Upcoming Events
Oct
27
Sat
all-day Rapid Fire 2018 @ Stirling Wargamers
Rapid Fire 2018 @ Stirling Wargamers
Oct 27 – Oct 28 all-day
Rapid Fire 2018 @ Stirling Wargamers
  The one you’ve all been waiting for Rapid Fire returns for 2018. Stirling Wargamers are proud to announce our annual 40K singles event. We will be releasing information in the upcoming months however to[...]
Nov
3
Sat
all-day Scottish Take Over 4 GT @ The Seaforth Club
Scottish Take Over 4 GT @ The Seaforth Club
Nov 3 – Nov 4 all-day
Scottish Take Over 4 GT @ The Seaforth Club
  This is it folks, our fouth event, and we are now officially a GT. To celebrate this milestone, and the speed you have all helped us grow to a GT, i want to make[...]
Nov
10
Sat
all-day The Warhammer 40k Freedom GT @ Common Ground Games
The Warhammer 40k Freedom GT @ Common Ground Games
Nov 10 – Nov 11 all-day
The Warhammer 40k Freedom GT @ Common Ground Games
  In place of the independent GT Scottish heat comes the appropriately named Freedom GT. This will be using the exact same missions and army selection as the independent GT would’ve done. An updated rulespack[...]
Nov
17
Sat
all-day Alliance Open – 40K – Dutch Gran... @ Van der Valk Hotel Schiphol A4
Alliance Open – 40K – Dutch Gran... @ Van der Valk Hotel Schiphol A4
Nov 17 – Nov 18 all-day
Alliance Open - 40K - Dutch Grand Tournament @ Van der Valk Hotel Schiphol A4
  Alliance Open – 40K – Dutch Grand Tournament – 2000 points – 5 rounds – 3 hour rounds – Price support for 1,2,3, best painted and best sportmenship – Epic Lunch – Goodie bag[...]
Dec
1
Sat
all-day Allies of Convenience Wales GT @ Firestorm Games
Allies of Convenience Wales GT @ Firestorm Games
Dec 1 – Dec 2 all-day
Allies of Convenience Wales GT @ Firestorm Games
  The Allies of Convenience Team and the Welsh ETC team are co-hosting their event this year in Wales at Firestorm Games in Cardiff. It is a 2000 point ETC style singles event. Players will[...]
Dec
8
Sat
all-day The Grand Strategist GT @ Common Ground Games
The Grand Strategist GT @ Common Ground Games
Dec 8 – Dec 9 all-day
The Grand Strategist GT @ Common Ground Games
  Warhammer 40k tournament 5 games ETC style missions 2000 points prizes and glory to be won! Further details and rules pack will be coming soon. We will be submitting scores to ITC rankings ITC[...]
Jan
18
Fri
all-day Caledonian Uprising 2019 @ Element Games North West Gaming Centre 1st Floor, Hallam Business Centre, Hallam Street, SK2 6PT Stockport
Caledonian Uprising 2019 @ Element Games North West Gaming Centre 1st Floor, Hallam Business Centre, Hallam Street, SK2 6PT Stockport
Jan 18 – Jan 20 all-day
Caledonian Uprising 2019 @ Element Games North West Gaming Centre 1st Floor, Hallam Business Centre, Hallam Street, SK2 6PT Stockport
  Caledonian Uprising returns for the 9th year! Friday 18th January – pre-event social and gaming Saturday 19th and Sunday 20th January – Main event One hundred 40k players, one hall and one Champion! ________________________________________________[...]
Feb
23
Sat
all-day Belgian Team Championships 2019 @ Horizon VZW
Belgian Team Championships 2019 @ Horizon VZW
Feb 23 – Feb 24 all-day
Belgian Team Championships 2019 @ Horizon VZW
  We are honoured to present the 5th instalment of the Belgian 40K Team Championships Event. As usual, every Team is welcome, be it an actual representation of a Gaming Club, just a bunch of[...]
all-day Dark Millennium 6 @ Common Ground Games
Dark Millennium 6 @ Common Ground Games
Feb 23 – Feb 24 all-day
Dark Millennium 6 @ Common Ground Games
  Dark Millennium returns for its 6th year! 6 rounds of games using custom missions! Details to follow in the rules pack, but the below is a guideline: -3 detachments (including duplication) -2000 points -Forge[...]
Caledonian Deathwatch Network

Coulrophobia – Part 3

Image result for images harlequins 40k

 

Embrace your Inner Geek here with the Third instalment of my Harlequins Review. This time the generic Stratagems and Enigmas.

Stratagems

The Great Harlequin. For 2CPs a Troupe Master becomes the Great Harlequin and allows units within 6″ to re-roll 1s to hit in the fight phase. I want to be excited about this, because I want to convert and paint a Great Harlequin ….. but, for 2 CP’s? If it was 1 CP, it would be good, or if it applied to the shooting phase as well, but for 2CPs, and just in the fight phase, in an army that probably wants to spend CP’s on extra Enigmas and has a bunch of other great Stratagems. Hmmmm!

Enigmas of the Black Library. The usual one, 1CP for an extra Enigma, and 3 for 2 extra Enigmas. This is good if the Enigmas are good ….. and the Enigmas are really good!!

Webway Assault. Again, the “usual” one we’ve seen in other books. One CP to put one unit in the webway, 3 to put 2 there. It’s only good if you have units that benefit from it, and I’m not sure Harlequins do. Maybe a big unit of Haywire Skyweavers (“Skywires” – yeah, I like that, Skywires from now on!)? Also, with the “new” restrictions on deep striking turn one, I don’t think it’s a great option. Where I can see it being useful is to “insert” Shadowseers and Troupe Masters exactly where they need to be to “buff” other units.

Prismatic Blur. One CP to get a 3++ on a unit that has advanced. This has very obvious utility and might become the most used stratagem. I expect to use it on a unit I really need to survive, combining with Lightening Fast Reactions for -1 to hit, to make the unit even more resilient. For example, if you’re using Twilight Pathways to boost a Starweaver filled with Fusion Pistols on a long range Fusion Drive By, you could give the ‘weaver a 3++, and make it -2 to hit, and it might just make it home alive (maybe!).

Hero’s Path. An interesting one. For 2CP’s, if a Death Jester, a Shadowseer and a Solitaire are within 6” of each other at the start of a movement phase (sounds like the start of a bad joke “A Death Jester, a Shadowseer and a Solitaire walk into a bar…”) you can remove them from the table, and then place them back at the end of the movement phase anywhere more than 9” away from enemy models. The obvious use is in your turn 1. Deploy the 3 somewhere out of los, and then use the Strat to place each of them wherever you want – the Shadowseer to cast Twilight Pathways, the Solitaire to blitz into a tasty target and the Death Jester ……. well, I’m sure he could find something to do. Interestingly it’s not “your” movement phase, but “a” movement phase, so you can use it in your opponent’s movement phase. So you could set them up as “bait” inviting you opponent to counter deploy, and then use the Strat in their movement phase, leaving them out of position. But, I can’t help feeling I’m missing something here….!

Cegorach’s Jest. For 1CP, you can shoot an enemy unit that falls back immediately it finishes falling back. So, run up to a vehicle, shoot it with your Fusions Pistols, charge it, the vehicle falls back, and, as long as it’s still in range, you can shoot it again in your opponents turn. It also works on Skywires (remember them –  it’s what the cool kids are calling Skyweavers with Haywire Cannons).

The Hundred Sword of Vaul. For 1 CP, you can redeploy a unit before the battle begins. You can only redeploy one unit (although Players in a Weaver count as 1 unit) and you can only redeploy into your own deployment zone. This is the Strat to use to line up the perfect Blitz, or the perfect long range Fusion Drive By. I find opponent typically deploy to avoid a charge from the Solitaire, or a Starweaver full of Fusion Pistols. With this Strat, you can hide your Solitaire or ‘weaver anywhere you like, preferably out of los, and then move it the perfect launch spot. 

Torments of the Fiery Pit. For 1 CP, in the fight phase, a Character that’s lost a wound earlier that battle round, gets +2 strength and +2 attacks. Makes you want to lose a wound on your Solitairre in overwatch! 

Vessel of Fate. For 1 CP a Shadowseer can cast an extra power. Need Smite and Shards of Light for 2d3 mortal wounds, and still boost a Starweaver across the board for a long range Fusion Drive By, well now you can.

War Dancers. The Standard “fights again for 3CPs” stratagem. The problem is you fight again at the end of the fight phase, after your opponent fights. If what your Troupe’s fighting is sufficiently scary to survive one round of attacks from your Troupe, it’s probably sufficiently scary to wipe out your T3, 4+ save Players meaning there’s none left to fight again at the end of the phase!

Fire and Fade. The same as in the Drukhari and Craftworlds book. This is another way to increase the range of your Fusion Drive By. Move the Starweaver 22”, fire the Shuriken Cannons at a target, Fire and Fade the ‘weaver 7”, and then shoot the Troupe’s Fusion Pistols, for a 35” effective range. 

Dramatic Entrance. For 1 CP, a character can heroically intervene 6”. Situational.

Warrior Acrobats. For 1CP Infantry models get an automatic 6” advance. This is the Strat that just might make a footslogging unit of Players viable. It makes their basic move 14”, after which they can still charge. Combine that with Twilight Pathways, and that’s a 35” charge on average dice. 

Shrieking Doom. This is the Death Jester Strat mentioned above, for 1CP, the Shrieker Profile of the DJ’s weapon (including Curtainfall, the Enigma Weapons) gets +1 strength, and does d3D. Note, it only works on the Shrieker Profile, not the Shuriken one. Some folks are getting this wrong. 

Isha’s Weeping. If a unit loses a wound in a phase, at the end of that phase 1 CP, increases their invulnerable save by one to a max of 3++. Use this when your Troupe loses a Player to Overwatch. Combined with Prismatic Blur, you can have 2 Troupes in combat with a 3++. Or combine it with Torments of the Fiery Pit for an S5 Troupe Master (so S7 with a Caress) swinging 7 times, with a 3++. 

Mirthless Hatred. One CP. Reroll hits and wounds against Slaanesh units in the fight phase. Situational, and you’ll probably forget!.

Lightening Fast Reactions. Two CP’s for -1 to hit for any unit against both melee and shooting attacks. Along with Prismatic Blurr, this is likely to be the most used Stratagem. With these 2 Strats, plus Veil of Tears, any unit in a Harlequins army can be -2 to hit, and have a 3++. With Fog of Dreams, any infantry unit can be -3 to hit against attacks from one enemy unit.

Haywire Grendade. For 1 CP, throw a Plasma Grenade at a vehicle and, if you hit, do d3 mortal wounds. 

 

Non Masque Specific Enigmas

The Mask of Secrets. Plus 1 to the bearers leadership, -1 to any enemy models within 6”. Yet another way to effect leadership if you’re going for the leadership bomb approach.

The Storied Sword. A power sword replacement for Troupe Masters, +1S -3AP and d3D, re-rolls misses to hit. Not bad at all when combined with the Troupe Masters natives re-rolls to wound, but you will probably want to take other Enigmas.

The Suit of Hidden Knives. For every roll of 1 to hit against you in the fight phase roll a dice. On a 2+, the unit attacking you suffers a mortal wound. Interesting, but gets more interesting if you cast Veil of Tears on the bearer, Fog of Dreams on the unit they’re about the charge, and use Lightening Fast Reactions. So a cumulative -3 to hit, and your rolling a dice on 4’s to hit and below. I have this image of of a Shadowseer jumping out her Starweaver, popping Reactions, casting Veil on herself, Fog on a unit she’s about to charge, and pirouetting through that unit, leaving devastating in her wake, and  swinging her Miststave once.

Crescendo. A pistol. D6 shots S4 0AP and 2 damage. Yawn…!

The Starmist Raiment. You get a 3++ against shooting and can’t be overwatched if you advance. Great on a Troupe Master for the 3++, but you might be tempted to run this on a Solitaire (“I declare a charge against everything within 12”), if it wasn’t for …..

Cegorach’s Rose. To my mind if you run a Solitaire, this is the “must take” Enigma. It’s an upgraded Kiss that always re-rolls wounds, and does a straight 3 damage on infantry models. This, right here, makes the Solitaire the ultimate character assassin he always should have been. Now a blitzing Solitaire will kill a 5 wound Space Marine character with a 3+, 4++ without breaking sweat. In fact, if you can get in range of 2,  he’s got reasonable odds of taking out both of them, splitting his attacks 5 and 5. And if he doesn’t do it first time round, pop War Dancers to give him a second go. Terrifying. My only regret is that it’s only a straight 3 damage against infantry, so he still doesn’t make a Dawneagle Shield Captain sweat …. unless he fights twice!

The Laughing Gods Eye. Auto pass morale tests when within 6”, and have a 6++ against mortal wounds in the psychic phase. You will never see this.

OK, that’s the lot. Next up, some thoughts on lists, Command Points and Shadowseers.

Leave a Reply

You must be logged in to post a comment.

Our Sponsors
Element Games - Wargaming Webstore

Secret Weapon Miniatures
FB Events