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Since each other sub-aeldari faction has a section, I wanted to open a thread for the followers of the laughing god to discuss experiences and tactics. Starting with the 8th update, I think the most practical place to start would be the units themselves.

 

Overall, Harlequins got a number of impressive buffs in 8th Edition rules. Vehicles were upgraded to a flat 4++, and Mirage launchers now just reduce the hit roll of incoming fire by one. This rule applies to Skyweavers as well, and both got more wounds. This has turned the Harlequin flying circus into its most viable form since they came out as a separate codex.

 

The Harlequin Troupe has had a similar treatment, with a minor reduction in points, but the invulnerable save has been increased to a 4++. The Specialist weapons harlequins are known for are still quite potent as well, and can be paired with the now separate HQ choice of Troupe Master to really put out some damage.

 

The numbers are still kept extremely low by a transport capacity of only six models in a Starweaver, making Troupes extremely vulnerable to things like overwatch, and the loss of Veil of Tears. Combined with the loss of Ynnari troupes to utilize each other's transports, this makes MSU Troupes the only real way to protect them from fire. The 6" bubble provided by the Shadowseer provides incredible protection from the classic toughness 3 problem, but adds another tax to an already expensive group of units.

 

The Solitaire has been boosted greatly, but the Death Jester struggles to find a place. 24" is an extremely short range for a sniper unit, and 'Death is not enough' will find little use in armies that minimize losses to morale.

 

 

Overall, my impression is that they are extremely fluffy, and got some great boosts, but will still struggle as a stand alone army. The reason is that their only troops choice is expensive and not very surviveable outside of a transport. Using them as a shooting platform has potential, but they lack the volume of fire to deal with numbers. In addition, Rising Crescendo has an important distinction from the old Hit and Run, in that it happens in your turn. A small unit of Harlequins is unlikely to survive 2 battle rounds of combat if it didn't destroy the enemy initially.

Edited by CrystalSeer
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Disagree. The way to protect Troupes from shooting is...first turn charges! If you're doing Narrative play you'll be able to get your entire army in close combat turn 1; if playing Matched play it'll be a little trickier. Shadowseers are not a tax, they are a lynchpin! The -1 to wound is incredibly powerful with the new wound system. Never being wounded on a 2+ is amazing.

I read it. Seems like fun, but I'm pretty wary of running 300 pt units around. It seems like it would be really easy to outmaneuver and counter. I will bet that when you get the charge off it annihilates what it hits though.

 

300pt+ deathstars are not really new to 40k, and if you're letting yourself be outmaneuvered as harlies....I think you're doing something wrong. 

 

Unless your opponent has an all jetbike army or something.

Edited by Xenith

Ah, I thought you were running caress on all of them. So 4 guys to soak casualties?

 

I like the look of your skyweaver unit. I usually run mine MSU to maximize soulburst, but Veiled Pathways makes a strong argument to combine them to make the most of their charge potential. 

 

Did you get much use out of the Death Jesters? They are one of my favorite units in the game, but I feel like their new rules are largely wasted. Their claim to fame in seventh was crowd control, moving around units many times their size. Now if I was using them I would attempt to just tag units with them before my main units really inflicted the casualties. It seems rather roundabout though so I'm worried I'd seldom get the chance to pull it off.

Oh no, it's caress on all models. Still only 252 points, as it's only 1 point more per model than last edition, but with more attacks, better defenses, faster movement, etc. 

 

The Skyweavers don't need to use Twilight Pathways unless they need to move 4+' in a turn. Otherwise they can easily make a 25" charge (22" move + 2" charge range +1" CC bubble) turn one, along with a Solitaire and at least one squad affected by psyker.

 

The Death Jesters were a disappointment. Slow and short ranged (comparatively), their guns just didn't do enough. Unless I knew I'd be facing something character-heavy, I'd probably prefer just more Voidweavers. 

 

One more argument against MSU Harlequins: he who finishes deploying first goes first, and Harlequins would definitely appreciate going first if possible.

  • 2 weeks later...

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