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Warhammer 40,000/8th Edition Tactics/Eldar Harlequins
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===Phantasmancy=== Overall an okay discipline, but it requires a lot of careful thought to utilise properly. Broadly speaking, the best powers to take on 2 Shadowseers are Webway Dance and Veil of Tears on the Shadowseer in the back and Twilight Pathways and Fog of Dreams on the one in the front; if you only have one, Twilight Pathways and Veil of Tears are probably the best combo intrinsically, letting you get 1 thing you want in position and hard to hurt, but your mileage may vary. #'''Twilight Pathways:''' Warp Charge 6. Pick a unit within 3" and it gets to move. This is potentially the most useful of the psychic powers, granting a huge mobility boost, especially considering the huge movement speed of Harlequins. However, it is limited by its extremely short range- you will need to carefully position your Shadowseers if you want to get the most use out of this power. With proper placement it can be used to slingshot units across the board to vital locations (objectives, crucial combats) or to increase the threat range of melee units. Tricky to properly utilise, but valuable. #'''Fog of Dreams''' Warp Charge 6. Pick an enemy unit that is both within 18" and is visible to the Shadowseer, and it has to subtract 1 to hit for attacks made against {{W40kKeyword|Harlequin infantry}} unit (note that this debuff only applies against Harlequins, so if you have Dark Eldar or Craftworlds in your force they will not benefit.) Useful to defang a powerful enemy unit in either shooting or assault, though it has a lower range than you might like. Best cast on a powerful close combat unit that you're about to charge or a threatening shooting unit like a Knight geared up to start shredding your clowns next turn. Combined with Shield From Harm and Holo-Fields, this can make your units irritatingly hard to kill. #'''Mirror of Minds''' Warp Charge 7. Choose a unit within 24", and roll off. If you roll equal to or higher than them, they take a Mortal Wound. Repeat until they roll higher than you or the unit dies. This is a usable but unreliable character sniping tool (remember that the restrictions on targeting Characters do not apply in the Psychic Phase). A few lucky rolls will kill weaker Characters like Priests and Commissars, and it's best used for that purpose, as more powerful characters usually have too many wounds to bother. Because you have a net 21/36 chance of winning each roll-off, the expected number of mortal wounds dealt is 1.4, provided you successfully cast the thing, meaning this power is worthless - Shards of Light has the same Warp Charge and hence odds of going off, does more wounds on average when it does go off, and inflicts a leadership penalty to boot. Hard pass. #'''Veil of Tears''' Warp Charge 7. Pick an allied {{W40kKeyword|Harlequin infantry}} unit within 18". Attacks made against that unit get a -1 to their hit rolls. Simple yet effective, especially against things with plasma. Combine with '''Fog of Dreams''' to really fuck with your opponent, as a -2 is nearly (or actually, in the case of many targets) impossible to hit with. Also works well with '''Webway Dance''', for maximizing protection near your Shadowseer, and with '''Twilight Pathways''', because you can apply the buff and ''then'' send the target away, and it will keep the buff. #'''Shards Of Light''' Warp Charge 7. Smite (albeit dealing only D3 mortal wounds disregarding how much you have rolled) that can target any unit it wants, and gives the target -1 LD. This is sufficiently worse than actual Smite to usually make it a waste of your time, as casting Smite twice (with the second one at WC6) is ''still'' better overall than this power. #* This power has a pretty descent niche when stacked with other leadership debuffs and the eldar Craftworlds spell Mind War, allowing you do almost guarantee killing one character a turn in the psychic phase. #'''Webway Dance''' Warp Charge 7. Friendly Harlequin units within 6" of the user get FnP 6+. The 6" bubble is an Aura - i.e. the FnP is provided at the time the damage is dealt, not at the time the power is cast, unlike '''Veil of Tears''' - making this power broadly terrible combined with '''Twilight Pathways''', and less than excellent with '''Fog of Dreams''', leading to maximum synergy with '''Veil of Tears''', if you want it; any target within 6" is also within 18", so if you have something friendly you plan on keeping near your Shadowseer, you can apply both buffs to it, without worrying about things like the target having a special rule that triggers on you casting a power on or near it (like Deny the Witch). #* Crucially this is the only buff spell that can effect your bikes and vehicles, so if your taking a Skyweaver-Shadowseer detachment give your Shadowseer this and Twilight pathways for maximum synergy.
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