Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Harlequin Tactica (Mostly for within an Eldar Army, you can move this to the harlequin board if you think it'd be better there.)
Ok, after a look at the new Eldar dex I decided to look at the Harlequins a bit more, and then I thought....... what's going to be the best way to play them in an eldar army now after the update...... so I decided to try and find out...... this is all my own research......
This is what I found would be useful, you'll be wondering why i'm telling Harlie players tactics but it helps you eventually find a counter tactic for the laughing god's pets.
Now obviously we all know, Harlequins are close combat personified in the form of sex. Let's be fair there are very few who can do it better, Harlequins are for Eldar, what Genestealers are for Nid's.
Now the first thought is...... why not just take the easier option of striking scorpions or banshee's as these guys are pretty damn fine anyway? The point in Harlies is that they are there to tear through Space Marines and the equivalent toughness 4 and above units, a heck of a lot faster than Striking Scorpions or Howling Banshees possibly can. Scorpions have close combat weapons, and Banshees are S3... but strength and the weapon itself is meaningless when the attack is rending. The Harlequins give you defense against heavily-armoured, tough opponents in close combat by usually wounding them usually no matter what and always being able to harm a foe. (chances of getting no 6's in a Harlequin combat are very low, due to number of attacks, and the fact that chance dictates that it should be rolled at least once.)
Now stupidly enough, one of the best ways that these can be used is by actually restraining them....... 'restrain one of the best cc units in my army???' you'll probably ask..... but Harlequins excel in counter-attacking.
Harlequins shouldn't really be charging across the table. Veil of tears is nice but a single squad getting close somehow and rapid firing will kill the harlequins full stop. Even if they are bouncing along with a Farseer that Fortunes them, even this isnt protection enough for 18-22+ pt models. If you want to be offensive with them, stick them in a falcon or in a large squad. Otherwise, have them sit back and let the Death Jester shoot adding to your crazy eldar firepower. They will fight in HtH soon enough.
Harlequins are possibly one of the most effective and scary counter attacking units in the game, for some obvious reasons.
1) They can't be shot at from great range.
2) The average spotting distance rolled to see them is 14".
3) Indirect or 'guess' range weapons cant even shoot at them. *
* A whirlwind which lays mines can, but those are on the ground.
Really, the only unit that really matches them in the codex are the Howling Banshees, for Close combat. Banshees are a bit more offensive though and are better suited due to their fantastic transport option for more offensive tactics. They are a bit, sturdier against enemy shooting and close combat. Harlequins luckily have that Veil though to match that, the Harlequins are obviously suited more to hanging back due to the fact that they can come to no real harm.
If an enemy sees banshees or even scorpions sitting back waiting to counter-attack he will probably decide to gun them down, with heavy bolters or an ordanance shot to wipe out your chance of fighting him off. Scorpions and Banshee's are made more for offensive tactics than defensive ones, (the harlequins are suited for.)
Now there is another style to hanging back which could be effective, and it actually involves going on the offensive, whilst partially restraing the harlequins safely, simply moving up with another stronger unit, either Banshees for the hitting power, or Scorpions for the staying power(preferably Scorpions). They should then assault at the same time using the Furiousness of the Troupe, then leave combat with the Harlequins at the end, hiding behind the assault.
Assualting with these higher save scorpions in front of you is a great idea as you are safe and scorpions are effective cc troops also. This works so well because they are a light assault unit that will need a heavier assault unit to lead them because of this they pack a major punch on the charge, so just use hit and run alot and keep them out of range and Line-of-Sight, making safe, effective combat.
By the way here's a nice counter tactic for us Daemonhunters
I've found one which should work, I noticed a guy mention the null rod in another forum and noticed it'd be handy to get rid of those Harlies.....
Daemonhunter Inquisitor, Psycannon, Null-rod, 3 Heavy-bolter servitors.
The null-rod negates Veil of tears for the whole squad, the psycannon is for obvious reasons, as are the 3 heavy bolter servitors....... as we should all know.... lots of shots against harlies kills them..... full stop.
Last edited by SilverFang; March 21st, 2007 at 13:27.
Nice work Fang, this is something I found on this board when the Eldar were first released, I think because of this not many people have seen it. It's not written by me but it does provide a nice view on the harlies. Hope it helps people.
Now with the new codex we finally got our harlequins back. And I love them. They are awesome in cc and have my two favorite USR's, furious charge and hit & run. But they drop like flies when exposed to gunfire. This means that wou would want to have them either at least 18"-24" (depending on if you like to gamble) away from you opponent when in his LOS, or locked in cc where they can't be targeted. I've been looking a lot at their rules and also done some numbers, and this is what I've come up with.
First of all, the Shadowseer is a must. Like I said before, harlequins will die a horrible death to even lasgunfire so Veil of tears is mandatory to make your troupe live to see cc.
The Troupe Master is a nice touch, you get +1 attack and +1Ld and either a harlequins kiss or a power weapon. He's not a must have, but the +1Ld is always handy.
The Death Jester is IMO a total waste. His shrieker cannon wont do much good in a squad like this. If you're more than 6" away from your opponent after your move it's better to FoF to get into cc than take pot-shots at a squad and stay in the open to get slaughtered later. If you're within charge-range you wont do much damage against well armoured opponents with his cannon and you will slaughter lightly armoured foes in cc anyways, which makes the cannon redundant. But he's the cheapest of the three characters, Ill give him that.
Equipping the squad
The troupe can have two fusion pistols, and they are quite pricey. I would say don't take them. I don't see a use for them. Actually I even think they are contraproductive since they may tempt you to use them on a tank. Yep, that's right, with a unit as expensive and fragile as this I would never shoot at a tank and then stand there in the open getting shot up in the following turn. It's much better to charge into cc, use FoF to get out of LOS or at least FoF to put som distance between you and the opponent to force him make tests against Veil of tears. I wouldn't take them against infantry either. Since you have to be within charge range to use them, and then you have a bunch of rending attacks. Better to save the points IMO.
And now for the most exciting part. The harlequins kiss.. Just think about it, having a full 10 man troupe charging in with 4 rending attacks each, the devastation, the look on your opponents face when you totally wipe a 10 man tactical squad in one blow without him getting to strike back..
Actually, I think his look would be kind of pleased. You just traded your 270 point uber-cc squad against a 180 point marine squad. If he has been smart there wont be another squad close enough to make a massacre move into, and even if there is, the dices might fail you so assume the worst.
So, what am I saying with this? You want to finish him off in his own turn. Or even better, leave him with one or two marines left and make a hit & run move. That move plus your own move plus FoF will make sure you get to assault another fresh squad of his, with the added bonus of furious assault. The two remaining marines can you easily blast away with your pathfinders/falcon/vyper/whatever.
I've done some maths on how many harlequin kisses to take in a squad of nine including a Troupe Leader with power weapon. Somewhere around 4-5 kisses should do it. That would give you 2-3 rending hits and a total of 6-7 unsaved wounds on the charge against MEQ's. I will probably use four, to have a greater chance of getting the hit & run move. Depending on how many foes there are left in his cc-phase I might not even use their kisses, but instead only their base attacks.
This also makes it easier and cheaper to collect a troupe since I don't have to buy more blisters to get a lot of kisses.
At first I was planning on putting a Farseer with the troupe to fortune them. But I'm not so sure about that anymore. Sure, fortuning a squad with 5++ saves are great. But instead of relying on saves I think the key to use harlequins are to use their speed to keep them locked in combat where they can't get shot.
With a Farseer they would keep FoF but lose both "ignore cover when moving" and hit & run. Since the Farseer is an IC they would at least have the USR move through cover, so that's not a major loss. But losing hit & run, that's where their major speed-loss are. The reason are, your opponent will fear your harlequins and try to keep his squads as far away from them as possible so he can shoot at them after they are done in combat. But making a hit & run move followed by your own move, FoF and then assault move will make that very hard for him to do.
I'm thinking that if you are about to put a Farseer with them, you might aswell take more kisses since you can't use hit & run anyways.
When taking a harlequin troupe dont spend to much on redundant/useless upgrades or characters.
Use them wisely, don't throw them away into one of your opponents suicide squads so they will get shot up the next round.
Harlequins kisses are great, but taking to many might end up being great for your opponent.
If they do end up in the open, have another fast squad charging one of his nearby squads to block LOS to the troupe.
Always plan your whole move/charge move for this turn and the following before you even move them.
Charging a lone enemy squad might give you more speed towards the rest of his army.
Pretty much This (above) is wisdom, you dont need more (rep for $ick)
Everything you have been told is a lie!
We have no Solitaire, no Great Harlequin, no independent character Death Jesters, no exotic wargear other than the Harlequin's Kiss, and the Shadowseer is reduced to a squad upgrade. In other words, we have almost nothing that made the Harlequins so much fun to collect and play. All we are left with is a squad of Aspect Warriors with brightly coloured clothes instead of armour.
The Harlequins should be a distinct army - nothing else will do. I am deeply, deeply annoyed at what GW, and Phil Kelly in particular, have done to my beloved followers of the Laughing God. I don't collect Craftworld Eldar because I don't find them interesting, whereas the enigmatic Harlequins are not only a painter's dream, but a challenge to play too.
Or rather, they were. The new miniatures are superb, thanks to the ever-dependable Jes Goodwin, but it seems as though my Harlequin army is doomed to remain a display piece, never to see action again. Slaanesh must be delighted.
According to this month's White Dwarf, the Great Harlequin and Solitaire "may be revisited in the future". I'm sure I remember them once saying that about the Squats...
Hey, I totaly agree with you, but I ddn't write that. The Solitare was the coolist most unfaire model ever. But hey, watcanya do.
Nothing much we can do I guess. I'm planning on writing my own army list, based on the old EO Codex, to use when I'm playing against friends. It's a crying shame to see White Dwarf trumpeting that "The Harlequins are Back!!!!!", when they clearly aren't.
The fact is that a totally harlequin army is unfluffy. Sure its an interesting army to play, but the organization of harlequins is more suited to a single moving squad. Granted the Solitaire was an outright monster, but he is more of an assasain, working by himself. A troupe of mimes would slow him down. The new squad is much more "troupe" like in its composition. You have all the characters (sans solitaire) travelling together. Thats how it is in the fluff, the harlequin troupes go from craftworld to craftworld to exodite world performing. Theres no army of harlequins crusading about the webway looking for a scuffle. They help all the Eldar in their war for survival. As Qui-Gon Jinn said to Queen Amidala in the Phantom Menace "I can only protect you, I can't fight a war for you." Just my 2 cents of course. Cheers
Space Marines are the gateway drug
If everyone makes fun of West Virginia, who does West Virginia make fun of?
I got different idea after reading the unofficial GW/EO codex, while I would agree that Harlequin armies are small but I think they aren't limited to only a single squad.The fact is that a totally harlequin army is unfluffy. Sure its an interesting army to play, but the organization of harlequins is more suited to a single moving squad.And they have a plan...:shifty:They help all the Eldar in their war for survival.
Hey, Harlequins in 3D!
This above all; to thine own self be true.
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
Dark Eldar player.
Feel free to PM if you want any advice or help with anything.
Assume everything I say has a "what I think" disclaimer.
Hang out with all the other Aussie and NZ members at The ANZAC Clan.
Need advice, want to talk warhammer or just want a laugh? Come on LO Chat. http://www.librarium-chat.com/
My point is that the Harlequins have always been a standalone army, since the days of 2nd edition (when I started using them). They were monstrous in 2nd edition, and interesting in 3rd (although the Journal codex was flawed, and they were easy to beat). As it is, although they are now supposedly "back", I can't use my beautifully converted Solitaire, my jetbikes, my Venoms, most of my Death Jesters, or my Great Harlequin, even if I decide to collect a Craftworld force. So what's the use in me having them? I've always wanted to use them in an official tournament, and held out hope (despite the rumours) that with the new Eldar codex, I'd be able to...