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!
===Ghost Space Clowns vs. Regular Space Clowns=== Reworked into being a named Craftworld now, the Eldar page has everything on there rules-wise for 'em and you'll need some Craftworld units to even run your clowns as these guys. Read below for further detail <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Restrictions: *Ynnari Harlequins can no longer take Pivotal Roles, or Solitaires. While the latter aren't exactly good this edition, your Troupe Masters are losing out on some offensive potential and your Shadowseers and Death Jesters are probably the biggest losers here. Solitaires obviously don't care though. *You lose the {{W40Kkeyword|Saedeth}} keyword. In exchange you get {{W40Kkeyword|Ynnari}} which counts as a craftworld, meaning you benefit from the craftworld attribute. This ''may'' also mean that you lose out on the buffs that Phantasmancy can give, as GW still haven't confirmed or denied it at all. Given that the Ynnari section in the codex only specifies losing the Runes of Fortune discipline it's likely these are still intended to apply to your clowns in a Ynnari detachment *Harlequin units can only ride in Starweavers still. Not that this is a super big downside mind you, given it's business as usual. Still would've been cool to be able to stuff a 12-elf unit into a Wave Serpent and ferry them up the board safely though. Additionally, you gain the following. *'''Strength from Death:''' Effectively replaces your Saedeth, and by all accounts it's a pretty decent tradeoff. Fights First applies across your entire army, and if a unit's taken any casualties they can add +1 to-hit for both melee and range attacks. The benefits of the first part are clear as to why they benefit Harlequins but you've got pretty adept shooting too. This slightly encourages taking larger blobs of units as a result. *A warlord trait, relic and stratagem - the former of which doesn't have to be taken on whatever named Ynnari character you're packing along. Throw it on a Death Jester if you really want. **'''Warden of Souls:''' Add +1 to your warlord's Strength and Attacks whenever they’re within engagement range of an enemy unit that’s below starting strength. Additionally, they heal 1 wound in each of your command phases. **'''The Lost Shroud''': Each time an attack is allocated to the bearer, subtract 1 from its damage characteristic, and you get +1 to your save roll if it was D1, before modification. The latter is... not good on any of your characters, given that it specifies armour saves in specific but still, this could be nice against the abundance of D2 weapons out there these days. **'''Inevitable End (1 CP)''': This gives a unit that’s shooting or fighting +1 to wound if it targeted a unit that was below Half Strength. Situational, given it relies on a unit being below half strength, rather than directly at half but +1 to wound is hardly something to sneeze at. Again, your clowns wanna be in melee so this is a relevant buff, though they rarely have trouble slicing through things in melee as is. Still, keep it in mind for that odd situation you wanna use it. *The Revenant psychic discipline, giving your Shadowseers access to twice as many powers. A mixed bag of some mortal wounds and buffs, which other Ynnari psykers also have access to. #'''Gaze of Ynnead:''' Essentially a simplified Smite, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target. If you've got some Warlocks to also spam smite, this might be worth picking up on them. Hard pass on your Shadowseers, you can give them more important stuff from later down the list or their vanilla powers. Or don't, I'm not your mother. #'''Storm of Whispers''' An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 9" of the caster; every roll of 4+ deals a mortal wound to the unit in question. Same as above, throw it on cheaper psykers you can spam for mortal wound output. #'''Word of the Phoenix:''' WC 6, this power allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 6" to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Finally something worth using, as your Shadowseers are likely to be right up beside your troupes to buff 'em with Shield from Harm, or whatever other squishy unit that'd need protecting from literally anything being thrown its way. Coincidentally, it has the same range as Shield from Harm too. #'''Unbind Souls''' A WC 6 debuff to any enemy unit within 18" that means any melee attack against them auto-wounds on unmodified 6s. Also very nice if you're bringing a few units of melee specialists in subfaction that benefits melee so heavily. #'''Shield of Ynnead''' A WC 6 power that grants one non-{{W40Kkeyword|Titanic}} Ynnari unit within 12" of the Psyker a 4++ invulnerability save. With the recent nerf to your army's invulns across the board, this can be pretty damn integral on keeping your clowns alive for longer than three seconds. #'''Ancestor's Grace:''' This WC 7 buff grants the targeted friendly Ynnari unit within 18" a +1 to-wound roll in melee. Quite beneficial, much like Unbind Souls above for similar reasons. Most importantly, you also gain access to the majority of the Craftworld and Dark Eldar rosters to plug holes where you need them too. Are you sad that your bikes are so fast that your Shadowseer can't keep up with them? Send a Warlock with 'em instead. Need something to stand on objectives that won't fall over to a stiff breeze? Why not grab some Wraithguard? Unlike 8th's Ynnari, this might actually be a viable option. </div></div>
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