Hi Fritz
I have played Eldrad's version of the Harlie list in your PDF with some great success (two draws and five wins so far). As I have been playing them I have noticed a couple of things. The first and the one I know you always talk about is the ability for most armies to shut down Eldrads powers, but more than that, is the abilty of armies that deny my cover save on the pathfinders!
I have had trouble with Tau Marker lights, Blood Angels flanking Flamer Baals, Blood Angels horrible Sternguard bullets either drop podding or Storm Ravening in (I won't mention there 2+ poised guns!!), Ork Snikrot rear flanking commandos with flamers! I know there are a few tricks to help out like the reserves game, but I am now starting to think it's time for Mauggy!
Eldrad can't use his powers and if he does pathfinders can take saves even if they are fortuned, so I am thinking, lets stick Mauggy in as per your PDF and give them something annoting to think about as a distraction!
Sorry for the build up, but this is my question:
Where does Mauggy go in the Capture and Control mission? Does he go up front like in Seize Ground? or do you hold him back with the pathfinders for his Maugateer shots and to help the Pathfinders in the assault, should that happen? I would imagine it's upfront, but you don't mention it in the PDF
Any other tips would be welcome as well
Many thanks
Nick
BTW what is it with the BA Codex? I just found out how much the Razorback costs! WOW! 90 points with twin las/extra armour/hurricane missile and storm bolter! Plus it's a fast vehicle? No wonder my buddy has power fist and melta in the five man unit inside! Makes a mockery of my Space Wolves!
Reply Out:
Nick, frustrations noted when you have a unit that relies on 2+ covers saves to survive, and then having it yanked out when facing certain units. Basically two options- reserves and building threat rings. A lot also depends on your gaming group and friends. These days I never face Tau with my Harlequins and outflanking units are almost non existent. The last time I faced the issue was with chaos oblits deepstriking in, and ironically Eldar Dark Reapers which sucked big time.
Kin vs. Kin... 'Reapers on the far hill vaped my first pathfinder unit, forcing me to hide the second behind the hill here, and then later push/run for the objective...
As I’ve mentioned the pathfinders basically camp on objectives, the rest of your army kill stuff, and the remains of the stuff you send out to kill left at turn 4/5 then run to contest objectives not secured by your pathfinders. If I’m facing units that will deny cover my first defense is to just reserve them and hope they come in mid to late game, and then move on the objectives which are on my side of the table. Before that happens I have to neutralize what my opponent has to deny the cover.
Second option is to push out my threat ring or bubble wrap as some guys call it. You mention podding stern guard with their special ammo. Imagine my pathfinders in cover and then two harlie squads spread out the maximum 2” all around them pushing the pod out more than 12” when it lands. Throw fortune up on both harlequin groups so when the SG come in they can’t rapid fire the pathfinders and have to shoot the fortune 5+ invul harlies. Of course even with this the harlies will perhaps take unacceptable losses so I prefer the reserves route.
This is my usual MO for drop pod marines- reserve everything and come on turn one to assault if they put the pods close enough. These are my units right after movement- the clowns right and left will run to assault the marines as the WL's take shots at the land raider. Pathfinder group one will run to the cover and group two will create cover by camping behind the WL's.
Sometimes you can pull this off, other times not so as much- comes with playing a themed army over an older codex- especially when compared to ‘wolves and BA.
Mauggy Vs. Eldrad.
From a personal perspective I love playing Maugan-Ra! Fast shot and crak shot are awesome. Watching guys who might be a little WAAC position their vehicles to get facing for the 3+ cover save, even coming over to my side of the table in their movement turn to see the facing, is a joy when Mauggy busts out no cover saves for you! Be sure to have that codex handy…
That said, Eldrad is still king! Basically this still holds true- for games less than 1500 or events where no named characters are allowed you go with the basic seer first, then Eldrad, and then Mauggy. You mention how cheap BA transports are in cost- marines get SO much on the table, they are no longer an “elite” model based army. You need that fortune to keep units alive, and guide to make sure what shots you have do hit. Harlies also really need the doom multiplier to chew through dedicated assault units, and the runes of warding are stock to shut down Grey Knight cleaning flame BS. Mauggy is the icing on the cake, we still need the cake first. I expect in the next Eldar codex to be able to take both of them with a reduction in points and increase in power. Eldard should be even more of a beast, and even now for the points he is pretty good.
That said, experiment around with the idea. In seize ground Mauggy tends to hang back shooting and then counter attack any incoming units heading towards my objectives. In capture and control he joins a harlie group and they are the delivery system to help push him across the table so he can break out and contest my opponent’s objective- although C&C is the hardest mission for a pure clown build.
Hope that helps.
I do have to also say I’ve really been pleasantly surprised from your report and a few other guys playing pure harlequins and some of the wins they have pulled off with both luck and skill- especially against some really brutal and spammy armies. Armed with a plan clowns still have some bite left in 40K, all the more so when EVERYBODY has written them off completely.
-Fritz
From the same game vs. Space Marines, Lysander has to make three armor saves from my pathfinder shooting, the dice are rolled and....


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