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===Elites=== *'''[[Death Jester]]:''' The Jester retains his role as a ranged support sniper, but now has some nasty tricks. The first thing to note is he lacks any melee weapons, so unlike most of your army, he will want to hang back, made a bit easier by his {{W40Kkeyword|character}} status. The next thing to note is that he is capable of sniping other {{W40Kkeyword|characters}} regardless of whether they are the closest. So far, so good. His weapon and Death Is Not Enough is where he really starts to shine, though. His weapon has two profiles. One is a standard shuriken style weapon, the other trades Assault 3 for the ability to tack on D3 mortal wounds if an enemy {{W40Kkeyword|INFANTRY}} model is slain. This lets you potentially knock out small chunks of a unit. Note that the -3 AP on a 6+ applies to both profiles. Death is Not Enough is where the Jester gets his most dangerous punch. If he slays any models, then the target suffers -2 Ld until next turn. And if a unit he attacks flees, you choose the first model that is removed. This applies for an entire turn, so use your Jester to soften an opponent before a charge. Regardless of whether or not he does damage, if an enemy fails its morale, you'll get to get rid of that special weapon. The only problem is that his trick is situational, best used against certain armies. Other times, you'll just be sniping characters. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Pivotal Roles:''' The Death Jester was the biggest winner in our Psychic Awakening. All of these powers replace Death is not Enough, which you should do, or pay 1 CP to pick one of these other perks in addition to it. <div class="mw-collapsible-content"> *'''Harvester of Torment''': Each time the model shoots, if the target has 6 or more models, each successful hit roll scores 3 hits instead of 1. Does not stack with other stuff that causes additional hits **Sorta like having a passive, better version of An Example Made on a Death Jester. Again, not locked behind a masque but literally only effective against bigger units. Fighting GEQs is basically begging for this thing to be used. *'''The Jest Inescapable''': Add 12β to this modelβs ranged weapons. Unmodified wound roll of 6 inflict 1 mortal wound in addition to normal damage and the target does not get the benefits of cover. **Especially nice on a Death Jester sitting on an objective in your deployment zone. With a certain relic he can fire at stuff 48" away. Has a bit of synergy with a Jester that has Player of the Twilight warlord trait for farming CP while remaining in relative safety. *'''Humbling Cruelty''': Each time this model scores a hit, the target is pinned until the start of your next turn. Pinned units subtract 2β from their move characteristic and cannot fire overwatch. **This should be your default choice. If you have two Jesters, give this to the one without the relic and have him futher up. Split your shots among three different targets with the shuriken profile for maximum coverage. Only shoot this at things you intend to charge of course, unless fighting Tau. If that's the case, target other stuff so that they can't FTGG. </div> </div> **His Shrieker profile is ''usually'' worthless, because he's doing 1/3 the normal damage in exchange for getting the "lost" wounds back as mortal wounds if his one shot kills someone. Obviously, the profile is terrible against unwounded multi-wound models (particularly the {{W40Kkeyword|characters}} he's so interested in hunting), as its ability can't trigger, but even when it ''can'' trigger, doing 2 mortal wounds only when the first wound gets through is the same damage amount as just shooting the target 3 times, and meanwhile you've drastically increased the variance in his shooting (it all comes down to 1 shot, not spread out over 3). You should really never use it. ***While it is true the single shot's mortal wounds ignore both armor and invulnerable saves, this is ''immaterial'', as the mortal wounds only happen ''after'' the original shot has made it past both. The ''only'' case in which the single shot deals more average damage is when the additional AP on the ''base'' shot is relevant ''and'' the target has at least 4 models left in it (so you can get the full average on the 1d3 mortal, if you trigger it); in those situations, the worse the target's save/the better their invuln (giving them less penetratable armor), the better the single shot will do (as on a 6+ to wound, both profiles have the same AP), and any Feel No Pain will swing the balance back over to the multishot immediately, due to the FnP's ability to shut down the remaining wounds by saving the first one (e.g. a 6+ FnP will reduce wounds dealt, post-save, from 2 1/2 to 2 2/9). For example, when shooting GEQ units in cover (T3/4+) with 4 or more models remaining, the single shot profile will deal 22.22% more wounds (1.53 total, as opposed to 1.25). ****Note that the above disregards the Leadership penalty, because it assumes you're shooting to kill now, not trusting to morale to finish the job for you. Against a target where the Leadership penalty is relevant (i.e. it increases the number of models the target unit expects to lose to morale), the single shot profile will improve, as models it encourages to flee count towards it. If that same GEQ unit was leadership 6, and it lost 2 models to being shot, and it had 4 models or more left in it, the leadership penalty alone would raise the expected number of models fleeing from 0.5 to 1.67, more than triple (and more than an entire model, in absolute terms). This is particularly important for Death is Not Enough, discussed below, as you will get to choose which model flees. **His Shuriken profile has terrible points per wound, but that's very normal for snipers in 8E; he's nowhere near as good as, say, Ratlings or Deathmarks. **Take him for Death Is Not Enough, or don't take him at all - that's what he can do better than anyone else. Remember, he just has to shoot at a unit to activate the ability - he doesn't even need to hit, and it works perfectly well in melee, not just at range. The only downside to Death is Not Enough is that it won't stack - multiple Jesters won't let you pick additional models to flee - so multiple Jesters will only let you trigger the ability more reliably. *'''[[Solitaire]]:''' You know him, you love him. An incredibly powerful single model, with Melee potential that will truly threaten any other infantry or character in the game. Functionally, he hasn't changed much between editions, though he has gotten a couple of buffs. A 12" move puts him among the fastest infantry on the board. His trademark, Blitz, lets him add 2D6" to his move and sets his number of attacks to 10, but he can't use it if he gets Twilight Pathways in the previous turn. Worth noting is that Twilight Pathways is inordinately useful to him regardless since his native movement is higher than other infantry. Just don't use it when you're planning to use Blitz. Between these traits, the Flip Belt, and his 3++, you are looking at a highly mobile character killer. Be careful, though, as he suffers from the same T3 squishiness as the rest of your army. BE cautious and consider a transport, as every enemy sniper and lascannon will desperately try to vaporize this guy before he can reach "terminal threat range." Also, the psychological power of this model is not to be taken lightly. As noted below, a basic troupe can outperform him... but your opponent is still very worried about the solitaire. This is a model you want your opponent to make mistakes over and alleviate pressure on the rest of your army. Very fitting method of fucking with their mind. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Pivotal Roles:''' Replaces Blitz or pay 1 CP to pick one of these other perks in addition. Given that you can only take one Solitare anyway, this is probably the best candidate for taking two on. <div class="mw-collapsible-content"> *'''Shocking Emergence''': You may set this model up in deepstrike during deployment. After being brought in from deepstrike, following the standard 9" rule and declaring a charge, roll 3d6 and discard one of the results. **Very nice, though arguably the worst of all three, which is saying something. On one hand, it's a way to safely get your Solitare into position though there is also normal deepstriking, heroes' path and other such methods to achieve similar results without giving up Blitz. If you don't have a Shadowseer and Death Jester for some reason though, it's a valid choice. *'''Chromatic Rush''': Instead of rolling to advance, this model can automatically advance 6β. Each time this model consolidates or piles in, it can move an extra 3β in addition. **Even more to the Solitare's crazy mobility. Combine with Midnight Sorrow for even more shenanigans. 9" consolidate is even more than a normal clown's movement. *'''Unnatural Acrobatics''': Subtract 1 from all attack hit rolls against this model **Far from bad, though personally wouldn't take it over Blitz. Has synergy with the Suit of Hidden Knives, see entry for that relic for further explanation of how you can cause a mob of orks to blow themselves up on this thing. It also works against shooting, so it can act as another form of defense although you could argue that the 2d6 extra movement from Blitz is the best defense of all. </div> </div> **[[Awesome| He has the <MASQUE> keyword now so can benefit from friendly Troupe Master and Shadowseer auras and Psychic powers! They can even ride in Starweavers now meaning they will actually be able to survive for long enough to hit close combat now!]] **Even on the Blitz turn, not nearly as dangerous as a standard Troupe in melee for the same cost (for 13 points ''less'' than his cost you can field an entire 5-man Shuriken Pistol troupe with Embraces, which will kill almost any target faster than the Solitaire can with its 20 attacks); the primary reason to take him is his ludicrous running speed, as he can run faster than a lot of Jump Infantry can fly, and a 3++. ***Alternative take, even if a troupe will be able to crap out more attacks than he can, keep in mind he can actually take relics, specifically Cegorach's Rose. The reroll for wounds is like having a troupe master in his back pocket, though the 3 damage it has against infantry makes him a threat to any character, multi-wound infantry and so on. Just don't run him into vehicles.
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