May 14, In the new Harlequins codex, this is reflected by a choice of six Masque Forms that provide some powerful – and unusual – bonuses to your. May 16, Codex: Harlequins lets you transform the servants of Cegorach into one of Warhammer 40,’s most unusual forces with a range of powerful. May 26, Is the new Harlequins codex what we expected? Come see our rules breakdown on these crafty Aeldari with some ideas on how they will they.
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This is the current Edition’s Eldar Harlequins tactics. Because you love practical jokes, big smiles, and grisly murder, have a thing for Carnevale masks, and like laughing at your opponents when your psychedelic clown elves eat entire units in assault at the speed of light.
Harlequins are massively improved from 7th in almost every way. They’re extremely fast, surprisingly difficult to kill with proper support, and hit incredibly hard in Assault, quickly chewing through MEQs with mass high-strength, decent AP attacks.
Badly positioned, they’ll still quickly die to the enemy’s firepower, but with proper planning you’ll be laughing all the way to the circus. It’s a Tax, but all three characters are in a good spot now.
Warhammer 40,/Tactics/Eldar Harlequins(8E) – 1d4chan
GW has to sell that box set I guess. Remember that you hzrlequins need to to take the following units in a separate Detachment should you wish to use them: Soulbursts now cannot be haelequins on your opponent’s turn, and only one of each particular action can be performed on your turn. Given the charge-happy nature of your Harlequins, it’s hardly worth giving harleequins your ability to advance and charge as well as the ability to fall back, shoot and charge again so you can squeeze in a maximum of one extra charge if you kill a squad on your turn.
You can no longer take Ynnari detachments with mixed troops due to changes to the Army of the Reborn rule. They must now be pure Craftworlds, Drukhari or Harlequins detachments only.
In 7th, taking Harlequins as Ynnari was almost flat-out better, as you lost nothing to gain Strength from Death. In 8th, though, you lose the benefit of Rising Crescendo, an extremely useful tool for securing charges and performing counter-charges. Effectively, Narlequins Harlequins are more destructive, but regular Harlequins are more likely to make it into close combat in the first place.
Look at your list, figure out what your plan for it is, then decide if you think it’ll benefit more from Rising Crescendo and Masque Form abilities or Strength from Death. This will determine their Chapter Tactics equivalent, Masque Forms. While mixed soup lists are over, you can still take these units in separate detachments and remain battle forged.
This is uarlequins Harlequin equivalent to the Craftworlder’s Battle Focus plus extra, being more suited to the CC-oriented murderclowns. It lets harlequinx Advance in the Movement Phase while still being allowed to Charge just like the formation bonus of the same name from 7th but starting Turn 1which is extremely useful already.
Even better though, it harelquins Harlequins to fall back and still shoot or charge, harlequinx you steal the initiative from your opponents or pull out of difficult fights to charge a more suitable opponent. This special rule lets you pull plenty of shenanigans as well as boosting your speed in general and letting you strike first in the majority of assaults you get into. Note that you lose this codec if you field Harlequins in a Ynnari force. Phantasmancy is the unique Harlequins discipline, and it’s a grab bag of buffs, debuffs, and a few direct attacks.
Overall an okay discipline, but it requires a lot of careful thought to utilise properly. Broadly speaking, the best powers to take on 2 Shadowseers are Harldquins Dance and Veil of Tears on the Shadowseer in the back and Twilight Pathways and Fog of Dreams on the one in the front; if you only have one, Twilight Pathways and Veil of Tears are probably the best combo intrinsically, letting you get 1 thing you want in position and hard to hurt, but your mileage may vary.
Only available to Yvraine and the Yncarne, these powers allow them to play harlequiins a supportive and offensive role for your army. The high Harleqiins makes it better against high armour saves, but not invulnerable saves. The Caress works better against T5, T8, and T9.
It, therefore, tends to occupy a dual roll, being very good against elite armies such as Custodes, and spam armies such as Orks coddex Guard; however, the high AP of the Embrace might be preferable against some armies with a higher armour save.
The Kiss hits at the same strength as the Embrace, but at 2 worse AP and more damage double against anything with 3 or more woundsall for a point more, meaning it works well against multi-wound models with invulnerable saves, which pretty much relegates it to fighting characters.
However, a below-average damage roll makes it worse than the Caress or the Embrace, against anything. It harlwquins find some use fighting T4 multi-wound models such as Primaris – remember that the average of 1d3 damage is 2, not 1. Put Kisses on models who will be character killing and leave it at that, though it now is actually a situational alternative to the Embrace and Caress.
Know what you’re likely to be facing and build your Harlequins accordingly. Of course, this advice is worth sod all in a blind match-up, so take whichever weapon counters what you are most afraid of, and if you fight an army who the weapon is not designed for it is not a huge loss, as both weapons perform very closely to each other.
You can freely mix and match within a single unit – no target exists for which this is better than a loadout designed for that target, so this is inferior to specializing your units and sending them against the targets they’re good against, but on the other hand, a mixed unit of Embraces and Caresses will do reasonably well against whatever your opponent throws at you.
I performed some math hzrlequins, pitting Troupes against space marines, terminators, death guard, harlequisn termies, ork boyz, wyches, and kabalite warriors.
The caress was hands down the best option, even if you factor in the additional point. Point for point, the blade was best against wyches, and the embrace was best against kabalites, but other than that the caress is most effective AND most cost effective. The kiss was never the best weapon harlequis any scenario, even against multi-wound terminators. The embrace came second overall.
There aren’t any named Harlequins with rules right now, but since you can field Harlequins in an Ynnari force, the Ynnari named characters are listed here. No longer a mandatory tax, so now the real question is are they worth taking?
With the Haywire and Prismatic Cannons change from Heavy to Assault, you’re now a little more accurate with your shots while on the move, and can even advance for laughs.
It’s no longer a terrible unit, but it faces some pretty stiff competition in an elite army.
Ads by Project Wonderful! Your ad here, right now: Special Characters [ edit ] There aren’t any named Harlequins with rules right now, but since you can field Harlequins in an Ynnari force, the Ynnari named characters are harlequine here. Ynnari [ edit ] The Visarch: Now actually a better combatant than Yvraine.
Costs more than Yvraine, but does absolutely nothing for your army other than bodyguard Yvraine – as a melee beatstick he’s far too expensive to be worth it.
Warhammer 40,000/Tactics/Eldar Harlequins(8E)
The following is very true if you’re being sensible and only taking the one Ynnari detachment, but if you do go for a full three Ynnari detachments you crazy sod you then you have to take him, and there aren’t many ways he can be useful since he’s not a strong supportive choice like Yvraine or the absolute murder the Yncarne can be.
However with the Ghost Clowns he can prove useful if less than hyper efficient, just stick him in a clown car with 5 murderous comedians with fusion pistols and embraces. His sword hits harder than the kiss and has a leadership debuff and at A 5 6 with the relevant warlord trait if you took him as your WL you insane bastard something is gonna feel the hurt but he lacks the reroll to wound bubble your Troupe Master has which hurts a bit, but coodex still hits rather hard, is scary to characters, elites, and can put the hurt on hordes.
The single most harlequkns HQ choice for the Eldar, the Yncarne clocks in at a whopping points to field, equipped with nothing but Vilith-shar, the Sword of Soulsan awesome weapons that is S6 AP-4 DD6 with re-rolls to wound. With 6 attacks, 7 with the relevant Warlord Trait, whatever it is hitting is dying. If that in itself doesn’t seem like much, the Yncarne is a flying monstrous character that can cast two of the three Revenant Discipline powers.
While the 8″ of movement it has may not seem particularly fast, the Yncarne also has the unique ability to teleport to the location where any squad friend or foe is killed, so long as it is at least 1″ away from enemy units. This makes it one of the few units able to deep strike easily within charging range to wreak some melee havoc although it can’t charge when it Deep Strikes and can give it a terrifying threat radius.
Use your Dark Reapers to nuke some squishy back-line unit, then have the Harleauins teleport behind enemy lines to hit’ em where it hurts! Possibly out and out the best of the three for a Harlequin Ynnari detachment if only going for the one with the main argument for the other two being price alone, but this girl is worth every single point on her own.
She’s as fast as your clowns so no problems keeping up, and with inevitable death the fact that she can’t board your transports becomes a non issue. The Yncarne cannot charge after arriving in this way as his rule prohibits it, so you ideally want him popping up on your opponent’s turn. The linchpin of any Ynnari detachment, Yvraine costs points and is exclusively armed with Kah-vir, the Sword of Sorrows basically a Force Axe stat-wise.
In addition to her impressive powers, Yvraine also has several abilities that make her surprisingly survivable. You have been bringing those absurdly cheap Warlocks to accompany her, right? As with any Ynnari Psyker, she can use Strength From Death to cast a Psychic Power, the most useful of which will probably be Word of the Phoenix, assuming you haven’t cast it already, as this lets her “pass” the Soulburst trigger to anything you like, even if your opponent has been avoiding letting something react.
Where as she’s an excellent support character with her psychic powers and fits rather naturally in a Craftworld or Dark Eldar Ynnari codsx she finds a bit of friction in a solely Harlequin Ckdex army. This mainly stems from the fact that she’s a psyker which means she doesn’t want to be on transports, your clowns want to be in cldex.
She also lacks the speed of your dudes unlike the Shadowseer who’s powers are more harlequinz for supporting your dudes, the Shadowseer also has a stratagem to reposition her anywhere on the field if needed and you have your fight twice stratagem of you REALLY need to make sure somethings dead or don’t want to use that Soul Burst action.