tag:blogger.com,1999:blog-1831276194138109948.post7792447439887642335..comments2024-03-28T10:14:58.693+00:00Comments on The Good the Bad and the Insulting: Harlequins: Part 2 - The Rules (Warhammer 40,000 Codex Review)Bellariushttp://www.blogger.com/profile/02652722543111095280noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1831276194138109948.post-72133018748156714812015-06-13T22:57:36.901+01:002015-06-13T22:57:36.901+01:00Formations is what makes this army much more power...Formations is what makes this army much more powerful did you know the formations act like your slots but in a different way.<br /><br />HQ formations these should be your primary detachment as they all come with Emissary of Cegorach<br /><br />Cegorach's Revenge Large scale formation <br /><br />The Serpent's Brood Small scale formation <br /><br />The FOC on page 68 Designed as if you want some of the Special rules from the large scale formation but you want it small like the Serpent's Brood.<br /><br />Now for your allied formations due to they lack the Emissary of Cegorach special rule so these formations are there to be a added bit of spice to your current clown army and remember they will still benefit from your warlord trait in your other formation provided he does not die.<br /><br />Cast of Players fancy taking some melee eldar or dark eldar as a meat shield for your primary force load up with cheep harlequin and a unit or two cheep melee elder or dark elder models to form a meat shield for the cast of players so they can provide them with a powerful special rule crusader sweeping advance and +3" run moves.<br /><br />Cegorach's Jest Need a specialised unit but cant fit them into your primary HQ formation take this and load it out as a tank killer or people killer<br /><br />The Heroes path provided you cant use this with the large scale formation due to olny 1 solitaire per army it can be a good formation to send up ahead and take out key enemys wile being hidden forcing them to redirect unless they wish to die to death jesters shots shadowseer telepathy or solitaire jump out the ruins and slash everything mode.<br /><br />Faolchu's Blade just as the name kit this formation out to kill everything that is a non-armour give all skyweavers shuriken cannon's and Zephyrglaives and voidweaver prismatic cannon (due to jinx making everything snapshot so use lance with it) and provided you jinx with that +4 you can re-roll fail so you have a high chance of survival when charging headlong into battle.<br /><br />So yeah the added rules to the formation can in fact define the armyAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-1831276194138109948.post-57233304186153862772015-03-08T10:40:42.629+00:002015-03-08T10:40:42.629+00:00Oh don't get me wrong, there is definite room ...Oh don't get me wrong, there is definite room for improvement here at the moment, but for the most part I think they did create a codex without going completely nuts. Upon finding out about this, I was reading another Codex: Black Legion or something similar arising, with rules which were little more than a joke and quite poorly reflected the army's overall style. As a whole, what we had here was an army which had some diversity to it, could still tailor itself to ranged or close combat as needed, and was very much a glass cannon. Even the big shiny new units still had some obvious limitations on them, and while they could hit very vast and hard if used correctly, this required definite timing and skill. What's more is that they do have obvious weaknesses thanks to their play-style (the least of which is how ineffective their invulnerable saves will be against massed lasgun fire) but also ways to counter that if the player is a little smart. It's not demanding vast amounts of intelligence or any insane degree of skill, but it's also not saying "here's a mass of invulnerable super units. Enjoy winning by buying our more expensive models."<br /><br />As for being too much like a Codex: Assassin's work, i'll have to disagree there. As a whole the Assassins tend to work individually, and it's quite rare that they're sent as a band against single targets, or even have backup of any kind like Death Cults. It's the main reason they tend to be used as individual models to help supplement certain armies as and when needed, as showing up at an Inquisitor's insistence is pretty much the only time one would stroll into a battle willingly. If we are talking about the general unit types though, as you've cited above, I can agree but that's also something I personally don't think they could have sidestepped without completely reworking the army's ideas. There has always been a fair degree of bleed-over between concepts even in the early days and this really was just one of them. I personally do think that a few of them were given elements to help stand out a little more on their own and differentiate themselves from any Imperial counterpart, but each to their own.<br /><br />Even without the problems you cite with formations, personally i'd still be against them even without their rather lazy ideas. It could just be me, but all too often they seem like they're another element sapping creativity from the game. It's as if the writers are offering ways for players to just pen out lists provided be the company itself, and then being rewarded for it. <br /><br />Yeah i'll not excuse my writing here. It was during an especially long and quite hard week at work, with us building up to basically covering the shop I work at's entire inventory, and we were losing one day off. As such I was having to fit a lot of things around that and try to just get details done as soon as possible. I do apologise for the quality of the work here, but it really was either get it done then or wait over a week for the second half. A bad habit i'd rather not get into. Well, get into any further than I already am.<br /><br />Well, in all honesty that specialisation is what made me consider how these armies could be used and resulted in the following article on mini-codices. If Games Workshop lists are pushing the idea of allies so hard now, then certain angles would be expected to be covered by pairing them up with one another. I personally do think that they might stand a chance against Imperial Knights if a list is tailored to fight them, but no argument against your points on fliers or the Farsight Enclaves.Bellariushttps://www.blogger.com/profile/02652722543111095280noreply@blogger.comtag:blogger.com,1999:blog-1831276194138109948.post-73996785761070501822015-03-08T10:12:57.167+00:002015-03-08T10:12:57.167+00:00Fair enough then, i'll correct that. Truth be ...Fair enough then, i'll correct that. Truth be told I was having to rush this one a bit more than usual and probably just went with the most obvious angle people were likely to abuse.Bellariushttps://www.blogger.com/profile/02652722543111095280noreply@blogger.comtag:blogger.com,1999:blog-1831276194138109948.post-86886535361650912452015-03-02T20:16:06.711+00:002015-03-02T20:16:06.711+00:00IIRC the solitare is actually a "unique"...IIRC the solitare is actually a "unique" model meaning that you cannot have more than one of them in a detachment..? You also appear to be suggesting that the solitare can benefit from the affects of 2 ( or more) CC weapons in a turn, which isn't allowed ruleswise -- although I'll grant you the way GW have worded things people have argued to this affect.Reds8nhttp://dakkadakka.comnoreply@blogger.comtag:blogger.com,1999:blog-1831276194138109948.post-30216119449705862862015-02-25T03:55:32.453+00:002015-02-25T03:55:32.453+00:00I'm not too sure about these rules to be hones...I'm not too sure about these rules to be honest, they seem to lack character (much like every new army) and overall seem like they'd fit a Codex: Assassins more than Codex: Harlequins (excluding the vehicle rules), just swap Troupes for Death Cults, Death Jesters with Vindicare, Solitaire (who seems like something somebody submitted as a joke) with Eversor, Shadowseer with Celexus (or alternatively Inquisitors/Navigators) etc. At least it seems it could be neat for proxy armies if I wanted to proxy in Assassins into other armies.<br /><br />I think formations could be interesting if they not only gave you an advantage by making them, but forced you to keep the some form of formation in game, otherwise it's just "Take these to receive a bonus for no extra cost" which in the new Necron Codex makes the army flat out broken, give every unit in the Decurion Detachment a 25 pt resurrection sphere and your entire army is almost as (if not more) resilient than an army consisting of nothing but terminators (depending on what AP weapons you're up against).<br /><br />Lastly I do have to bring up double checking your wording, I don't like doing this because the articles are long so it's only natural some things are going to fly under the radar and usually they're not bad enough to mention (like saying barley or versitile instead of barely or versatile), but in this case it did, for example: "You still have to be careful about where they're sent in, and [they] will cut through an army like a knife through butter," the second sentence undermines the former, and because of this (and the missing word) I first thought that the second sentence was saying the Harlequins would be cut through like butter. <br />Then there's this bit: "The added bonus to the unit though is that they are well priced. Five units costs 90 points".<br /><br />I am curious what this army could do against a specialized army, they just seem like they're screwed if they're up against Flyers, Imperial Knights (Haywire only carries you so far) or armies like Farsight Enclaves.grdaathttps://www.blogger.com/profile/00722216755745063033noreply@blogger.com