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!
===Fortifications=== *'''Webway Gate''': For 95 points you can finally pick this giant arc. Fluffwise, it is the very reason of Eldar trollability to suddenly appear somewhere, where they completely shouldn't be. Crunchwise, it is still a pair of giant arcs with T8, 14 wounds, 3+ and 5++ which helps you to deep strike your units, including halving the cost to throw units into combat reserves. Each arc counts as light cover, heavy cover, unstable position (though who the fuck was gonna climb it anyways) and Inspiring to all Eldar. It can be set up anywhere on the battlefield more than 12" from enemy deployment zone and their units during your deployment and, of course, is immobile after that. What it allows you to do, is to let your units emerge from combat reserves by placing them within 6" of the gate, allowing them to emerge within 9" of an enemy - even straight into combat where they'll count as having charged the [[Meme|BAHLD AND FEWLISH]] enemies. Of course, if the gate is destroyed, all units that were in the gate's Webway (the Webway form '''Webway Assault''' stratagem is not the same one) are slain. On the one part, it does let you save some CP from throwing some units into Strategic Reserves and furthermore allows you to deep strike your Vehicles. Still, the restriction for its placement and its relative size poses a large threat that your opponent will decide to just blast it to hell with artillery first, thus making actually using the gate a bit of "Risk-Reward" tactics, if not even a bit of a doubtful one. You can take two (or more) and store all your reserves without deciding beforehand where they're coming out of and making it harder for the opponent to block you out. The model is very nice though, so don't restrain yourself from using it as a piece of terrain. *'''Universal Fortifications''': Harlequins benefit more than most from taking Bunkers and Bastions. Assuming a 6" diameter building, they have an effective threat range of a 42" circle (this is often squished into an oval due to deployment zones), or roughly a quarter of the board. While your faction transports are certainly faster, the building are far more durable. **Note that these will require a fortification detachment, which may be an issue if you plan on spamming for CP.
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