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 Harlequins??

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MurderingBastard
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PostSubject: Harlequins??   Harlequins?? I_icon_minitimeSun Apr 08 2012, 16:20

Hey all

Does anyone use Harlies in there armies and if so what are peoples views on them??

I am thinking of doing a wych army loosely on the following but wanting to know if people think it will be ok?

Thanks
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lonephoenix
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeSun Apr 08 2012, 17:28

I've run 7 Harlequins + S. Seer + Troupe Master before.

They can serve a purpose, but you NEED to make sure you give them one, and tailor them to it.

They make great footslogging WWP guardians thanks to Veil of Tears. Also, they make for a great clean-up squad post-wych assault. (They can get in, Assault, and Hit + Run away from the combat while the wyches leave them in locked.)

The PW for the Master is very very important, as it gives you a bit of power that you might need against those silly Power Armored marines. The PW can assure you some instant kills if your hits are low.

Without Fortune and or Doom from a Farseer, Harlequins do need some help. I definitely enjoyed running them with Fusion Blasters, because its one of our only Melta choices. (Heat lances are hard to use with the units they come on. 9" on Scourges and Reavers is asking for dead Scourges and Reavers.)

Therefore, they can work, but most people will tell you that almost everything these guys really shine at, Incubi, Blasterborn, or wyches may do better. However, If you kit them without a very distinct role in mind, you'll waste many points on an already very expensive unit.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeSun Apr 08 2012, 20:05

Hmm shame as I was wanting to use three squads.

Other ideas I was toying with was

Mandrake character

2 hemmis - hexrifles and flesh gauntlets

1 hemmi ancient - same as above

3 x 7 harlies - troop master with PW, shadowseer, 7 HK's

4 x 5 wracks in venoms (duel cnnons, ff and ns) champion with hexrifle

3 x raxorwings - 4 toxin missiles and duel DL, ff and ns

Not put this in army lists as not really a full list just for opinion and what people think.
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Mr Believer
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeSun Apr 08 2012, 23:51

I bought Harlies to use as WWP bodyguards, but when I used them we ended up rolling Dawn of War (twice), so taking them was, for me, useless, what with them not even starting on the board! Had we not rolled that, I suspect they wouldn't have been much good anyway. The inability to take a transport for them is irritating, meaning they lose vital movement getting into one at the start of the game, and you have to lose one from someone else to do that. Putting them in a transport means Veil of Tears isn't active, because your opponent is targetting the vehicle, not the unit. For what they can do, they are incredibly expensive. Giving the Troupe Master a power weapon is a good idea, because you can't rely on rending, but if you want a combat unit, take Incubi, or wyches for some flexibility.

Those Harlie squads are also quite pricey, topping 200 points per unit. For those points per squad, you could get nine Incubi, with attacks that will definitely ignore armour, rather than might. Personally, I'd go with Incubi, though the Harlies do look amazing.

Not sure about Hexrifles for the Haemies and wracks. Having recently had two transports downed by sniping Pathfinders, I appreciate that rending can sometimes be horrible, particularly against our vehicles, and the Hexrifle not having any effect on vehicles makes it a bit rubbish. Nobody with a multi wound independent character in a squad will ever allocate a potentially instant death causing wound to them, so it will only be useful against monstrous creatures and isolated independent characters, and if you have 48 poisoned shots from your Venoms, do you really need them?

I only just got wracks myself, and am really looking forward to using them, but I don't know if I'd make them the core of my army, as they have no anti tank capabilities and aren't as fast as wyches. I'd think you might be lacking in AT fire too - having just six lances in the whole army is a big risk when you don't have anything else that can pop a tank. Getting rid of two or all three squads of Harlies will free up points to maybe group squads together in a Raider to get another lance, take some Trueborn or/and get some wyches. Your list looks to be around 1500 points or so, and you can get a balanced army with a good deal of flavour and plenty of AT firepower for those points.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeMon Apr 09 2012, 00:01

Thanks of all the advice people.

This is something I had a think about too

Arxcon - hb and st

Arxcon - hb and st

4 incubi - klavex, MA and demi. Venom with duel cannons, NS FF

4 incubi - klavex, MA and demi. Venom with duel cannons, NS FF

10 wyches - raider NS and FF , hex with ago, 2 hydra gauntlets

10 wyches - raider NS and FF , hex with ago, 2 hydra gauntlets

10 scourges - 4 DL

10 scourges - 4 SC

3 razorwings - 4 toxic missiles and DL's. FF and NS

Smile
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeMon Apr 09 2012, 00:14

I feel like you'll have much more luck by dropping 5 of the Scourges, and giving all of them Haywire blasters. By sticking heavy weapons on those guys, you kill their ability to really be mobile, and that hurts them big time. You lose 12 inches of firing zone by going HWB, but I think you have much more control of the unit than if you were to do it otherwise.

If you feel the need for more Darklight, maybe add some Trueborn with Blasters in a venom for extra effect. You have so much AI in those Razorwings that I' d see no point to taking the SCs on the Scourges.

You could make up several points by ditching the Klavexs and MA, probably to the point where you'd be able to snag another 7-8 wych Raider for some more scoring units. (Unless your goal is utter destruction of your opponent, and ignoring objectives, I know I'm a fan of that style.)

Incubi have a lot of killing power themselves, and I don't think they really need the Klavex to shine.

Also, I think you'd probably want to put PGLs on the Archons if you're pairing them with the Incubi.

If you're taking the wyches to tar-pit mean units, maybe swap that Hydras with Shardnets and grab Haywires to really wreck any transports
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeWed Apr 25 2012, 08:56

i picked up a full squad to go with my deldar. i always wanted harlequins since i was a kid, i dont think they made them when i was young. they had models, they just didnt sell them anywhere. an army of them would be fantastic fun.

played a few games with them. great can openers. do well in the thick of it if you can keep em in hth. works wonders if you can acidently abandon a transport for them! which is good, cos they're pricey for butterflies.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeWed Apr 25 2012, 14:17

I have used them but only in a WWP list, they are the main escort for the wwp and in DOW games I had them use the portal - which worked well since I had first move and the wwp was 6" past the mid line into the opponents half.

In combat they do fine and I do use them in conjunction with other units - last time they charged a large squad of terminators along with a squad of wyches and ripped the termies a new one. I use 6 of them total with 2 fusion blasters, shadow seer and a troupe master that comes in around 198 points. You got to really want to use them.

But I think when you get down to the nitty gritty they can be replaced with a squad of wyches or bloodbrides if you are not into the wwp kind of list - otherwise for 66% of the games they will confound your opponent if he tries to stop the wwp process.

An optional unit, not necessarily competitive and not used in the tourney scene.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeWed Apr 25 2012, 18:48

I've used them once, against orks, and they did excellent... kind of... I assaulted open a battlewagon lost all but the troop master, and used him to fusion a looted wagon. They earned their points back, but I lost fully half of my squad when the wagon exploded. I ran them 8 w/kisses, SS w/kiss, TM w/PW. Their leadership 10 for all models is tre sexy.

If I hadn't lost so many of the squad when that wagon exploded, I would have ripped the ork squad in half next turn... And I would have given them a A++... as it stands I'll only give them an A.

I would take harlies over incubi any day of the week...
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeThu Apr 26 2012, 00:00

They can be used for a deathstar of sorts. I ran a variable size Harlequin unit with kisses, Troupe Leader, Shadowseer, and two Archons attached with Blasters, Haywires and other kit. It could shoot without being shot back and then split into three parts as needed in assault. VERY expensive, but closest thing DE have to a multipurpose deathstar.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeThu Apr 26 2012, 00:03

MurderingBastard wrote:
They can be used for a deathstar of sorts. I ran a variable size Harlequin unit with kisses, Troupe Leader, Shadowseer, and two Archons attached with Blasters, Haywires and other kit. It could shoot without being shot back and then split into three parts as needed in assault. VERY expensive, but closest thing DE have to a multipurpose deathstar.

I would love to see how you kitted that out.

I'd likely run a succubus and archon, but I don't see how you can turn that into a death star that isn't totally wrecked by anything with a template.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeTue May 08 2012, 23:23

9 harlies w/ vect's dias? thats hwat i had in mind when i picked up my box of them
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Lord Clazaryn
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeWed May 09 2012, 12:50

Noting well that if vect didn't split off those harlies lose hit and run...
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeFri May 11 2012, 21:15

As for mobiity couldn't you:
- Have a 3 man trueborn squad with 2 lances sitting in the back. (Buy them the transport) because you can then start your harlequins in the trueborns transport. That would add two more lances and mobile harlies.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeFri May 11 2012, 22:15

stealthy327 wrote:
As for mobiity couldn't you:
- Have a 3 man trueborn squad with 2 lances sitting in the back. (Buy them the transport) because you can then start your harlequins in the trueborns transport. That would add two more lances and mobile harlies.

You can't start another unit in a designated transport. The harlequins would need to embark turn 1.
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PostSubject: Re: Harlequins??   Harlequins?? I_icon_minitimeFri May 11 2012, 22:46

so you start them beside the transport and embark them... but honestly, its just as effective to walk them on the board and run, as the shadowseer will do well to protect them until they get into charge range anyway...
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