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Harlequins

 Post subject: Harlequins
PostPosted: Sat Dec 27, 2008 2:54 pm 
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I haven't used it and I have no idea what sort of points values to assign them. Though I will use them for Howling Banshees (even though the HB have a less than stellar reputation in EA).

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 Post subject: Harlequins
PostPosted: Mon Dec 29, 2008 5:44 am 
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As the dude who wrote the original rules for EA for the Harlequins I hope people realize that Harlequins are not the kind of force that you see in large scale battles like epic, but I wrote the rules hoping that people would put them in for scenario or campaign reasons.

They were not intended for tournament play since I doubt that they could receive playtesting enough for that, but as a fun addition especially for people who still have some of the models.

If you have the models and want to use them them using them to count as an Aspect warrior formation is certainly a legitamit choice, just let your opponent know.

Here's the 2.1 with errors fixed for anyone who wants to look at it:
Eldar Harlequins
By David McLeod
Comments to davidfixitmcleod@gmail.com

Dance of the Masque:
Harlequins are the warrior-sages of the Eldar, traveling from Eldar settlement to Craftworld to the Dark Eldar Realms, and the Exodite planets putting on their productions that tell the tale of the Eldar fall and the legends of old.  Garish and outlandish garb betray the subtle combinations of advanced technology that allows warriors with already preternatural agility to become assault warriors of breathtaking efficiency. Enemy soldiers that survive being attacked by Harlequins often tell of the coloured blurr that killed their fellows without mercy, and the terrifying visages that brought death and despair to the battlefield. To be the victim of a Harlequin attack is to be a victim to ghosts as seldom can an attackers body be retreived and indentified. More than one Imperial commander has been executed in the middle of the night while surrounded by armed guards with nothing more reported than light breezes.

Design Note:
These rules are supposed to allow any eldar craftworld access to the sevices of the Eldar Harlequins. This is not intended for competitive play but more for scenarios or campaigns.


Eldar Harlequin list:

Harlequins are used by attaching them an Eldar army where they act as mini-army of their own. This represents the Harlequins either acting in support of a Craftworld, or other Eldar force.

• As a supporting force they are bought out of the titans and aircraft allowance of the Eldar army.

All regular Eldar special rules apply.

Harlequin special rules:

Harlequins:
All enemy attacks at Harlequins suffer a -1 to hit. This is in addition to cover modifiers.
In addition Harleqins are masters of the Webway and as long as the Great Harlequin unit is still alive the formation may activate to try to return to the webway. To do this they must pass an activation roll. If they pass they are removed from the table and lose their BMs. They are available to return in the following turn by teleporting or using an available Eldar portal. A Harlequin formation may not Teleport and return to the webway in the same turn.
Only Harlequins may use the Great Harlequin’s supreme commander re-roll, and may not benefit from another Supreme Commander re-roll in the same army.


Harlequin Data faxes:

0-1 Great Harlequin
Type -, Speed -, Armour-, CC-, FF-
Weapons:
Harlequin Weapons, (base contact), Assault Weapons, Extra attacks (+1), MW
Notes: Inspiring, Supreme Commander (only for Harlequin formations), Character

High Warlock
Type, Speed -, Armour-, CC-, FF-
Weapons:
Psyker attacks, 15cm (small arms), Extra attacks (+1), disrupt
Notes: Inspiring, Commander, Character

Solitare
Type INF Speed 25 (35 jetbike), Armour 3+, CC2+, FF6+
Weapons:
Harlequin weapons Assault Weapons (base contact), Extra attacks (+1), MW
Notes: Harlequin, Infiltrate, Scout, Teleport, Invulnerable save, Fearless (mounted, skimmer if on a jetbike)

Death Jesters
Type INF, Speed 20, Armour 5+, CC5+, FF4+
Weapons:
Shruikers, (small arms), Extra attacks (+1)
2x Shruiken cannons, 30cm, AP5+
Bright Lance, 30cm, AT5+, Lance
Notes: Harlequins, Scouts, teleport

Harlequins
Type INF, Speed 20cm, Armour 5+, CC4+, FF5+
Weapons:
Harlequin Weapons, (small arms)
or
Assault Weapon, MW, Extra attacks (+1)
Notes: Harlequins, Teleport, Scouts, First Strike

Harlequin jetbikes
Type INF, Speed 35cm, Armour 4+, CC4+, FF5+
Weapons
Harlequin Weapons,
(small arms),  Extra Attacks (+1)
or
Assault Weapon, MW, Extra attacks (+1), First Strike
Notes: Mounted, Skimmer, Harlequins

Harlequin list.
Strategy Rating: 5 (only for use in scenarios where only Harlequins are used)
Initiative 1+

0-1 Harlequin Troupe:
4-8 Harlequin units (75 points each)
+0-1 Great Harlequin character (free)
+0-1 High warlock character (+25 points)
+0-1 Solitaire Unit (+100 points)
+0-2 Death Jester unit upgrades (+25 points each, but may not combine with jetbike upgrade)
+0-1 Jetbike Upgrade.Upgrade all Harlequin Units to Jetbikes (+25 points each, not Death Jesters)


Please understand that this is my take on them and it may differ from other opinions.

Cheers!
Tepoc

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 Post subject: Harlequins
PostPosted: Mon Dec 29, 2008 12:05 pm 
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Quote: (Tepoc @ 29 Dec. 2008, 04:44 )

As the dude who wrote the original rules for EA for the Harlequins I hope people realize that Harlequins are not the kind of force that you see in large scale battles like epic, but I wrote the rules hoping that people would put them in for scenario or campaign reasons.

They were not intended for tournament play since I doubt that they could receive playtesting enough for that, but as a fun addition especially for people who still have some of the models.

If you have the models and want to use them them using them to count as an Aspect warrior formation is certainly a legitamit choice, just let your opponent know.

One of my regular opponents has used Tepoc's Harlequins rules on quite a few occasions against me and we've always found them to be a fun addition to the Eldar.
I think there's usually an initial shock when opponents first face them but I've seen this with almost all new introductions of formations or armies in EpicA.
Once opponents have had a couple of games to adjust their tactics they seem fine and a great addition to friendly games which is what Tepoc has aimed them for.


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 Post subject: Harlequins
PostPosted: Mon Dec 29, 2008 12:42 pm 
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I am the fella who did the Harlequin Grand Masque list.  I can't remember which iteration was out last but if it contain daethedi fields, it was overpowered.  The problem was too much 'unique' stuff for the Harlequins in the ways of vehicles.

Honestly, I need to re-work the list and I finally have a group of people to play against regularly - it is just a matter of doing it.

My take on the whole thing is that allies CAN work as long as it is built thoughtfully and with price bump considerations.  It is going to take some time to work it all out but I'll try to post a new list in the foreseeable future (1-2 weeks).  I've just been slammed with work.  Tis the season to be a dirty-rotten-thief, I guess.

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 Post subject: Harlequins
PostPosted: Mon Dec 29, 2008 3:19 pm 
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I think allies like the Harlequins concept can work across the Eldar lists in the same way "allies" like aircraft and titans can work across multiple lists.  As long as they have relatively limited selection options and cut into the 1/3 special units allocation, they should be workable.

The real allies problems are introduced when you have broad selection options for the allies.  That allows too much "cherry picking" and highly optimized forces, i.e. SMs with IG artillery attached.

The Harlequins, on the other hand, are basically just really, really, really good assault troops in pretty much all the versions people have proposed.  Eldar already have some of the best in the game, so they don't expand the force org options much in that respect.  Harlequins are also expensive, so they accentuate the Eldar weakness of few, elite troops and generally brittle formations.

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 Post subject: Harlequins
PostPosted: Mon Dec 29, 2008 7:32 pm 
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Even though the Harlequins are an assault unit my regular opponents and I fount that with the investment of a Vampire you can get a very effective hit and run force that can operate all game.

It works like this: First turn first activation the Harlequins get teleported behind enemy garrison troops. They then provide crossfire or support for early assaults. plus blasting whatever they like with their own considerable firepower or assaulting an exposed formation. (We've found that assaulting early just gets them killed.

They are then picked up by a Vampire and assuming it makes it off the table in one piece they are then in a good position to air assault the next turn.

After their air assault if they are in a good position they stick around, if not they return to the webway in turn 3 and teleport again in turn 4.

This means they've just effected three positions on the board, all without your opponent being able to limit them.

Cheers!
Tepoc

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 Post subject: Harlequins
PostPosted: Mon Dec 29, 2008 11:26 pm 
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Thanks for posting the rules Tepoc!  :grin:

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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 12:58 am 
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Tepoc, could you confirm that the '-1 to hit' modifier would apply to enemy CC and FF values as well as enemy shooting.

Thanks

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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 2:15 am 
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All enemy attacks should be pretty clear. Yes, all CC, FF, shooting etc.

We've been discussing making an exception for Ignore Cover and BP weapons as the area affect should negate any advantage the field gives.

Give it a try and let me know how it works for you with that exception. Certainly makes Vindicators and Demolisher tanks a more interesting prospect!

Cheers!
Tepoc

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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 3:09 am 
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I like that change. It reminds me of the holo field vulnerability.  :grin:

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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 4:29 am 
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what would the Solitaire be good for?


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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 4:54 am 
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He's the toughest dude there, to take the retaliation from whatever survives assaults plus as a model with infiltrate it can go in an take out the inspiring character from a unit. It's the assassin, but he costs a lot of points and may do nothing.

Besides, it's fun to just base a single model and have your opponent go "huh?"

Plus, fluff. If there is the high avatar there should be a Solitaire.

Also the High Avatar is 0-1 and free so that if people want to play multiple formations I would leave it to them to only have one High Avatar if they are representing a single troupe or several depending on the background.

Cheers!
Critical

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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 12:33 pm 
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But the Solitaire is much softer now that he has lost 'First strike' and the second extra attack. This seems to have occurred with the change that removed 'character' from him. Was this intentional?

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 Post subject: Harlequins
PostPosted: Tue Dec 30, 2008 2:09 pm 
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yup, he still kick donkey, he just allows retaliation. Otherwise he'd be 150+ points.

Cheers!
Tepoc

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