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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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==Saedaths== Due to no longer being worthy of their own codex, the factions are cut down from six to a mere three, meaning that this faction has the least amount of variety, in terms of chapter tactics equivalent, of any army, ''including'' subfactions that get their own codices, like Death Guard, due to them having subfactions within their subfaction, I.E. Plague Companies. But while the variety is less overall, the options that are available are very good. Also, for some reason, GW made their wildcard keyword into something weird and copyrightable. ====Light==== <div class="toccolours mw-collapsible mw-collapsed" style="10> The Light Saedath is a very range-focused aspect. Not only does it provide protection from ranged attacks, but it also improves the effectiveness of your models as they can shoot at full effectiveness even while advancing. <div class="mw-collapsible-content"> *'''Characterization - Blaze of Light''': Units with this aspect count as stationary when shooting after moving or advancing and can't be hit on an unmodified 1-3 when attacked from over 18" away. **The defensive boost is equivalent to (if the rules didn't stop the modifier from applying) -2 to 2+ attacks and -1 to 3+ attacks, with no effect on worse BS or on weapons that hit automatically. It won't stack with hit penalties, but it ''will'' negate hit bonuses of arbitrary size within its range - e.g. a BS3+ attacker with +2 to hit still won't hit you on an unmodified 3, let alone a 2. The benefit of adding on a hit penalty, like Dense Cover, is that if your opponent tries to ignore your buff by bringing BS4+ or BS5+ shooting to bear, they're necessarily using the weapons hurt most by said penalty. The moving bonus is best on Heavy weapons. **Combine with Mirage Launchers on the already-mandatory -Weavers which prevent re-rolls to hit, and your opponent has no choice but to contend with a hard 50% max chance to hit at range. Stack -1 to hit on there and you'll never have friends ever again. *'''Warlord Trait - Player of the Light''': Heroic Interventions have a 6" range and the Warlord gains +1 to Strength and Attacks when charging or heroically intervening. It's a pretty strong boost to the troupe master as the sole melee character of your army. *'''Stratagem - Capricious Reflections (1 CP)''': During your opponent's charge phase, a {{W40kKeyword|Light}} unit that's about to get charged can immediately move 6", forcing the enemy to charge someone different. While this does rob your guys of the ability to overwatch, this has incredible trolling potential, including being forced to charge at a wall of clowns defended by a Shadowseer instead of the Shadowseer itself. *'''Relic - Shadow Stone''': Shadowseer only. Boosts auras to 9" and adds 3" to the range of Phantasmancy powers. This turns your Shadowseer into a major strongpoint, as they can make nearby troupes into an untouchable wall until they close in. </div> </div> ====Dark==== <div class="toccolours mw-collapsible mw-collapsed" style="10> The Dark aspect is your beatstick faction, focused entirely on melee. This allows their trademark weapons to rip through even harder armor and guarantee that your clowns are always fighting. <div class="mw-collapsible-content"> *'''Characterization - Dark Deeds''': Melee attacks improve their AP by 1. Any time a model dies in melee, they can deal a mortal wound on a 4+ before going down, to a maximum of 6. That AP boost is really strong for the Harlequin weapons, making them effectively power swords with special tricks that kill MEQs in one hit. *'''Warlord Trait - Player of the Dark''': Your Warlord deals a mortal wound on a natural 5+ to wound. *'''Stratagem - The Silken Knife (1 CP)''': During your charge phase, mark one unit. All {{W40kKeyword|Dark}} units charging this unit can ignore all overwatch and set to defend reactions, making sure you'll get to killing with all your boys. *'''Relic - The Ghoulmask''': Allows the bearer to deny one power each turn, which stacks with the one deny Shadowseers already get. On top of this, the bearer gets a 3" aura that blocks ObSec from enemy units. This absolutely goes on a frontline unit, where the ability to deny the enemy from capping points is vital, though even the deny can see use on less-direct characters. </div> </div> ====Twilight==== <div class="toccolours mw-collapsible mw-collapsed" style="10> As the Twilight is the edge between darkness and light, so too does the Twilight aspect represent the edge between life and death. This makes your army a risk-taking group, though it should be said that there's not much you lose from taking these lists. <div class="mw-collapsible-content"> *'''Characterization - Twilight Falls''': +1A when charging, charged, or heroically intervening for the entire Fight phase (so if you fight twice, you get the bonus twice). In addition, your units add +2" to their consolidation and pile-in distances. This has its own tricks of mobility. *'''Warlord Trait - Player of the Twilight''': While the warlord is on the battlefield, you roll a die for each CP you or your opponent spend on a stratagem, and you gain 1 CP on a roll of 6. In addition, whenever you use Luck of the Laughing God to chance more rolls, you gain an additional CP - even if you don't win. Expect to make back plenty of CP for it. *'''Stratagem - Malicious Frenzy (1 CP)''': Select a {{W40kKeyword|Twilight}} unit at the beginning of the Fight phase. Any natural 6s to hit automatically wound. Pretty strong considering your troupes with blades are making 6 attacks each at measly 3 strength. *'''Relic - The Twilight Blade''': Troupe Master only. This replaces their power sword, improving it to S+2 AP-3 D2 and gaining an extra number of attacks equal to the round number. This is the prime weapon to make a blender out of your troupe master, ripping through mobs and MEQ alike without an issue. </div> </div>
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