Editing
Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Bladestorm (1 CP):''' Any Asuryani or Harlequins unit that rolls a natural 6 to hit with a shuriken weapon scores an additional hit. *'''Cegorach's Jest (1/2 CP)''': Use this when the enemy unit falls back from one of your {{W40Kkeyword|infantry}} units. If you aren't locked in combat with any other unit, you can shoot that unit AFTER it finishes its fall back move for 1 CP, OR it can consolidate up to 6" for 2 CP. Either way, this is a potent way to harass the target even further or guarantee that they are completely wiped out. *'''The Great Enemy (1 CP)''': Used whenever a friendly Asuryani/Harlequins/Ynnari unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the {{W40kKeyword|SLAANESH}} keyword. Can be extremely usefully against Obliterators and Havocs as everybody and their dog gives them mark of Slaanesh to use Endless Cacophony. *'''Lightning Fast Reactions (1 CP):''' Used when a friendly non-monster unit is targeted by a ranged or melee weapon. All attacks against that unit are resolved at -1 to hit for the rest of the phase. Considering how flimsy your forces are, expect to use this a LOT, especially since you lack the Craftworld's incredibly powerful Battle Focus. *'''Murderous Spectacle (2 CP):''' When a {{W40Kkeyword|harlequins infantry}} unit makes a charge move, add 1 to the damage characteristic of melee weapons they are equipped with to a maximum of 3 until the end of the turn. With all the 2W units popping up with the space marines, you'll absolutely need this to rip through their bloat. *'''Prismatic Blur (1 CP):''' Select a {{W40Kkeyword|harlequins infantry}} unit from your army that has advanced more than 8". It gains a 3+ invulnerable save until the start of your next command phase. Considering that these are your flimsiest units, the boosted invuln is a powerful insurance policy for their survival. *'''Virtuosos of the Webway (1 CP):''' At the end of your movement phase, select one {{W40Kkeyword|harlequins}} unit not within engagement range of enemies. That unit immediately leaves the board and hops into strategic reserves. Had a troupe 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. *'''War Dancers (3CP)''': Standard Fight Twice Stratagem, can only be used once per battle round on a single Troupe. Sweet! Just think about how a Twilight 12-elf troupe will yield 120 attacks on the charge. </tab> <tab name="Epic Deed"> *'''Dramatic Entrance (1CP)''': At the end of your opponent's Charge phase, a {{W40Kkeyword|harlequins infantry}} unit is able to perform a Heroic Intervention at 6" instead of 3". This is especially vital in protecting an exposed Shadowseer or Death Jester from an oncoming murder mob. *'''Heroes' Path (1 CP)''': Use at the start of the Movement Phase. If a Troupe Master and either a Shadowseer or Death Jester are on the board, you can add 2 to the move characteristic of said models and add 1 to charge rolls made for them. Decent little buff to mobility, though you aren't particularly lacking on that. *'''Multifaceted Mind (1 CP):''' Allows a Farseer, Shadowseer or Yvraine to cast after performing a psychic action, in case you picked those secondary objectives. *'''No Price too Steep (2 CP):''' In the fight phase, when a {{W40kKeyword|HARLEQUINS CHARACTER}} that has not already been selected to fight this phase is destroyed, do not remove that model from play. It can fight after the attacking model’s unit has finished making its attacks. If that model was a Solitaire, or was destroyed by a {{W40kKeyword|CHAOS}} unit, until the end of the phase, add 1 to that model’s attacks and strength characteristics for this final attack. Your opponent just took out your super-buffed character? Let them get a round of combat in at the very least before they actually die. *'''Torments of The Fiery Pit (1 CP):''' In the Fight phase, pick a {{W40kKeyword|HARLEQUINS CHARACTER}} (except a Solitaire) that has lost any Wounds this Battle Round. Increase their Strength and Attack characteristic by 1 for the rest of this phase. Putting out more hurt is never a bad idea, though it might be slightly rare that it'll come up before your character gets splatted. *'''Unparalleled Mastery (1 CP):''' One Farseer, Shadowseer, Yvraine or the Yncarne can cast an additional power after successfully casting the first. Ohhh, expect to use this a lot to one-up Tzeentch's bitches. </tab> <tab name="Requisition"> *'''Champion of the Aeldari (1 CP):''' The typical "another character gains a WT", though this one is special in that it also allows you to provide a WT to a Harlequins character, even if they're in an allied detachment. Unfortunately, this won't work with Dark Eldar because... *'''Favoured of the Laughing God (1 CP):''' You have this. Unlike the above strat, this one can work even if you don't have a Harlequin HQ and thus can be used if you ally in with a Dark Eldar detachment. *'''Treasures of the Aeldari (1 CP):''' The typical "another character gains a relic" stratagem. Notably, this allows you to provide gifts to Harlequins, even if they're attached to the Commorites. </tab> <tab name="Strategic Ploy"> *'''The Curtain Falls (1 CP):''' After fighting, a {{W40Kkeyword|harlequin infantry}} unit can immediately fall back into their transport provided that it's within 6". This is sure to infuriate your enemies, as they're forced to watch as their prey scurry back into their clown car and then flee with a few parting shots. *'''Feigned Retreat (1/2 CP):''' Pick a unit that has fallen back this turn; it can now shoot or charge despite having fallen back, though spending 2 CP allows you to do both. Your entire unit lives and dies on strike-and-fade tactics, and this can especially be useful on a Dark or Twilight detachment. *'''Fire and Fade (2 CP):''' After a non-AIRCRAFT unit shoots, it can move 7" as if it was the movement phase; however, it will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back for your Harlequins. It gives a great mobility boost as well as Advance-Shoot-Move is possible. Finally, it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase. *'''Mocking Laughter (1 CP):''' At the start of the morale phase, select one enemy unit within 12” of a Death Jester from your army. Until the end of the phase, your opponent cannot select that unit for the Insane Bravery stratagem, nor can they use any rule that would let them re-roll morale tests for that unit. If a morale test is taken for that unit that fails, any action that unit is performing immediately fails. *'''Phantasm (2 CP):''' Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly non-Titanic units and re-deploy them or throw them into Strategic Reserves without spending extra CP. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement. Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Alternatively, if you have the CP to spare, you can attempt to influence or bait your opponent's deployment by setting up a few key units (like your VoidWeaver) in a position that heavily encourages him/her to focus on either setting up in a manner to exclusively avoid or target those units. Once the deployment is finished, you can place that Fire Prism he could've sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them. **Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn't base your core strategy around it. Try to save it for tournaments or games against irregular opponents and if you're confident you can afford the CP or potential risk to your important units. *'''Webway Strike (1/3 CP):''' This lets you deep strike a single INFANTRY or BIKER unit of your choice! Pay 3 CP instead to deepstrike two such units. This is still an excellent stratagem for any non-VEHICLE or MONSTER units you want to either protect for the opening turn or to outflank vulnerable positions in your enemy's lines. As they follow standard deepstriking rules, this is the superior choice to Strategic Reserves but can be used in conjunction with it. </tab> <tab name="Wargear"> *'''A Deadly Embrace (1 CP):''' The stratagem for the Harlequin's Embrace. When a {{W40Kkeyword|harlequin's embrace}} unit charges or heroically intervenes a non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|vehicle}} unit, roll a d6 for every model in your unit; each 4+ scores a mortal wound to a maximum of 6. This can make for a very potent opening salvo before you throw a punch. *'''Haywire Charges (1 CP)''': Same as Commorites, a unit can throw one of these instead of shooting. 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. *'''Kiss of Death (1 CP):''' The stratagem for the Harlequin's Kiss. A {{W40Kkeyword|harlequin's kiss}} unit that fights in combat scores a mortal wound (max of 6) on a natural 6 to wound, allowing you to maximize damage on multi-wound mobs like Termies. *'''Oblivion's Caress (2 CP):''' The stratagem for the Harlequin's Caress. A {{W40Kkeyword|harlequin's caress}} unit that fights in combat ignores all saves, letting them be more useful on daemons and skitarii, where invulns tend to be common. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information