Going oldschool here, but: Agaith Rictus Mask: [Battleshock], Harlequin Weapons: [Anti-Infantry +Dev], Giergilath Flip Belt: [adv/fallback/shoot/charge], Dathedi Holofield: [flat -1 to hit] Creidann Hallucinogen Grenade Launcher [6" Aura debuff or mortals] + uppie-downie Death Jester: Give them all the fire selector choice, shoots on death Troupe Master: +1S, +1A, fights on Death Great Harlequin: +2M/Adv/Charge, the good redeploy M I M E S ! [Move through models and terrain as thought they were not there, skyleap, Deep Strike or infiltrators] and maybe some creative additions: Technoir Ardainn (techmarine) [Grotesque buffoonery: mechanic to field scavenged equipment as 'scenery'] Puppeteer (spiritseer or Wraithseer) allows wraith constructs and buffs them. Thematically like like giant clown stilt puppets....then I can use 35 years of conversions. Rillietann Novasmair (skyboards) like hellions with [Infantry] keyword using the skyboard as a weapon. Anti-fly shenanigans.
@@abcdodd I've been waiting on mimes since the late 80s! I think deep strike and/or infiltraters plus some kind of battle shock trap would capture their flavor text. Crap weapons, probably limited to basic quin loadout of shuriken pistol and sword
harlequins have the greatest argument of the eldar to be keyword locked. The tradeoff is how good the detachment is. if they bring the power level back to what they were in 9th edition, I'll happily Subfaction lock. But first, harlequin special weapons need to be damage 2- across the board. My idea for detachment: pick 1 universal special rule per turn- [fights first], [feel no pain 5+] [Deep Strike], that is in effect for that turn for all harlequins, cannot re- use that USR again. Troupe master: Gives devastating wounds and +1 damage on the charge (reroll hits and wounds of 1). Shadowseer: IF attached: grants assault to all guns- unit can shoot/charge/fight and still complete actions Death Jester: Lone OP AND can join a unit, granting lone op and precision (in shooting and melee) to that unit. Solitaire- as he is previously, and reduce OC of all other units (friend and foe) by 1 per model to 0. Troupe: if character attached- consolidate d6"; select one per fight phase - sustained hits1, lethal hits1, pile in 6" Skyweavers: slash attacks are frequently forgotten- give skyweavers reroll hit against units in deployment zones/ units on objectives Voidweavers: pick an enemy unit shot at, that unit until the end of the turn gets: reroll charge rolls against that unit. Starweavers: taken in squads of 1-2, same split unit rule that the venom has. Embark/disembark range is 6" wargear- Troupe Master locked - free CP if the opponent gets a bonus CP Death Jester Locked- Gun shuts down overwatch. Shadow Seer locked- put unit not engaged at the end of the fight phase and puts it into strategic reserves. Any harlequin character- cannot fail leadership/battleshock Any Harlequin character- join a unit that already has a character attached Strategems: 1 cp; reactive charge phase move 2 CP: fight phase attacks from friendly unit have ANTI 4+ 1 cp: target friendly "weaver" has -1 bs vs incoming attacks 1 CP: once per turn- unit fights again at the end of the fight phase or Shoots again at the end of the shooting phase (weapons used this way have hazardous) 1 Cp: At the start of the fight phase an enemy unit within engagement range of a character unit fights last.
@gealgain2420 thank you! I'd love to see some of this for sure. Especially the shadowseer and starweavers split. I think we got a great chance at seeing thise happen
Hey Exile! By any chance have you looked at the stratagems and enhancements for Harlequins in Boarding actions? They may give us a clue as to what to expect; Detachment rule; -Fight on death on 3+ Enhancements; -Immune to overwatch -Fights first Stratagems; - -1 to be hit -Reroll wounds in fight phase -Consolidate d3 + 3 (instead of 3) -Move through over models and auto pass Desperate Escape tests.
@wuu1234 YES! And some from 9th, as well as drukahri. I'd be happy with just the fight on death and fights first 😅. Those 2 abilities are just sooo good!
Surprisingly I’m actually new to Harlequins. This is my first army and I’ve never had the opportunity to use unique rules. I don’t know what to hope for in terms of rules but I do have some hopes for new models 1. New kill team that’s war in heaven themed. That is a Trouper dressed as each Eldar god and with rules themed around it (eg the Isha trouper helps to heal) 2. A new unit that can take some hits akin to wraithbone constructs. This would need new lore to some extent but I feel like the most interesting and viable method would be a stilt walking Trouper. Perhaps another Trouper on their shoulders with a big gun. 3. Some cool high avatars or another physical representation of Cegorach would be very cool. All in all I really like your ideas for the characters but I hope that everything gets much more elite (like twice as much) It’d also be nice to have a way to put characters like on our vehicles. Leading the bikes would be very nice thematically.
@jonm7512 awesome stuff. I never thought about alternate characters on bikes! That would be killer, as well as an entirely new unit. I suspected mimes if anything, (cheap scout/infiltrate unit). Maybe a multi wound unit as well, even it was just 2 quins sharing a base 😅.
I could see harlequins getting the ability to move shoot battle focus and still charge, but who knows how any of it will work at this point. I’m definitely excited though.
I completely agree! In general, I would really like to go back to Psychick Awakening times. I mean, not being OP, but getting back to that feeling of having real trickery, that feeling of playing a Cegorah's army, being unexpected, murderous, dramatic, and of course, funny. I will be so pleased if we get back that kind of game. About the Shadowseer, it really needs a complete rework. Problably a lone operative psycher that somehow protects our units could be the answer. I would also like him to get back his grenade launcher some way. Anything else has already been told.
The Infantry damage output DEFINITELY needs some D2 sprinkled throughout. The old Stratagem where you could add +1 to Damage would be great for this. Alternatives would be an Enhancement that increases the Strength + Damage of the Troupe Master's melee weapon. 1 bug-bear for me is the Solitaire being armed with 2 weapons, but the "Solitaire's Weapons" profile doesn't have the [Twin Linked] keyword. I would add this to the Solitaire, although I'd probably knock the Strength down to a 4, otherwise that could easily become OP.
@horuslupercal2385 yea it is a little wild that the solitaire ONLY has precision. I think strength 6 is right though, he should be punching down on marines 😏
@redrocket4946 THIS! BALANCE the faction with everyone else and we'll be fine. It's fun to speculate but you're right, make us a stand alone faction and balance it for sure
Been thinking this for a minute, shadowseer should have an ability that lets it use the grenade stratagem a second time for free like asurmen for overwatch
@@williambotta9345 YES! I had been saying this whole edition if we just had THAT on the TM or shadow seer we'd be in a pretty decent spot. Would be a very welcome upgrade
I think the army should be more skewed toward movement she shenanigans rather than damage. I would rather that most enhancements, strats and abilities were think to grant extra movement like advance/ fall back and charge and to be able to pile and and consolidate not toward the nearest model. I think that the shadowseer should have auras. I loved the -1 to wound and attacks auras from 9th. We need a bump in damage but I think that with a great increase in movement and trickiness a good general can get the damage they need to win
@jonathanshannon5343 agreed. We don't need a HUGE damage boost, just a a couple damage 2 profiles on the lead players and/or troupe masters would be nice. Movement should be key
I couldn't agree more! specially with our detachment being named Ghosts of the Webway, we should be extra tricksy. I want to see us consolidating in our opponents movement phase, stratagems or enhancements that prevent overwatch, the ability for Harlequins to step into the Webway (reserves or maybe even Deepstrike). That said I would appreciate some damage boosts. AP -2 on troupes, Zephyrglaives, Death Jesters and D2 on Troupe Masters all feel pretty essential.
Troupe master once per game +1 damage to the unit. Enhancement to get +1 Str, ap & damage Enhancement to give the bearer and unit deepstrike Enhament (luck of the laughing god) dip a dice to a 6 Skyweavers to get rr hits and wounds vs vehicles. Voidweavers to get the hornets mortal wounds ability Shadowseers to give the unit jump back to reserves and deepstrike. Death jester just gets sustained 3. And pick between lethal, precision, ignore cover, Also keeps its battle shock ability. Should help give you a reason to take more than 1.
@LynKrieger this all seems VERY realistic. I can see most of this happening. The troupe master rework seems perfect at once per game, the enhancements are spot on
@ that’s what I thought nothing seems to OP lots of flavour. The troupe master rework gives us that trade up turn that we need to stop us getting kerb-stomped on the return. Plus we have some free will to be OP as we are not in a great place. Personally I hope the detachment is jump up and down and when arriving from reserves or disembarking rr wound rolls. Not sure if you could add rr wounds in shooting as well as combat as we don’t have amazing shooting profiles
I definitely worry that a Harlequin detachment will mean we get Harlequin points which are only justifiable if you are getting whatever Harlequin special rules come from playing that detachment. Eg, right now, I can justify a single unit of Troupe in an otherwise vanilla Craftworld army; that won't be the case if that Troupe unit has points to reflect a special Harlequin detachment rule that my one-off unit isn't not getting. Looking at other armies that include minor factions - like Kroot in Tau or Brood Brothers for GSC - the 10e codex rules seem to have made units less usable and generally worse, not better. The Kroot detachment is pretty weak and bland, BUT you can't really justify running Kroot without those detachment rules, since the points assume you have them.
Weirdly, I get the feeling Harlequins will work very well in the Wind-Riders Detachment. As its likely to focus on mounted, which our Skyweavers are. Then running some Windriders with Troupes as frontline for a strong longer shooty bike range and decent mele frongline. should work together well.
@@WnRT it's honestly why I think we'll lose access to craftworld units. It's a way to buff and nerf simultaneously. Sure they may be great units for the points in the detachment but may also have a glaring weakness in that all of our choices are severely limited. 8 units are all we got 😅. If they don't go overboard in damage potential, I think we'll be fine with points as is. If we do then absolutely, we'll never see quins as allies.
D2 AP-2 needs to find its way into the army. More movement shenanigans would also be nice. Thanks again for your guidance and hard work! *"...So come, dance for me upon the stage of battle. Fight for me. Scream for me. Die for me..."* _-The Gaunt Princeling, Death Jester of the Frozen Stars_
Going oldschool here, but:
Agaith Rictus Mask: [Battleshock],
Harlequin Weapons: [Anti-Infantry +Dev],
Giergilath Flip Belt: [adv/fallback/shoot/charge],
Dathedi Holofield: [flat -1 to hit]
Creidann Hallucinogen Grenade Launcher [6" Aura debuff or mortals] + uppie-downie
Death Jester: Give them all the fire selector choice, shoots on death
Troupe Master: +1S, +1A, fights on Death
Great Harlequin: +2M/Adv/Charge, the good redeploy
M I M E S ! [Move through models and terrain as thought they were not there, skyleap, Deep Strike or infiltrators]
and maybe some creative additions:
Technoir Ardainn (techmarine) [Grotesque buffoonery: mechanic to field scavenged equipment as 'scenery']
Puppeteer (spiritseer or Wraithseer) allows wraith constructs and buffs them. Thematically like like giant clown stilt puppets....then I can use 35 years of conversions.
Rillietann Novasmair (skyboards) like hellions with [Infantry] keyword using the skyboard as a weapon. Anti-fly shenanigans.
@@abcdodd this is awesome! I think we'll see SOME of this for sure
@@abcdodd I've been waiting on mimes since the late 80s! I think deep strike and/or infiltraters plus some kind of battle shock trap would capture their flavor text. Crap weapons, probably limited to basic quin loadout of shuriken pistol and sword
harlequins have the greatest argument of the eldar to be keyword locked. The tradeoff is how good the detachment is. if they bring the power level back to what they were in 9th edition, I'll happily Subfaction lock. But first, harlequin special weapons need to be damage 2- across the board.
My idea for detachment: pick 1 universal special rule per turn- [fights first], [feel no pain 5+] [Deep Strike], that is in effect for that turn for all harlequins, cannot re- use that USR again.
Troupe master: Gives devastating wounds and +1 damage on the charge (reroll hits and wounds of 1).
Shadowseer: IF attached: grants assault to all guns- unit can shoot/charge/fight and still complete actions
Death Jester: Lone OP AND can join a unit, granting lone op and precision (in shooting and melee) to that unit.
Solitaire- as he is previously, and reduce OC of all other units (friend and foe) by 1 per model to 0.
Troupe: if character attached- consolidate d6"; select one per fight phase - sustained hits1, lethal hits1, pile in 6"
Skyweavers: slash attacks are frequently forgotten- give skyweavers reroll hit against units in deployment zones/ units on objectives
Voidweavers: pick an enemy unit shot at, that unit until the end of the turn gets: reroll charge rolls against that unit.
Starweavers: taken in squads of 1-2, same split unit rule that the venom has. Embark/disembark range is 6"
wargear-
Troupe Master locked - free CP if the opponent gets a bonus CP
Death Jester Locked- Gun shuts down overwatch.
Shadow Seer locked- put unit not engaged at the end of the fight phase and puts it into strategic reserves.
Any harlequin character- cannot fail leadership/battleshock
Any Harlequin character- join a unit that already has a character attached
Strategems:
1 cp; reactive charge phase move
2 CP: fight phase attacks from friendly unit have ANTI 4+
1 cp: target friendly "weaver" has -1 bs vs incoming attacks
1 CP: once per turn- unit fights again at the end of the fight phase or Shoots again at the end of the shooting phase (weapons used this way have hazardous)
1 Cp: At the start of the fight phase an enemy unit within engagement range of a character unit fights last.
@gealgain2420 thank you! I'd love to see some of this for sure. Especially the shadowseer and starweavers split. I think we got a great chance at seeing thise happen
Hey Exile! By any chance have you looked at the stratagems and enhancements for Harlequins in Boarding actions?
They may give us a clue as to what to expect;
Detachment rule;
-Fight on death on 3+
Enhancements;
-Immune to overwatch
-Fights first
Stratagems;
- -1 to be hit
-Reroll wounds in fight phase
-Consolidate d3 + 3 (instead of 3)
-Move through over models and auto pass Desperate Escape tests.
@wuu1234 YES! And some from 9th, as well as drukahri. I'd be happy with just the fight on death and fights first 😅. Those 2 abilities are just sooo good!
I want some tricksy strategems, jump from combat to combat, 6" consolidation, things that can allow some nice unexpected lines of play
@kapsssel I agree. I'm pretty sure that's the direction they are going to go as well. I don't think we're going to find many damage increases
Surprisingly I’m actually new to Harlequins. This is my first army and I’ve never had the opportunity to use unique rules.
I don’t know what to hope for in terms of rules but I do have some hopes for new models
1. New kill team that’s war in heaven themed. That is a Trouper dressed as each Eldar god and with rules themed around it (eg the Isha trouper helps to heal)
2. A new unit that can take some hits akin to wraithbone constructs. This would need new lore to some extent but I feel like the most interesting and viable method would be a stilt walking Trouper. Perhaps another Trouper on their shoulders with a big gun.
3. Some cool high avatars or another physical representation of Cegorach would be very cool.
All in all I really like your ideas for the characters but I hope that everything gets much more elite (like twice as much) It’d also be nice to have a way to put characters like on our vehicles. Leading the bikes would be very nice thematically.
@jonm7512 awesome stuff. I never thought about alternate characters on bikes! That would be killer, as well as an entirely new unit. I suspected mimes if anything, (cheap scout/infiltrate unit). Maybe a multi wound unit as well, even it was just 2 quins sharing a base 😅.
Hey Exile, a bit unrelated but i really wanted your thougth on what a 1.000 Point list of Quins would currently look like
I could see harlequins getting the ability to move shoot battle focus and still charge, but who knows how any of it will work at this point. I’m definitely excited though.
@jonathanhilton-m2g 😯 that may be good.... maybe TOO good haha
Love the list of additional options for bonuses. Hopefully there are a lot of these available come the codex.
I completely agree!
In general, I would really like to go back to Psychick Awakening times. I mean, not being OP, but getting back to that feeling of having real trickery, that feeling of playing a Cegorah's army, being unexpected, murderous, dramatic, and of course, funny.
I will be so pleased if we get back that kind of game.
About the Shadowseer, it really needs a complete rework. Problably a lone operative psycher that somehow protects our units could be the answer. I would also like him to get back his grenade launcher some way.
Anything else has already been told.
@@josejuancaravaca46 yup! I'd love a usable shaowseer that actually protects a unit
The Infantry damage output DEFINITELY needs some D2 sprinkled throughout.
The old Stratagem where you could add +1 to Damage would be great for this.
Alternatives would be an Enhancement that increases the Strength + Damage of the Troupe Master's melee weapon.
1 bug-bear for me is the Solitaire being armed with 2 weapons, but the "Solitaire's Weapons" profile doesn't have the [Twin Linked] keyword. I would add this to the Solitaire, although I'd probably knock the Strength down to a 4, otherwise that could easily become OP.
@horuslupercal2385 yea it is a little wild that the solitaire ONLY has precision. I think strength 6 is right though, he should be punching down on marines 😏
As always, for the algorithm and Exile!
@@Trulsrohkig you're a hero! Thank you
YES!! May the quins rise up!!
@@ProxyHammer1 Fingers crossed! Let's go!
Great video as always, Exile!!
@@eldardave1226 thank you my friend🙏
I'd love too see a gladius style light, dark and twilight take on a detachment! Great content btw love your stuff!
@@AMicei this would be awesome. Thank you!
Our Troupe Master is here, back from defending the galaxy from the unending taint of the corruptor gods.
Comment for the algorithm
@@EyeBall720 hell yea!
they can do what they want… but add the harlequins as a stand alone army to the list of factions gw monitors and balances in comp play as a whole.
@redrocket4946 THIS! BALANCE the faction with everyone else and we'll be fine. It's fun to speculate but you're right, make us a stand alone faction and balance it for sure
Great video (as usual)! Just a question, which discord are you referring to all the time? Maybe you can add it into the channel description.
@@johndoes977 Thank you! The link is in the video description!
@@ExileWargaming Oh, now I see it :D Thank you!
Been thinking this for a minute, shadowseer should have an ability that lets it use the grenade stratagem a second time for free like asurmen for overwatch
@@williambotta9345 YES! I had been saying this whole edition if we just had THAT on the TM or shadow seer we'd be in a pretty decent spot. Would be a very welcome upgrade
@@williambotta9345 I'd like to see shadowseers rocking a hallucinogen debuff aura or pick an enemy unit within x"
I'd like the solitaire to have 4 wounds, if not 5. And 2 melee profiles: 1 as is, the other 3dmg -3ap 5 attacks +1 to wound
@@LoftOfTheUniverse this would be 🔥 🔥 🔥
I think the army should be more skewed toward movement she shenanigans rather than damage.
I would rather that most enhancements, strats and abilities were think to grant extra movement like advance/ fall back and charge and to be able to pile and and consolidate not toward the nearest model.
I think that the shadowseer should have auras. I loved the -1 to wound and attacks auras from 9th.
We need a bump in damage but I think that with a great increase in movement and trickiness a good general can get the damage they need to win
@jonathanshannon5343 agreed. We don't need a HUGE damage boost, just a a couple damage 2 profiles on the lead players and/or troupe masters would be nice. Movement should be key
I couldn't agree more! specially with our detachment being named Ghosts of the Webway, we should be extra tricksy. I want to see us consolidating in our opponents movement phase, stratagems or enhancements that prevent overwatch, the ability for Harlequins to step into the Webway (reserves or maybe even Deepstrike).
That said I would appreciate some damage boosts. AP -2 on troupes, Zephyrglaives, Death Jesters and D2 on Troupe Masters all feel pretty essential.
Troupe master once per game +1 damage to the unit.
Enhancement to get +1 Str, ap & damage
Enhancement to give the bearer and unit deepstrike
Enhament (luck of the laughing god) dip a dice to a 6
Skyweavers to get rr hits and wounds vs vehicles.
Voidweavers to get the hornets mortal wounds ability
Shadowseers to give the unit jump back to reserves and deepstrike.
Death jester just gets sustained 3. And pick between lethal, precision, ignore cover, Also keeps its battle shock ability. Should help give you a reason to take more than 1.
@LynKrieger this all seems VERY realistic. I can see most of this happening. The troupe master rework seems perfect at once per game, the enhancements are spot on
@ that’s what I thought nothing seems to OP lots of flavour. The troupe master rework gives us that trade up turn that we need to stop us getting kerb-stomped on the return. Plus we have some free will to be OP as we are not in a great place.
Personally I hope the detachment is jump up and down and when arriving from reserves or disembarking rr wound rolls. Not sure if you could add rr wounds in shooting as well as combat as we don’t have amazing shooting profiles
I definitely worry that a Harlequin detachment will mean we get Harlequin points which are only justifiable if you are getting whatever Harlequin special rules come from playing that detachment. Eg, right now, I can justify a single unit of Troupe in an otherwise vanilla Craftworld army; that won't be the case if that Troupe unit has points to reflect a special Harlequin detachment rule that my one-off unit isn't not getting. Looking at other armies that include minor factions - like Kroot in Tau or Brood Brothers for GSC - the 10e codex rules seem to have made units less usable and generally worse, not better. The Kroot detachment is pretty weak and bland, BUT you can't really justify running Kroot without those detachment rules, since the points assume you have them.
Yeah its a weird issue theyve made for themselves where youre slightly railroaded with some units into going all in or not at all.
Weirdly, I get the feeling Harlequins will work very well in the Wind-Riders Detachment. As its likely to focus on mounted, which our Skyweavers are.
Then running some Windriders with Troupes as frontline for a strong longer shooty bike range and decent mele frongline. should work together well.
@@WnRT it's honestly why I think we'll lose access to craftworld units. It's a way to buff and nerf simultaneously. Sure they may be great units for the points in the detachment but may also have a glaring weakness in that all of our choices are severely limited. 8 units are all we got 😅.
If they don't go overboard in damage potential, I think we'll be fine with points as is. If we do then absolutely, we'll never see quins as allies.
My money is on flip-belts for the detachment ability
@@jeremiahwamaling5174 I can see that! Hoping it's not but I'd take it!
D2 AP-2 needs to find its way into the army. More movement shenanigans would also be nice. Thanks again for your guidance and hard work!
*"...So come, dance for me upon the stage of battle. Fight for me. Scream for me. Die for me..."*
_-The Gaunt Princeling, Death Jester of the Frozen Stars_
@scottboyer8450 these quotes are outstanding BTW. Thank you! I'm hopeful that at least our troupe masters can get dam 2
Skyweavers should be -1 to hit.
@@monkeybmcgee absolutely!