2015-03-08

‎Formations

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===Troops===

===Troops===



'''Harlequin Troupe''' - A change up from what it used to be in the Craftworld codex, they now come in squads of 5-12 and the Troupe Master got a welcome boost of +1 WS, W & I turning him into a viable army warlord in his own right who can take from the relics list, he can also take a power sword, but you're probably better served giving him a kiss or caress to help him chew up 2+ save characters in challenges. The rest of the unit is customisable as you would like, with any model being able to take any harlequin item combination.

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'''Harlequin Troupe''' - A change up from what it used to be in the Craftworld codex, they now come in squads of 5-12 and the Troupe Master got a welcome boost of +1 WS, W & I turning him into a viable army warlord in his own right who can take from the relics list, he can also take a power sword, but you're probably better served giving him a kiss or caress to help him chew up 2+ save characters in challenges. The rest of the unit is customisable as you would like, with any model being able to take any harlequin item combination
.  Like most units with the capability, beware the temptation to give everyone in the unit a special weapon of some sort, as they die in droves the moment any competent unit with guns look at them.  At least 1 generic clown per special weapon is recommended... Remember, you want to cripple your opponent and win combat, but not by 10... or you'll be left exactly how a clown doesn't want to be found, with your pants down jerking off in the middle of a crowd.  Stick your turn, hit and run out opponent's turn.  That is how you stay alive
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===Dedicated Transport===

===Dedicated Transport===

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'''Shadowseer''' - Returning with a power boost, they have tried to turn the Shadowseer into a close combat machine; they now have WS6, I7, A3, 2 Wounds, and an S+2 Fleshbane/Concussive '''Miststave''' which cannot be changed out for another weapon. Unfortunately their BS is still four so they're not as accurate as they could be with those witchfires. Can now be upgraded to ML2 and take powers from Telepathy, Sanctic, and the new Phantasmancy discipline. Since you can have up to seven Seers in a single Masque, you can afford to mix it up a bit.

'''Shadowseer''' - Returning with a power boost, they have tried to turn the Shadowseer into a close combat machine; they now have WS6, I7, A3, 2 Wounds, and an S+2 Fleshbane/Concussive '''Miststave''' which cannot be changed out for another weapon. Unfortunately their BS is still four so they're not as accurate as they could be with those witchfires. Can now be upgraded to ML2 and take powers from Telepathy, Sanctic, and the new Phantasmancy discipline. Since you can have up to seven Seers in a single Masque, you can afford to mix it up a bit.

* While at first it may sound counter-intuitive to generate his powers from Sanctic Daemonology, what with the Perils on any doubles and all, consider the following: What's the biggest problem Harlequins face? They're squishy. But if you manage to get Sanctuary, you have a 4++ with rerolls on 1 in a certain formation, which is certainly better than Veil of Tears will be under normal circumstances. If you get Purging Flames, they have a surprisingly strong Witchfire that, if necessary, can also be used to hurt Fliers that aren't AV12.

* While at first it may sound counter-intuitive to generate his powers from Sanctic Daemonology, what with the Perils on any doubles and all, consider the following: What's the biggest problem Harlequins face? They're squishy. But if you manage to get Sanctuary, you have a 4++ with rerolls on 1 in a certain formation, which is certainly better than Veil of Tears will be under normal circumstances. If you get Purging Flames, they have a surprisingly strong Witchfire that, if necessary, can also be used to hurt Fliers that aren't AV12.

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* Alternate Opinion:  If you think a 4++ is going to save you from even a modest volume of shooting, you are very, very mistaken.  Seriously, Phantasmancy offers the chance at 3 defensive powers in Veil, Dance, and Fog, one of which you get as a lock and reduces incoming range to 14" on average.  There's more to the game than just raw stats... you need to play some fucking mind games with your opponent when they go to move and say shit like "Oh wow, getting that close to an elite close combat unit is pretty ballsy, hope you don't whiff" and watch them second guess themselves.

'''Death Jester''' - Also received a promotion, but unlike the Shadowseer gets WS/BS5. His Shrieker cannon still does its thing of exploding the dude who gets killed by it and showering his mates in deadly gore. But he has an awesome new rule called "Death is not Enough" which forces enemies who suffer at least one wound from his shooting to take a morale check, exactly as if they had suffered 25% losses, AND they take it at -2 Ld. If they fail, the player who owns the Death Jester may choose the direction they fall back to (at least for the first fall back move, they continue to fall back as normal in following turns). He also got precision shots for additional awesomeness!  Keep in mind that his weapon is only AP5, and that his entire kit revolves around that one shot a turn. Don't waste it shooting at anything with an armor save.

'''Death Jester''' - Also received a promotion, but unlike the Shadowseer gets WS/BS5. His Shrieker cannon still does its thing of exploding the dude who gets killed by it and showering his mates in deadly gore. But he has an awesome new rule called "Death is not Enough" which forces enemies who suffer at least one wound from his shooting to take a morale check, exactly as if they had suffered 25% losses, AND they take it at -2 Ld. If they fail, the player who owns the Death Jester may choose the direction they fall back to (at least for the first fall back move, they continue to fall back as normal in following turns). He also got precision shots for additional awesomeness!  Keep in mind that his weapon is only AP5, and that his entire kit revolves around that one shot a turn. Don't waste it shooting at anything with an armor save.



* Do keep in mind that the Death Jester can, in fact, fire his weapon as a normal Shuriken Cannon, so if you're sure that one shot won't do the trick, you always have that same awesome 3-shot pseudo-rending cannon your Craftworld cousins enjoy so much.

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* Do keep in mind that the Death Jester can, in fact, fire his weapon as a normal Shuriken Cannon, so if you're sure that one shot won't do the trick, you always have that same awesome 3-shot pseudo-rending cannon your Craftworld cousins enjoy so much
.  However, ultimately they are a one-trick pony that mostly requires support from a Shadowseer with the Mask of Secrets to be effective, otherwise it's just an expensive shuriken cannon unit upgrade for something that you want in close combat anyway..
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===Fast Attack===

===Fast Attack===



'''Skyweaver Squad''' - Two-person jetbikes but nothing like a Vyper, you get 2-6 in a unit with a Shuriken Cannon each. They are expensive, but you get two wounds a piece and the ability to make their 4+ save invulnerable for a single turn (but they have 5++ the rest of the time as well) They get an item called "Star-Bolas" which is a one use S6 AP2 grenade, but you can exchange this for a Zephyrglaive which is an ''objectively better'' close combat item, giving them S+1 ''(S+2 with furious charge)'' AP2 on the charge and then counts as a power sword after that, this unit gets Hit & Run so you want them bouncing in and out of combat like proper Harlequins and peppering them with rending ninja stars over and over.

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'''Skyweaver Squad''' - Two-person jetbikes but nothing like a Vyper, you get 2-6 in a unit with a Shuriken Cannon each. They are expensive, but you get two wounds a piece and the ability to make their 4+ save invulnerable for a single turn (but they have 5++ the rest of the time as well) They get an item called "Star-Bolas" which is a one use S6 AP2 grenade, but you can exchange this for a Zephyrglaive which is an ''objectively better'' close combat item, giving them S+1 ''(S+2 with furious charge)'' AP2 on the charge and then counts as a power sword after that, this unit gets Hit & Run so you want them bouncing in and out of combat like proper Harlequins and peppering them with rending ninja stars over and over.
Units of 2 with Haywire Cannons and Star-bolas can be effective (if expensive) transport hunters, and may sadly be the best option available to a mono-harlequin list.  Well, unless you like vehicles blowing up in your face from fusion pistols (Hint:  You are toughness 3 with 5++ saves.  You don't.)

===Heavy Support===

===Heavy Support===



'''Voidweaver''' - the other option in the Starweaver dual kit, this vehicle fills several artillery based roles, since it can purchase a Prismatic Cannon, which is so versatile and can Lance apart enemy vehicles ''(but only at S7 though, meaning it can glance a Land Raider on 5, Pen on 6)'', knock chunks out of MEQ with an AP3 small blast, or blow hordes up with an AP4 large blast. It also has two Shuriken Cannons just like the Starweaver, but the second rear-facing gun may select a different target but only in the rear facing.  The stock Haywire cannon is kinda forgettable, though.  It's an S4 AP4 Blast with Haywire, and that's all it can be.

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'''Voidweaver''' - the other option in the Starweaver dual kit, this vehicle fills several artillery based roles, since it can purchase a Prismatic Cannon, which is so versatile and can Lance apart enemy vehicles ''(but only at S7 though, meaning it can glance a Land Raider on 5, Pen on 6)'', knock chunks out of MEQ with an AP3 small blast, or blow hordes up with an AP4 large blast. It also has two Shuriken Cannons just like the Starweaver, but the second rear-facing gun may select a different target but only in the rear facing.  The stock Haywire cannon is kinda forgettable, though.  It's an S4 AP4 Blast with Haywire, and that's all it can be
.  If you aren't taking the Prismatic Cannon, you really are making an exceptionally poor decision.  If you want Haywire Cannons, get them in Skyweavers
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==Formations==

==Formations==

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* One Death Jester, One Shadowseer and One Solitaire - Each become their own individual unit which can't be joined.  For this, you get Infiltrate, Shrouded, and Stealth.  You now have an easy way to deliver the Solitaire to anything he wants to murderize, an awesome save for a Deathjester in cover, and a bullet magnet of a Shadowseer.

* One Death Jester, One Shadowseer and One Solitaire - Each become their own individual unit which can't be joined.  For this, you get Infiltrate, Shrouded, and Stealth.  You now have an easy way to deliver the Solitaire to anything he wants to murderize, an awesome save for a Deathjester in cover, and a bullet magnet of a Shadowseer.

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** For Optimal Trolling - Have the Jester and the Shadowseer travel together.  Put the Mask of Secrets on the Shadowseer.  Shoot with Death Jester and hope to kills and force leadership at -4 to funnel towards the Solitaire.  Follow up next shot with the Shadowseer to attempt to force the pinning test at -2 with the hallucinogen launcher.  Charge with Solitaire with no Overwatch and engage trollface if you can actually pull this off.

* Two packs of Skyweavers and one Voidweaver.  A cheap way for some mobile firepower, and they can re-roll Jinks.

* Two packs of Skyweavers and one Voidweaver.  A cheap way for some mobile firepower, and they can re-roll Jinks.

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