This Codex was made to spice up the Harlequins by adding some units only seen in the lore. All the rules in this page are meant to be used alongside the normal Harlequins Codex. If a rule isn't explained, look it up on the Codex. Here you can find extra rules for additional powerful Masques, alongside sceneries for campaigns and special missions. Defenders of the Black Library: Though they fight with incredible fluidity and rarely seek territorial gain, the Harlequins guard well that which is sacred to them. Masque Forms: Each masque has its own esoteric specialisms, its own method of performance that renders its saedath unique.
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Part 2 of this article series can be read, here. And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart! Tags: 40K harlequins tactics. The D6 randomness of template weapons is problem of all codex units. Everyone is using fixed atack weapons over the template ones because they suck in 8th.
Rolling D6 to hit with a explosive blast and than rolling to hit for the actual aoe blast is also nonsense. Why it is not reversed like in AOS? Just roll 2 dice for a 2D6 template weapon for the hit or miss. Where miss means the explosion didnt reach the unit. Than with the sucesfull hit dice roll another D6 for the number of wounds etc the accuracy of the aoe blast.
Where 1 means the explosion scratches the unit and 6 is explosion in the unit. I use them all the time I find them to work just fine, actually. It is an adjustment but by no means do I find them to be under-powered, particularly with all of the ways you have to re-roll things.
A d6 shot weapon is roughly comparable to a gun with 3 shots fixed, but it really does feel like GW thinks they are more like 5 or even 6 shots. It will be like randomising the size of your blast markers in previous editions.
Makes no sense rules-wise or lore-wise, they should just be set numbers of shots like Monolith particle whips. I find this surprising. A naked Archon is 76pts.
It gets 27 shots with S5 AP-3 Dmg2, hitting on 3s and rerolling 1s. Against some typical profiles:. A Death Jester is 45pts. Against those same sample target types, and using the preferred firing mode against each:. Thanks Abusepuppy. Never was my strength arts graduate, what can I say…! This was before I know that you could only get 3 Voidweavers. So, my conclusion was that 4 Voidweavers were better against anything in the sample other than Marines and Primaris Marines, and even then it was pretty close.
And they were cheaper. Then of course I found out you could only take 3, so my number for 3 were. I am a much bigger fan of the new Haywire Cannons throughout the army. For very little difference VS infantry you tremendously spike anti-vehicle damage. Though, Skyweavers may have this niche covered. You are correct about the Great Harlequin, I misread him. So much for that idea, then; leaves the detachment with not a lot of great choices for HQs to lead it, unfortunately.
Voidweavers are definitely much improved from the Index, though. They seem like a legitimately useful choice to potentially include in an army now, which is a huge leap upward. The Prim Cannon on top profile would be 4 shots, 2. Using the middle profile, it be average 8 shots, 5. You can just delete Units of Conscripts and PoxWalkers without any debuffs at all, and a surprising number of things come into range if you can lay a -2 on there. Against a target with modified Ld6, you fail 1 time in 12, which is a significant drop in reliability, but still good enough to go for a lot of MSU options.
Not anymore Its just a simple roll-off with no other intervening factors. You could potentially add another two death jesters to the conversation to balance it out pointswise. I guess the bigger question is why take the voidweavers when the skyweavers potentially have more clout.
The random shots without auto-hitting like a flamer absolutely kills this gun. Sad to say, I kinda agree. My maths such as it is assumes an average on 3 of 4 dice, and as we all know you never roll average!!.
It might average out over a 6 game tournament, but there will be turns when your dice absolutely screw you. What will always make the Ravager more attractive IMO, is consistency, particularly with the Archon re-rolling 1s to hit and wound with Muse. Better to be consistently good, than occasionally outstanding, at the risk of being occasionally terrible. Then I bought the Craftworld codex.
Then I saw the custodes cheese fest in battle reports, among other marine chapters, that pretty much can ignore all the Harlequin special effects. All I can say is the Harlequin codex is half done.
Who gives a 12 max. Name Required. Mail will not be published Required. Email address:. Harlequins Codex Review — Part 1. Be sure to check the Tactics Corner for more great content. As some of you might remember I played Harlies almost exclusively after 8th came out, right up until the Blood Angels codex. I love this army, and I think GW did a great job making an army with a unique play style, that fits the background. Harlies will continue to be an extreme glass cannon. You will play most games teetering on the edge of a crushing defeat.
But if you get it right …. But, fair warning ….. I may not be terribly objective in this review! Constructive criticism, and objective assessments welcomed. If you want to run a top tier elder book, look to Craftworld or Drukhari.
My goal is to make Harlies as competitive as possibly, within the bounds of their codex and maybe a few allies. The trouble with reviewing the codex is its complexity. If you want more thoughts on these rules, check out previous posts in the Tactics Corner back log, where I go into how amazing they are in more detail. They have Rising Crescendo and Flip Blets, meaning they can fall back, shoot and charge, advance and charge, and ignore all terrain and models when they move.
The Harlies psyker, who got considerably better. Her stats are pretty much the same, as the Troupe Master, except she only has 3 attacks. She has all the usual rules Rising Crescendo, Flip Belt etc , but comes with a few extra bits of war gear, and a special rule. However the Grenade Launcher is interesting. If you match or exceed their leadership they take d3 mortal wounds. What makes this interesting is the number of ways the army has to lower leadership. Which brings us to Psychic powers. This is the same as it was in the index — casts on a 6 and allows a unit to move again as if it was in the movement phase.
Two things to note however. First, with Harlies already being fast, this makes them really fast. That is a lot easier now. There are multiple ways to make sure your Shadowseer is just where you want her. On a 6 you make one enemy unit -1 to hit against all Harlequin Infantry units.
Now that the Shadowseer can cast 2 powers, it has more utility. However, what makes it really interesting is how it interacts with another power, a Strategemn, and an Enigma. A straight roll off — you target a unit and you both roll a dice. If you beat or equal your opponent, their unit suffers a mortal wound. You keep rolling until your opponent beats you or their unit dies. Fun but too random to be good. But, combine this with Fog of Dreams and you have a potential -2 to hit works in shooting and melee.
A targetable smite. So potentially the Shadowseer can generatet 3d3 mortal wounds per turn Smite, Shard of Light, and her Grenade Launcher. Your basic guys, and the real strength in the codex although Skyweavers give them a close run.
All the usual rules. They come stock for 13pts with a shruken pistol and a blade which is a 3pt drop from the index.
The key thing is 4 attacks. These guys are blenders in combat. And being able to give all of them Fusion Pistols given how mobile they are , makes them a threat to pretty much everything. Troupe load out is an endless topic of discussion.
Harlequins Codex Review – Part 1
Codex - Harlequins: /tg/'s 8th Edition
Codex Harlequins: Is It What We Expected?