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==Secondary Objectives== More points, so you have a way to win other than just trying to murder all of your opponent's stuff. Keep in mind you can only take one from each category. Also keep in mind that these are only the generic ones, there are a few mission-specific ones too. <div class="mw-collapsible-content"> <tabs> <tab name="Purge the Enemy"> These ones focus on killing specific things. Most of these should be pretty easy to score for you. *''Assassinate'': 3 VP for each {{W40kKeyword|Character}} you kill. Nice and easy, send a Solitare in and melt a poor bastard, have a Jester with Cegorach's Lament pop a Commissar out of existence, hell, even a basic squad of clowns can score this. *''Bring it Down'': 2 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 10 or less wounds, 3 VP for any with over 10 wounds. Haywire will do wonders here if you're spamming bikes, Fusion too so long as invulns aren't all too prevalent. *''Titan Slayers'': 10 VP if you kill one {{W40kKeyword|Titanic}} model, but you max out at 15 if you kill more than one. Auto-take versus a knight list, haywire bikes are probably the best way to deal with knights out of all Eldar factions, especially given the mortal wounds which will bypass any invuln saves, unlike fusion pistols. *''Slay the Warlord'': 6 VP for killing the warlord. Skip this, you can easily kill characters as is and unless they've only got one, just take assassinate. </tab> <tab name="No Mercy, No Respite"> Loss based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective. A mixed bag for your circus. *''A Deadly Performance (Codex)'': A multifaceted secondary, you have four different tasks you can accomplish each turn (Have a unit control an objective you didn't already control on the previous turn, have a unit inside the enemy DZ, kill 2+ enemy units in shooting or kill 3+ enemy units in melee). You score 3 VP if you accomplish at least two of them, so you don't need to feel pressured if you can't kill enough enemies if you can instead claim their point or throw a unit into the other end of the board. Just make sure you don't lose focus on anything else. *''Thin Their Ranks'': Essentially 1 VP for every 10 models you kill, or 1 for a model with 10 wounds. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. You should have no issues scoring this with the sheer amount of attacks Troupes can spit out and the fact that haywire cannons are blast weapons. *''Attrition'': At the end of each turn, you win 4 VP if you have killed more enemy units then the enemy killed your units. Your units are pretty fragile so unless you're able to strike hard enough to delete everything before they can do that to you, skip this. *''While We Stand, We Fight'': Select the three most expensive ''models'' in your army, counting all the wargear options. For each of these models that remains at the end of the game, you earn 5 VP. Likely gonna be Shadowseers and Solitares, the former of which can be pretty damn durable with all the hit and wound modifiers they can put out, though Solitares are more likely to die. </tab> <tab name="Battlefield Supremacy"> Movement based stuff, auto-take one of these, trust me. Starweavers (after they've dropped off their Troupes) and Bikes are exceptionally good for these. *''Engage on All Fronts'': Score 2 VP if you have units totally within 3 table quarters and more than 6" away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6" away from the center of the table. Pretty simple, Jesters holding your back half are basically scoring half of this for you and everything else being in your opponent's face should have the last two for you as well. *''Linebreaker'': 6 VP at the turn's end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}) in the enemy deployment zone. Also easy, since you wanna be in melee range of your opponent's stuff. The only time you might not want this is when you're against a fast army as well. *''Take Your Places (Codex)'': After deploying, three additional objectives must be placed: one on your DZ, one on the enemy DZ and the last in the middle so long as each one is not within 9" of another objective or within 6" of the table edge. You score 2 VP each turn where you control two of them, and this is upped to 4 if you control all three objectives. *''Total Domination'': 3 VP if you own more than half the board's objectives. This'll likely be the hard one, though if you can get your clown cars onto points the second you've dropped your dudes off, then you should be golden for at least a turn or two. </tab> <tab name="Shadow Operations"> A lot of these are action based. They each have their own rules but all universally share some traits. You can't perform them if you've advanced or fell back with the unit you want to do it with or are within engagement range of an enemy unit. Character auras don't work while they are doing this, and the action fails if your unit does basically anything. Moves, advances, charges, falls back, shoots, casts a psyker power, or heroically intervenes. One thing to note is that Warp Spiders can use their Flickerjump and still do these for you. *''Investigate Sites'': Your {{W40kKeyword|Infantry}} units (excluding {{W40kKeyword|Character}}) gain a new action each turn. If they move within 6" of the table center and end the turn with no units (excluding {{W40kKeyword|Aircraft}}) within 6" of them, you win 3 VP. If you want to take this, make sure the Troupe you're running it with has a Shadowseer babysitting them with shield from harm and veil/fog. *''Repair Teleport Homer'': Your {{W40kKeyword|Infantry}} units (sans {{W40kKeyword|Character}}) gain a new action each turn. If they move so they're totally within the enemy DZ and have them survive until your next command phase, you win 5 VP. Less ideal, since you don't want your clowns exposed doing this. Doable, but a pass for me. *''Raise the Banners High'': Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective that isn't within range of an enemy unit (excluding {{W40kKeyword|Aircraft}}), they can choose to plant a flag at the start of your next command phase so long as they still aren't threatened. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. Keep in mind that this is done at the start of your turn, so you can freely advance onto objectives in the previous turn and do this just fine. </tab> <tab name="Warpcraft"> These give you a new power that functions similar to an action. You can perils off of these and they can be denied, though if you try and use these you cannot use any of the psyker's other powers. You'll probably wanna only take these if you've got more than one Shadowseer or have some Craftworld allies that can handle these. Otherwise you'll be leaving your other units at a disadvantage with the lack of buffs. *''Mental Interrogation'': Your {{W40kKeyword|Psyker}} units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy {{W40kKeyword|Character}} within 18" and gain 3 VP. You should be able to get into position for this easily, though make sure your Shadowseer has some sorta bodyguard. *''Psychic Ritual'': Your {{W40kKeyword|Psyker}} units gain a new power. Score 5 VP if you get a {{W40kKeyword|Psyker}} unit within 6" of the table center and cast this special power on a 3+, maxing out at 15 points if you do it three times in a game. A similar case to Investigate Sites where shield from harm and whatever minuses to hit will help, though you'll want something babysitting your Shadowseer this time around. *''Abhor the Witch'': You can't take any {{W40kKeyword|Psyker}} units for this. Why you wouldn't take a Shadowseer is beyond me but if you're set on it and your opponent has psykers, not a bad choice. You gain 5 VP for any {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and 3 VP for any other {{W40kKeyword|Psyker}} units killed. Assassinate is easy enough as is, so this'll be easy as well for similar reasons. *''Weave Veil (Codex)'': Your Shadowseers gain a special psychic action. Instead of a power, they can instead cast a WC4 power that tags them, scoring you 3 VP and upping the WC of the power by 1. This is essentially an easier Mental Interrogation and one that you can very easily apply with Multifaceted Mind. </tab> </tabs>
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