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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===HQs=== *'''Troupe Master:''' No longer a squad sergeant as he was prior to 8th, but a full-fledged HQ, allowing you to fill out Detachments. Is reasonably cheap at just 75 Points barebones, and comes packing 6 attacks hitting on a 2+ with a basic blade and shuriken pistol at stock. Though you don't want to leave him like this. Upgrading him with relics and other wargear and buffs will turn this guy into an absolute monster in melee. He also has a buff aura, granting friendly {{W40Kkeyword|Harlequins Core}} units within 6" re-roll 1s to wound. This is an extremely powerful buff to your Harlequins and should be leveraged as much as possible by keeping multiple units within the aura (remember that only one model needs to be within 6" for the whole unit to benefit). Ideally, a Troupe Master should be nearby whenever you get your clowns into a charge. He can spar with enemy HQs using a harlequin weapon (as the Kiss, Caress and Embrace are all effectively the same bar stratagems), or help a Troupe hack through enemy squads just as well. **'''Pivotal Roles:''' As of 9th edition, you now have to spend points for one of these boosts, but you're not sacrificing your buff aura, making for a better trade. **:<tabs><tab name="Prince of Light"> +1 to charges for {{W40Kkeyword|<Saedath> Core}} units within 6β. Probably not a good idea to take this with Player of the Light, even with the free extra inch. Harlequins are already fast as fuck and can basically guarantee charges in the move phase as is. Alternatively: If you really want to charge out of deep strike, this would definitely help. You're only going to have a 27.8% chance normally, increasing to a 47.9% chance if you re-roll the charge. If you slap a +1 on top, your chance to make the charge jumps up to 66%. Now, it's probably wise NOT to do this since you've got a 1/3 chance to waste 3CP; however, blitzing into the material plane just to beat the crap out of something is sooooo much cooler than beating stuff up normally.</tab><!-- --><tab name="Queen of Shards">The troupe master's melee attacks ignore invulnerable saves on a 5+ to wound. While terminators won't give too much of a damn by having a 2+ save to fall back on, this can be more damaging against units like daemons or Wyches, where they need that Invuln to survive.</tab><!-- --><tab name="Veiled King">For every melee attack against a unit that is not a {{W40Kkeyword|MONSTER}} or {{W40Kkeyword|VEHICLE}}, an unmodified wound roll of 2+ is always successful. With this no longer replacing anything, the value of this has gone up a good degree - after all, you're not getting that re-roll anyway because of the re-writes to auras. If you're not expecting to find many invulnerable saves, you can slap this on to ignore any issues with high-Toughness enemies.</tab><!-- --></tabs> *'''Shadowseer:''' The Shadowseer clocks in at 100 points. Possessing the ability to cast two spells in the Psychic phase, a decent melee presence with 4 S6 AP-1 D1d3 attacks, and especially the Shield from Harm ability. The defensive counterpart to the Troupe Master's Choreographer of War, it means your opponent must subtract 1 to wound rolls against friendly {{W40Kkeyword|Harlequins Core}} or {{W40Kkeyword|Harlequins Character}} units within 6" of the Shadowseer. This is a potent defensive bonus and one of the few defenses you have available, and much like the Troupe Master's bonus should also be extended to as many units as possible at once. The sheer joy of seeing weapons have to wound your squishy, squishy clowns on a 5+ cannot be overstated. Shadowseers are too expensive to spam, but at least one is practically mandatory for any list, and two can be somewhat affordable. **Neuro Disruptors can be taken for 5 points, and may be worth consideration against higher leadership units, where the nearly guaranteed mortal wound will at least hurt. Against guardsmen, though, you're better off firing grenades into 'em. **'''Pivotal Roles:''' As of 9th edition, you now have to spend points for one of these boosts, but you're not sacrificing your buff aura, making for a better trade. **:<tabs><tab name="Agent of Pandemonium"> -1A to every model in every enemy unit within 6β of this model. Far improved from the version that came out in Psychic Awakening, as it'll now affect the whole unit, rather than just individual models. Though this is per model, so against larger groups it can shave off a pretty big chunk of their threat alongside the basic defense aura. Works best on stuff that has an attack characteristic of 2, effectively halving their output.</tab><!-- --><tab name="Gloom Spider"> Mark one enemy unit within 12" of the Shadowseer - its buff auras are shut down. Stacking buff auras are a big part of the game this edition, so being able to shut one down can prove disastrous to the enemy, especially if it's something big like re-rolling to hit or the unit in question puts out multiple auras.</tab><!-- --><tab name="Mirror Architect">Friendly {{W40Kkeyword|<Saedath> Core}} units within 6β of this model counts as being an additional 6β away when shot at. Foils Rapid-Fire cheesing, prevents flamers from doing anything during overwatch. <s>While the Q2 2022 Dataslate nerfed this to only work on one unit each turn, it's still a pretty decent buff.</s> It's back again! However it's also 60 fucking points rather than 25.</tab><!-- --></tabs>
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