fusion pistols into pistol range, however. Shoot with the transport, then use the stratagem to move an extra seven inches towards your pistol target. *'''Great Harlequin (2 CP)''': Used before the battle starts, and one use only. A Troupe Master gains the {{W40Kkeyword|Great Harlequin}} keyword and the '''Will of the Laughing God''' ability. The latter grants re-roll to hit rolls of 1 for all Harlequin units of the same Masque within 6" in addition to his innate granting re-rolls to wound. Excellent! This 'not-Cegorach-I-swear' Master will be a priority for your opponent to wipe off the board, especially if you jack it up with Warlord Traits and artifacts. Make sure you don't send it going in alone for character killing where it can die easily. *'''Haywire Grenade (1CP)''': Same as Craftworlders and Commorities, a Character can throw one (1) of these instead of D6 Plasma Grenades. If it hits a {{W40kKeyword|VEHICLE}}, then it inflicts D3 Mortal Wounds. Good for polishing off a near-dead thing or dropping a Damage Tier. *'''Heroes' Path (2 CP)''': Use at the start of the Movement Phase. If a Solitare, a Death Jester, and a Shadowseer are within 6" from each other, you can remove them from the battlefield and set up again anywhere 9" from the enemy unit. Shadowseers and Troupe Masters are easy to keep together but Solitaires often become isolated. Only really useful as a first turn redeploy. Alternate take: a solitaire with the rose and a shadowseer with the player of light warlord trait popping up behind your opponents lines, blitzing, war dancing, and using an example made will fuck up absolutely anything with his 40 attacks, for a low price of 6 command points. ((Why would using "An Example Made" confer 40 attacks to the solitaire? Its shooting phase only and he doesn't even have a gun!)) *'''The Hundred Swords of Vaul (1CP)''': After Deployment, but before the first turn, you can redeploy a unit (including a Transport and its passengers). Good for ruses, not much else. *'''Isha's Weeping (1 CP)''': At the end of any phase select your {{W40kKeyword|Harlequins}} unit that suffered any casualties. It's invulnerable save is increased by 1 to a maximum of 3++ until the end of the turn. A very interesting way for your opponent to feel fucked up by himself if he managed to kill someone in your Charge phase. More useful to use on your opponents turn than your own (use Prismatic Blur for your turn). A Troupe that lost models to Smite can have a hefty save to the Shooting and Fight phases that turn. **Alternative take - It is actually better to use it on your turn if possible, as it lasts until the end of the TURN, not the end of the ROUND, thus working longer if used on "whoever goes first round". *'''The Labyrinth Laughs (1 CP)''': Same as the {{W40kKeyword|NECRON}} '''Emergency Invasion Beam''' Strategem, but for our new Webway Gates - when said Webway Gate is destroyed but before removing it from play (great that it can't explode afterwards) you can set up a unit which was in a webway spar wholly within 3" of the Gate and more than 1" from the enemy units. *'''Lightning-Fast Reactions (2 CP)''': Copy from Drukhari and Craftworld Codexes, your opponent subtracts 1 from their hit rolls targeting Harlequins unit for a phase, in which this stratagem was used. That's all Harlequins. Considering your FLY units have innate -1 to hit,<s> and if Veil of Tears is cast, you're looking at a potential -3 to be hit, which can make your opponent cry bloody tears in attempting to actually hit you.</s> **As per Codex, Veil of Tears affects only your {{W40kKeyword|Infantry}} '''units''', so no -3 to hit for your Bikers and Star-/Voidweavers. **If you really hate your enemy you can take a Solitaire with the suit of hidden knives, cast veil of tears on him, charge into a unit that got fog of dream'ed, and laugh while the enemy cries about his people killing themselves on fours or less. Beware of potential 40k rulebooks flying into your face. *'''Mirthless Hatred (1CP)''': Same as the Craftworld Kin get. Select a Harlies unit at the beginning of the Fight phase, that unit gets to re-roll failed Hit and Wound rolls for any attacks that target a {{W40kKeyword|SLAANESH}} unit for that phase. *'''Prismatic Blur (1 CP)''': Select a Harlequin unit from your army that has advanced. It gains a 3+ invulnerable save until the start of your next movement phase. Turns your normal clowns into Solitaires in terms of survivability, which is nothing to laugh at, as anything in your army can have one of the best saves this edition. Well used on your transports to be a bit more survivable when getting your Infantry where you need them, though really you want to take a full Troupe of 12 models to get the most out of this. 12 Wounds with 3++ is usually reserved for named characters, but on a basic troop, the choice is, frankly, great. Have a Shadowseer bring up the rear with a Shield from Harm, and your unit can survive just about anything that turn (except Mortal Wounds and Morale tests ofc). Worth nothing, you can effectively 'not move' and use this stratagem by declaring an Advance, moving half away and then half back to the same position. Good for helping hold objectives from ranged enemies. *'''Shrieking Doom (1 CP)''': When firing a Death Jester's Shrieker Cannon or Curtainfall with the shrieker profile, it gains +1 S and it becomes d3 D. Pretty good for inflicting the rounds on multi-wound models. Combine with the luck of the laughing god for extra hilarity. *'''Torments of The Fiery Pit (1CP)''': Activate during the Fight phase. Pick a {{W40kKeyword|Harlequins character}} that has lost any Wounds this <s> game </s> Battle Round. Increase their Strength and Attacks by 2 for the rest of this <s> Battle Round </s> phase. ** Want to have The One Rape Train to Rule Them All? Give your Solitare a Cegorach's Rose and Blitz him right into your opponent's face. If he hasn't killed everything within his grasp on his turn, then at your opponent's Fight phase he will become death incarnate with 12 (!) (2 from Blitz and 2 from this) S6 (!!) attacks, that deal 3 (!!!) damage each (last part is vs Infantry). Or don't even wait for your opponent's Fight phase and just use '''War Dancers''' strat on him just for the sake of Overkill and Hilarity, which will burn your CP just like it will melt everything in the actual Fight with your Path of Damnation walker. And for the laugh of gods, don't even start to think about how it will synergize with Ynnari... ***Blitz ends at the end of your turn, which means it will end before you get a chance to fight with this stratagem (as long as the solitare is unwounded before you blitz). This results in only 10 attacks for the following fight phase. *'''Vessel of Fate (1CP)''': A Shadowseer can attempt an additional psychic power this Psychic Phase. Most probably used for Smite as they can already Cast twice and only know 2 Phantasmancy powers, anyway. Good for weakening a unit before a charge. *'''War Dancers (3CP)''': Standard Fight Twice Stratagem, but you can pile in twice. Sweet! Just think about it a Frozen Stars 12-elf troupe will yield 120 attacks on the charge, pile in twice, advance and charge and they don't even need to be Ynnari, so a friendly Ynnari Shining Spears blob can fight twice, what not to love! *'''Warrior Acrobats (1CP)''': A Harlies Infantry unit gets to Advance 6" this turn instead of rolling a Dice. Better than a charge reroll if you can get 6 inches closer. *'''Webway Ambush (1 CP)''': Use this strategem at the end of your Movement phase. You can deep strike 2 units from the webway following normal rules for Webway Gate (9" from enemy units and within 3" of the gate) or you can deep strike only 1, but only more than a 1" from the enemy and within 3" of gate. *'''Webway Assault (1/3 CP)''': During deployment, you can deep strike one (1CP) or two (3CP) of your non-vehicle units anywhere more than 9" away from your enemies. Finally, the fluff that Harlequins attack out of nowhere is on the tabletop. Instead of worrying if your opponent first turns mulches your best clowns before you can react, or whilst making your way up the battlefield if you don't get into combat first turn (though you really should), you can keep them safe. A Charge of 9" is more than you will be used to making. With the new Beta rules for deploying deep strikes, weigh up whether it's worth using this stratagem or not when seeing your opponent deploy. Just don't leave them off the board too long, wasting their point cost somewhere in the Webway. And remember, this Strategem is restricted to "Once per battle" use if you aren't a riddle-maker from {{W40kKeyword|The Veiled Path}} Masque and have a Warlord with '''Webway Walker''' trait, which lets you to use it twice. Looking for the psychic awakening stuff? They're all separated here for now. I am a merciful god. *'''The Curtain Falls (2 CP)''': Use in fight phase when a harlequin unit would consolidate. Instead, they can fall back or move as if it were movement phase. Note that they cannot advance as part of this. A more defensive tool. With the absurd mobility your clowns have, you can use this after you destroy a unit in melee to then fall back to somewhere where they won't get blasted off the board in the next round of shooting, or into range for Shield From Harm. *'''Eye of Damnation (1 CP)''': Use when a Solitare is killed by a melee attack. The unit that destroyed it suffers d3 mortal wounds. Cannot be used with No Price Too Steep. If you are running Midnight Sorrow, you're probably better off using No Price Too Steep due to the sheer amount of attacks a Solitare can crap out. If you are not or you don't have 2 CP to burn, this could be an easy way to finish off that asshole with the thunderhammer that's left on one wound. *'''The Foes of the Mind (2 CP)''': Use at the start of a shooting or fight phase. Select a Shadowseer. Until the end of the phase, shield from harm affects all {{W40kKeyword|MASQUE}} units rather than just infantry. Pretty straightforward, best used if you've got a Shadowseer in the middle of a group of Skyweavers to make them a bit more beefy. *'''Murderous Entrance (2 CP)''': The first time a harlequin unit is selected to fight in a fight phase, if that unit made a charge add 1 to the damage characteristic of melee weapons they are equipped with. Because Primaris marines are gay and you wanna use troupes to blend them instead of bikes. Some other candidates include Solitares that for some reason don't have Cegorach's Rose, bikes and troupes hunting monsters, or a character that got caught out and can use it to survive. *'''Mythic Role (1 CP)''': Before battle and if you have a Shadowseer, select one {{W40kKeyword|AELDARI}} unit. Each time that unit is chosen to shoot or fight, reroll one hit or wound roll. One use only. **Kinda like what Salamanders or the Expert Crafters trait gives you, though only one hit OR wound, not one of both. *'''Pivotal Role (1 CP)''': Select one Troupe Master, Shadowseer, Death Jester or Solitare. Can gain one of their pivotal roles that does not replace their normal aura/ability (Choreographer, Shield From Harm, Death is not Enough, Blitz). Pivotal role must be unique. The only one I would recommend against using this on would be Death Jesters, since you can usually make do without Death is not Enough, given all the bullshit that can let units basically freely pass morale. *'''Polychromatic Storm (2 CP)''': Use before the start of the first battle round and before the first turn begins. Select up to 3 {{W40kKeyword|Harlequins}} units, remove them from the battlefield and redeploy. When setting up, you can use any abilities or stratagems that would allow them to be set up in a different location during deployment (i.e. Webway Assualt) Now this is the good shit. Fluffy and useful as all hell. Set up a big blob of bikes or troupes that you initially planned to start in deepstrike on one part of the battlefield, then pop this and stuff 'em in deepstrike. Move another one to the other side of the board. This also works with stuff like Shocking Emergence. *'''Twilit Encore (1 CP)''': Use in opponentβs movement phase when an enemy unit within 1β of a harlequin '''troupe''' falls back. After it has moved, that harelquin troupe can consolidate up to 6β. Each model must end that move closer to the enemy unit or nearest enemy model. If they fall back into their own units, you can use this to tie up other units. Get rid of that partially dead blob of guardsmen AND the full-strength one that was right next to them. *'''Virtuosos of the Webway (1 CP)''': At the end of your movement phase, select one harlequin infantry unit not within 1β of enemies. Remove the unit from battlefield and redeploy at the end of your the next movement phase 9β away from enemy models. Had a unit of troupes that was chasing something on the other end of the battlefield that you need back with the rest? In fear of that 12-clown blob getting deleted in the next turn of shooting? Use this shit.
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