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Post by dethklok on Mar 12, 2007 10:42:56 GMT -5
Yeah its no longer just combat its rape. Here is the situatino 30 orks with nob moving through the streets. then out of the dark my Quins jump out and attack with their 36 rending attacks. after all is said and done only 2 orks remain and my Harlies are untouched ;D. Note to all imperial guard players Kill the Quins . I am saying this as a tactical help becuase i dont want to see my freinds fall prey to their blades. If you want to kill Harlies las volley at close range cause you cant hit them unless you are within 24 inches even then you have to roll double 6's to see them. so gun them down unless you want a large chunk of your army gone. Cheers Dethklok ;D
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Post by Deleted on Mar 12, 2007 12:16:41 GMT -5
What do you think of the new harliquins. My friend was stupid enough to run his harliquins straight at me as I blew em, to death.
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Post by Colonel Grammissar Azalar on Mar 20, 2007 6:20:01 GMT -5
The Quins will fall to my army.
I wish, I bet they will pure own me.
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Post by Warmaster Stabwhiskers on Mar 20, 2007 10:02:49 GMT -5
Lets just picture another scenario ok? A Warlord titan staring down at this cute little 'quin ......... Hellstorm carnage
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Post by knight (M.I.A) on Mar 27, 2007 12:28:20 GMT -5
After seeing the new Quins with rules in the new WD (especially the profiles) best way to kill them is to ignore them in the first place until there at about 12" and after that shoot with everything that looks like a heavy bolter or autocannon. If you shoot at them before they're within 16" or you will waste most of your shots. Quins are fast, deadly and can't be seen very well, but they're really weak when it comes to toughness and invulnerable saves.
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Post by Warmaster Stabwhiskers on Mar 28, 2007 4:29:09 GMT -5
Stealth and speed over armour and wit
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Post by knight (M.I.A) on Mar 30, 2007 2:45:03 GMT -5
Stab when I need an echo I'll come back to you
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Post by dethklok on Mar 30, 2007 7:33:46 GMT -5
alright in all basic reality Harlequins are faster Genestealers for Eldar ;D
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Post by thefishki345 on Apr 16, 2007 0:13:12 GMT -5
gr8 just great, i hope the guy that plays eldar does not get any harlequins (hes like the store manager!)
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Post by dethklok on Apr 16, 2007 10:30:27 GMT -5
well i played a few games over the weekend and have come to this conclusion. The harliquins select a target at the start of the game. Then once they get close that unit is slaughtered and the Quins are out in the open. Then they get shot by everything in the Army. But if they survive they go tag team with the avatar and mop the rest of the oppnoents army.
Cheers Dethklok
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Post by thefishki345 on Apr 16, 2007 19:14:44 GMT -5
lol well lets just hope our battle tanks/hellhounds/chimeras etc are in range 2 kill the harlequins
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Post by Deleted on May 15, 2007 2:54:37 GMT -5
haliquins are quite deadly in close combat but unless a shadowseer is taken they become very vulnerable to fire, (especially baselisks). Also a full squad is very expensive.
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Post by Turtleboy(AWOL) on Jun 22, 2007 6:35:18 GMT -5
A 6 pack of harlequins in a falcon is the way to go if you ask me.
the falcon is a sure fire delivery system and will always get the squad into melee without taking a scratch.
move 36" turn 1; dismount the harlequins and move, fleet if neccessary, then charge (gotta love ignoring terrain with harlequins).
Harlequins live in combat (in my experience) by going first and kill everything "engaged" with them. mass rending hits on the charge is typically the method by which harlequins get the job done.
In the enemies turn, hit and run so you can charge again in your turn.
I think Harlequins definately do need some form of support, however. In my opinion this should be a unit like striking scorpions or howling banshees. give that squad a wave serpent so they can join the battle at the same time as the harlequins.
With the support squad if your harlequins sack out and don't clear their kill zone then the support squad will bury the enemy squad in attacks and hopefully finish the job, keeping the fragile harlequins safe.
I like howling banshees, especially when accompanied by a farseer with 'doom.' this equates to a LOT of armor save negating wounds which can often wipe a whole squad in itself, having a similar result as a charging harlequin troupe.
the trick is avoiding return fire. Assaulting into cover is good, assaulting an extreme flank is also good as it minimizes return fire. keeping the troupe together so that its kill zone is filled with a small number of enemy models is also smart. Harlequins can kill good, but they die quickly when they don't clear their kill zone.
I'm running my troupe as follows: troupe master w/ harlequins kiss and fusion pistol shadowseer w/ harlequins kiss and fusion pistol death jester 3x troupe members w/ harlequins kisses.
this makes for a balanced unit - decent anti-tank shooting between the death jester and the fusion pistols combined with a maxed out number of kisses so that the troupe can survive in melee.
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Post by knight (M.I.A) on Jun 23, 2007 11:16:59 GMT -5
Tboy your tactic has just one weakness. It's called 4th Edition rules. If you mount them (can you even mount them???) and move the vehicle 36" in the first turn you can only dismount them in the second turn. In the second turn they're like sitting ducks that can't assault and not move. So the first point you can use them is the third turn and until then. But unfortunatly at that point they're more or less at point blank range and get shot on sight. So leave the transport if you're allowed to use it and let them move on foot. With a bit of luck you're already in CC in the second turn that way and not just in the third turn.
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Post by Turtleboy(AWOL) on Jun 26, 2007 2:46:41 GMT -5
actually first turn you move 36" and soak fire on your invincible falcon, then second turn, since you dismount before the skimmer has moved, you can dismount, move, fleet, and assault as normal same as a space marine or IG squad dismounting from a stationary vehicle
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Post by Deleted on Jun 28, 2007 20:36:20 GMT -5
In the new rules Falcons cant move 36" anymore.
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Post by Turtleboy(AWOL) on Jun 29, 2007 5:24:11 GMT -5
they get a piece of wargear called star engines I think - anyhow, it gives them +12" to their movement so yeah, 36". welcome to turn 1 tankshock!
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Post by Deleted on Jun 29, 2007 5:27:57 GMT -5
Sorry i stand corrected. Wow i must have misread my codex, on the boards we play on you could get to the objective in the 1st turn easy.
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Post by Turtleboy(AWOL) on Jun 29, 2007 20:01:35 GMT -5
yep it's a sweet thing, and makes deployment a simple matter of putting your falcon/serpents down behind cover - doesn't matter where behind cover, just behind cover so they can't be shot at in turn 1 before they get moving. with 36" mobility you can literally redeploy all the way across the battlefield in no time flat. gotta love being able to actually use strategy and tactics DURING the game rather than just in deployment.
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