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Warhammer 40,000/7th Edition Tactics/Eldar Harlequins
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==Wargear== ===Melee Weapons=== *'''Harlequin's Kiss''' - Done a little differently now, you roll one attack ''separately'' which is resolved at S6 AP2, and any 6s to-wound on this attack have Instant Death. *'''Harlequin's Caress''' - A power glove (so bad) that does the old job of the Kiss, grants auto-wounding/glancing AP2 melee attacks on 6s to-hit. This synergizes well with your Troupe Master who has an extra attack and thus more chances to benefit. *'''Harlequin's Embrace''' - D3 Hammer of Wrath attacks at S6. This combined with Hit and Run makes for some devastating charges. **'''Analysis''' - Going against hordes? Take Embraces for around 6 hits per model on the charge - just remember that it's the worst of the three when NOT charging. Going against MEQ, TEQ, Armor? Take Caresses for that sweet sweet AP2 better-than-rending. Going against lots of Monstrous Creatures? Kisses are your best friend. In all reality a good mix is a good way to go (not to mention the box only comes with 2 Caresses and 2 Embraces). Kisses are probably the most situational and arguably worst of the three, although an S6 AP2 attack isn't anything to sniff at; the Caress is almost certainly the most versatile. ***'''Opinion''' - Keep in mind that Hammer of Wrath only triggers for models which get into base contact. This makes the Embrace even more situational, as it can be hard to get an entire squad of them into base contact, and if you just take a few and place them at the front of the unit, you risk losing them to Overwatch. The real choice is whether you want a Kiss or a Caress - the Caress does slightly more damage and can damage vehicles, but weighs in at an extra three points per model. **'''Modeling Note''' - Need more Embraces? Yank the needle off of a Harlequin's Kiss and add a bit of green stuff. Boom. Done. Some of the open-hand pieces, plus a little green-stuffery can make useful Caresses, too. *'''Miststave''' - Unique to the Shadowseer, it grants +2 strength, Concussive, and Fleshbane. This means that, on the charge, a Shadowseer gets five (+1 for charging, +1 for two CCWs) S6 (+2 from Miststave, +1 from Furious Charge) Fleshbane and Concussive attacks at I7. Yes, it's that awesome. It has no AP value, unfortunately, but you're bound to cause at least one wound on all but TEQs. And that one time that you Falcon Pawnch their special snowflake to death in one round of close combat, before anything else happens, is pure gold. *'''Zephyrglaive''' - A cool assault weapon for the Skyweaver's, packs a punch and is great with hit and run shenanigans with those bonuses on the charge. charge, leave after their phase, rinse repeat! at +2 Strength ap2 on the charge at initiative 6 after HoW, still a hefty point upgrade at a dime. ===Ranged Weapons=== *'''Neuro Disruptor''' - AP2 Fleshbane pistol means people are going to die, especially when each player in a troupe can carry one; it costs a fair bit, but is still cheaper (and safer) than a plasma pistol in most other armies, although the plastic kit apparently only comes with the option for two. Watch out, though, because it does exactly zip to vehicles (while the shuriken pistol can at least glance AV10). *'''Fusion Pistol''' - More expensive and shorter ranged, but good against vehicles. This has always been around Harlequins, and not much has changed with this weapon. Only take if you have no other means of tank-hunting. One thing to note - the melta range is 3" which is TERRIBLE if you cause a vehicle to explode in your T3 face. Great. You killed a vehicle. It exploded and killed three of your guys. The inhabitants of that vehicle shoot the rest of your guys to death. Get your anti tank from allies, skyweavers, or voidweaver, and give this a pass. ALT TAKE: hunting vehicles with this thing is silly. Your targets are MCs and TEQs, leave tank hunting to other choices. Still not very good, but don't immediately dismiss it just because it can't safely kill a Land Raider. *'''Haywire Cannon''' - Same as a craftworld cannon, reliable tank popping; probably better off taking these on Skyweavers than on Voidweavers. *'''Prismatic Cannon''' - With three different firing modes it has something for everyone, small blast S5 ap3, Large Blast S4 Ap4 (to clear hordes), and S7 ap2 lance, for lite-tank popping. probably a better buy on Voids then the Haywire, and much more versiable ===Wargear=== *'''Hallucinogen Grenade Launcher''' - Is this...some apology for how crap the Dark Eldar grenades <s>were</s> are? Well, here's the lowdown: If a unit's hit by it, they have to test for pinning. If they fail pining, they not only get pinned, but they also take a randomly assigned unsavable wound. Works amazingly with Mask of Secrets, the CW Eldar Hemlock, DE Armor of Misery and/or the Haemonculus Covens supplement for canceling out overwatch. *'''Holofields''' - Now they do give a basic 5+ Invul. *'''Mirage Launcher''' - For one turn, you get to up a vehicle's Invul to a 4+ against shooting attacks. Considering that they're all about as strong as paper-mache, it's a good thing they're here. ===Enigmas of the Black Library=== *'''Crescendo''' - Troupe Master and Shadowseer only. A Shuriken Pistol that can fire as many times as a model has attacks. Cheap, and baller ability thanks to how many chances you get to use Bladestorm. *'''Cegorach's Rose''' - A master-crafted Harlequin's Kiss with Shred for a Solitaire or Troupe Master. Pretty useful. ** While it may seem that this weapon is great for your Solitaire, never give it to him. Sure, that one S6 attack is hell on wheels thanks to it, but the Shred does not confer to the Rending attacks the Harlequin's Caress gives you. ***It does, however, allow you to re-roll your Kiss attack if it misses, and there are situations where Shred is more useful than the Caress. ****If you want re-rolls to hit, use a psyker! Then you can re-roll the to-hit rending Caresses attacks as well! Shred is wasted on 1 attack that can only cause one wound! *****Shred on the kiss gives you another chance for an instant death 6 against MC's and Necron overlords. I think at this point its fair to say try it out and see if it works in your meta. *'''Mask of Secrets''' - Grants a Shadowseer Fearless and enemies within 12" take -2 Leadership, which melds well with their innate Fear. Good with Mirror of Minds, but be careful with Laugh of Sorrows - for example, against an LD 10 unit, this will reduce their average number of wounds. ** Since you can roll your Powers off of Telepathy, you can combo this one wonderfully with Psychic Scream. Ld test on 3D6 with a -2 penalty, taking Wounds that allow no Armour or Cover for the difference? Yes please. *** Since it's written "Enemy models within 12...", and leadership is taken on the best possible value for any Model in the squad, be aware that Mask Of Secrets might do nothing when you can't cover the whole unit. It's still a steal for the points. *'''Laughing God's Eye''' - Friendlies within 12" have Adamantium Will. It's handy to throw on a Shadowseer for bonus denying power. *'''Starmist Raiment''' - Expensive, but it grants the user a 3+ '''Invulnerable''' save when you run until its next shooting phase. That's a good distraction if you know how to kite. The Masque detachment and a formation, starting from Turn 2, lets you run and then assault, which makes you extremely hard to hurt on the turn you charge. *'''Storied Sword''' - Master-crafted frost sword apparently stolen from the Space Wolves (S+1, AP 3). Quite sadly, it's wayyyyy too expensive to justify. Also, only Troupe Masters can take it. Better off with a Caress or a Kiss or even Cegorach's Rose unless your meta is full of 3+ saves and really short on 2+. It could be handy for challenge-sniping Librarians, some Chaos Champions and maybe Captains who didn't take Artificer Armor, but it's very niche at best. Also perhaps helpful against Necrons but be aware that their characters usually have invulns too. **This artifact isn't an Ap2 warlord slayer, but that's not what it's meant for. The Storied Sword will make your Troupe Master significantly better at mowing through any basic infantry from Orks to Tactical Squads. Those 5 swings at S5 Ap3 are no joke when you need your Troupe to thin out the enemy tout de suite.
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