This is a quick post to throw out some of the ways that I have found to use harlequins. Feel free to post your constructive tactics as well
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Upgrades:Shadowseer:This guy is REQUIRED unless you are deploying from a falcon. He gives you Plasma Grenades and the sweet trademark harlequin ability Veil of Tears(VoT)!
Troupe Master:He kills more than another harlequin for about the same points in most cases (vs MeQ). He also only takes 1 slot in a falcon (giving your 6 units more punch!). Also makes a wopping Ld 10 unit! This guy is good choice in almost every case IMO! (See number crunching agt the end)
Death Jester:This is a very cheap upgrade and reduces the model’s melee attacks by 1 (no pistol + ccw). In most cases he is not worth taking IMHO.
Kisses:
REQUIRED! They can be tacked on to the ‘special’ characters, although the troupe master is better with a power weapon. You may as well charge with guardsmen if you don’t take these.
Fusion Pistols:
Good after you hit and run… behind a leman russ!
Hit and RunWith this ability you basicaly begin to control the assault and shooting phase of your opponent. once engaged your harlies are basically free to pick and choose which units to assault, free to avoid many nasty coutner aswsaults, usually able to avoid getting cought in the oppen, and able to maintain mobility while assaulting.
Strengths:Ridiculous # of rending attacks!?
VoT
Hit and Run!!!!
Weaknesses:Fast units with superior firepower. IE Warpspiders, land speeders.
Transports that can drive up and deploy 10 marines to mow you down.
Deep Striking enemies.
Roles:
Defensive Counter Assault:Hide them behind the cover your shooty units are in. Then assault the enemy once he engages your shooty units! Very effective, your enemy never has a chance to shoot your squishy units before he gets crushed by their awesome number of rending attacks at I7. There may be better choices for this, however. IE Avatar!
Offensive counter assault:Use them to fleet behind a wave serpent full of troups that are vulnerable to assault (ie fire dragons or avengers). When they inevitably get charged, the harlies are there to bail them out. If the enemy chooses to stand and shoot he must choose between fire dragons or harlequins- a difficult choice indeed.
In a Falcon:6 Harlies: shadowseer and 6 kisses (162) in Falcon (185) work incredibly well if you time your deployment well and set-up half way decent. On average the squds kills 5 Marines a turn (turn 3,4, 5, & 6 for about 20 Marines or 300+pts and that doesn't include anything the Falcon can bag.) as you will often need a bit of time to set them in position. The key is to assault (your turn), withdraw (enemy turn), and repeat as often as you can. I focus on large squads of marines first as you don't want to kill them all and left in the open.
“Invincible” Scoring UnitYou can simply stand out in the open with a shadow seer and hold an objective.
“Cloaked” Fire supportTake the Reaper FL and the Death Jester and hide them with VoT at 24”. I guess it could work…
Other stuff to compliment your harlies!:Doom really helps out with their S3/4 attacks and Fortune with their terrible (invulnerable!) saves.
Some Hard Counters:Fury of the Ancients, Inquistor + Null rod + shooty unit, Vibrocannons, Swooping Hawk Grenade packs, Gauss flux arcs, Ordinance scattering onto them, Preliminary bombardment, Vindicare Assassin, Hammer of the Witches, Sister's SoF and Templar's vow (Half Past yellow)
Some Complimentary Units!Pathfinders: If you set them in decent cover, then thats all that the enemy can shoot at and you are likely to stick around for a while. All the time the harlies sit and wait for the enemy to get closer.
Dire Avengers: A definite "tar pit" capable unit. Shooting at a decent range, can keep up quite well, and are good enough in close combat to hold their own until harlies can get there.
Warp Spiders: They're fast enough to easily weaken any threatening unit before they can get to your harlequins.
Number Crunching1 Harlequins w/ kiss on the charge Kills/Turn Kills/Points*100
Marines 1.00 4.55
Terminators 0.61 2.78
Scouts 1.17 5.30
Guardsmen 1.56 7.07
A10 Veh 0.19 0.84
A12 Veh 0.17 0.76
A14 Veh 0.09 0.42
Troupe Master on the charge Kills/Turn Kills/Points*100
Marines 1.67 4.39
Terminators 1.11 2.92
Scouts 1.67 4.39
Guardsmen 2.22 5.85
A10 Veh 0.09 0.24
A12 Veh 0.00 0.00
A14 Veh 0.00 0.00
Death Jester Shooting his gun! Kills/Turn Kills/Points
Marines 0.56 1.98
Terminators 0.28 0.99
Scouts 0.83 2.98
Guardsmen 1.67 5.95
A10 Veh 0.28 0.99
A12 Veh 0.06 0.20
A14 Veh 0.00 0.00
1 banshee charging Kills/Turn Kills/Points
Marines 0.50 3.13
Terminators 0.33 2.08
Scouts 0.50 3.13
Guardsmen 0.75 4.69
A10 Veh 0.00 0.00
A12 Veh 0.00 0.00
A14 Veh 0.00 0.00
Thanks for taking the time to read my brief article. I look forward to seeing how you use your Harlequins!