Whats the deal with harlequins?

Moderator: The Gunslinger

Re: What's the deal with harlequins?

Postby -Thrax » Sun Oct 08, 2006 2:38 am

Well it will greatly limit their usefulness. It's looking like they're shaping up to be a countercharge unit, especially with the whole ignoring of terrain on the charge. But they will have to have some pretty neat tricks for them to make up for their fragility...

T
-Thrax
 
Posts: 464
Joined: Sun Jul 20, 2008 1:37 pm

Re: What's the deal with harlequins?

Postby -FarseerVinnie » Sun Oct 08, 2006 3:37 am

Is it a 5+ I save in HtH and against shooting or just one of the two?
-FarseerVinnie
 
Posts: 295
Joined: Mon Jul 21, 2008 7:12 am

Re: What's the deal with harlequins?

Postby -Thrax » Sun Oct 08, 2006 3:58 am

Looks like there's a lot of invulnerable saves in this army...Psycannons/Incinerators, anyone?

T
-Thrax
 
Posts: 464
Joined: Sun Jul 20, 2008 1:37 pm

Re: What's the deal with harlequins?

Postby -veritas117 » Sun Oct 08, 2006 6:16 am

5+ for everything. Simply an invulnerable.
-veritas117
 
Posts: 136
Joined: Mon Jul 21, 2008 7:12 am

Re: What's the deal with harlequins?

Postby -Thrax » Sun Oct 08, 2006 9:55 am

What's the story on the Harlequin's Kiss? Details?

T
-Thrax
 
Posts: 464
Joined: Sun Jul 20, 2008 1:37 pm

Re: What's the deal with harlequins?

Postby -veritas117 » Sun Oct 08, 2006 10:45 am

Confers rending in hth. So 3 rend attacks when not charging.
-veritas117
 
Posts: 136
Joined: Mon Jul 21, 2008 7:12 am

Re: What's the deal with harlequins?

Postby -FarseerVinnie » Sun Oct 08, 2006 1:10 pm

5+ I isn't bad. I'd rather have that than a 4+ save. Also don't forget their survivability goes way up when you give them the 2*2d6" nightfight ability.

ok, that means a full squad with kisses costs 220 (plus some for options). On the charge you kill 7 marines, plus 20 hits, 7 wounds, 2 fail armor saves (rounding of course).

That's a serious bit of damage, so they could work out nicely as a countercharge unit for a shooty list. My question is are they better than banshees (for the cost)?

Seems like it comes down to the special abilities they can get (character upgrades etc) to justify their extra cost above banshees. I don't suppose they infiltrate, do they?
-FarseerVinnie
 
Posts: 295
Joined: Mon Jul 21, 2008 7:12 am

Re: What's the deal with harlequins?

Postby -Thrax » Sun Oct 08, 2006 10:10 pm

Yes, as I was saying, it's really sounding like they can take the lead in the countercharge role in this army. The rending is obviously better than Banshees power weapons, IMO, and the 5+ I gives them the edge (sort of) when fighting against power fists/weapons. The real question seems to be to be, can they last against shooting? There doesn't seem to be a question that when they hit, they'll hit hard, but getting there, as with Banshees, is the real key. Hello, fleet of foot!

T
-Thrax
 
Posts: 464
Joined: Sun Jul 20, 2008 1:37 pm

Re: What's the deal with harlequins?

Postby elrodogg » Sun Oct 08, 2006 10:15 pm

Holo-fields don't improve their cover saves vs. shooting? Instead they give them a 5+ invuln. save all the time? That's LAME! Should have added +2 or something to their cover saves or something like that. Make 'em pricey, but make 'em great (as harlequins should be).
Fast, like kittens with jetpacks.
User avatar
elrodogg
 
Posts: 5401
Joined: Tue Aug 05, 2008 12:21 pm
Location: Brooklyn

Re: What's the deal with harlequins?

Postby WickerNipple » Sun Oct 08, 2006 10:36 pm

I predict you'll find them more than great enough as is. :p
User avatar
WickerNipple
 
Posts: 8135
Joined: Tue Aug 05, 2008 10:37 am

PreviousNext

Return to Warhammer 40,000

Who is online

Users browsing this forum: No registered users and 2 guests

cron