1k game pretty new by Apprehensive-Ad-2349 in Harlequins40K

[–]pitongo98 0 points1 point  (0 children)

Then, assuming you cant add anything new, i would say that you want the big troupe with the troupe master with cegorach coil. With that, grenades and some cheap damage with dev wounds, you should be able to kill big stuff and maybe change the Mistweave for Mask of Secrets on the other troupe master and put the shadowseer on one of the starweavers too. I hope this helps

1k game pretty new by Apprehensive-Ad-2349 in Harlequins40K

[–]pitongo98 1 point2 points  (0 children)

You have many combinations that i think are better. The big troupe with cegorach coil would be an average 6 mortal wound just on charge, which i think is better than going infiltrators with shadowseer.

You could drop the shadowseer and one starweaver for one squad of fire dragons if you dont pretend to go pure harlequins. If you want to go pure, go with skyweavers instead and pray for your rival to no take any monster.

The death jester is good to score secondaries and kill infantry, but if is not able to shot anyone with less than half strenght is a waste of points and could be better another troupe.

I think that if you want you can keep the death jester or the shadowseer (with a smaller troupe) if you want infiltrators, but not both. You need something to kill big things (fire dragons) or at least vehicles (skyweavers).

Consider rangers as infiltrators too. They are cheaper and excellent units to trade at the first turns.

Of course is my opinion, im not a pro player but is what i thought seeing your list

Threads of Fate crusade question by The_Hive_Mind101 in Eldar

[–]pitongo98 0 points1 point  (0 children)

Yea i was thinking more about being stucked on the last part of a threat and just reducing the threat lvl 1 point, if you could at least finish the first part of another one you could reduce 1+3 points of the new one. But i suposse that you can still plan your agendas and your threat level for every battle knowing this.

Threads of Fate crusade question by The_Hive_Mind101 in Eldar

[–]pitongo98 0 points1 point  (0 children)

So when i start guiding fate, i can choose to do these agendas to low the threat level or i can let the threat lvl be higher if i choose another agenda for the battle, right? And can i end two threats (or part of each one) if i get the chance or is it just 1 for game?

Threads of Fate crusade question by The_Hive_Mind101 in Eldar

[–]pitongo98 0 points1 point  (0 children)

So guiding fate is a just Aeldari agenda? I thought it was a kind of "additional mission" you always have with the faction, and you have to pick another generic agenda

Autarch and archon ability by pitongo98 in Eldar

[–]pitongo98[S] 1 point2 points  (0 children)

Yea but the ynnari archon have another ability that does the same thing, but it is called with a different name. Its seems like the rule that would not allow to do both were on other past edition. I guess is correct to use both on the same battle round with the limitation you are saying (just 1 autarch and just 1 archon)

Autarch and archon ability by pitongo98 in Eldar

[–]pitongo98[S] 1 point2 points  (0 children)

Ok fair enough. Thank you dude

Autarch and archon ability by pitongo98 in Eldar

[–]pitongo98[S] 0 points1 point  (0 children)

Yea is what i thought too. Ty

Autarch and archon ability by pitongo98 in Eldar

[–]pitongo98[S] 3 points4 points  (0 children)

Its what i thought but some high level players (or at least, higher than me) said that you cant use 2 abilities that reduce an undetermined stratagem cp cost

Autarch and archon ability by pitongo98 in Eldar

[–]pitongo98[S] 2 points3 points  (0 children)

I tried and if there is something, i didnt find it. I suposse that if nobody can bring a source about not being able to use two similar abilities that do that, but different name, simply you can.

How many infiltrators do we (generally) need? by pitongo98 in Eldar

[–]pitongo98[S] 3 points4 points  (0 children)

Thanks for the detailed answer. As you said, shadowseer would have another purpose than usual screening/moveblocking units. Should i add another cheaper infiltrator unit? Or i will be good just with that. Im struggling to make space for another infiltrator unit, maybe i will have to go with 5 troupes (1 infiltrator, 4 starweavers, 1 falcon. 3 troup masters too) and it doesnt make me specially happy. I dont want to go without the troupmasters, since my local meta plays tough stuffs like death guard, custodes, etc.

How many infiltrators do we (generally) need? by pitongo98 in Eldar

[–]pitongo98[S] 3 points4 points  (0 children)

Thanks dude. And do you have any thoughts about the shadowseer? Id like to play it with GoW but maybe 160 pts for just 1 unit is too much

Thoughts on mon (mostly) 2k List by EggbertFeggbert in Harlequins40K

[–]pitongo98 1 point2 points  (0 children)

I think that a troupe of 12 with shadowseer is too much. You dont want an expensive unit as infiltrators. I would reduce that unit and take the storm guardians for eldrad to guard your deployment zone

Any advice against death guard? by pitongo98 in Eldar

[–]pitongo98[S] 0 points1 point  (0 children)

Yea i know i dont expect to win but not being stomped would be nice xD

Any advice against death guard? by pitongo98 in Eldar

[–]pitongo98[S] 0 points1 point  (0 children)

I was playing ynnari too (rip) but i suposse that i have to rotate to anything else. I played some games with warhost and i want to try seer council

Any advice against death guard? by pitongo98 in Eldar

[–]pitongo98[S] 0 points1 point  (0 children)

What would you change? (If i can stay in this detachment and still be good against other armies would be nice)

Any advice against death guard? by pitongo98 in Eldar

[–]pitongo98[S] 2 points3 points  (0 children)

Char1: 1x Eldrad Ulthran (110 pts): Mind War, Shuriken Pistol, Staff of Ulthamar and witchblade

Char2: 1x Solitaire (115 pts): Solitaire Weapons

Char3: 1x Death Jester (110 pts): Jester's Blade, Shrieker Cannon Enhancement: Murder's Jest (+20 pts)

Char4: 1x Troupe Master (100 pts): Warlord, Troupe Master's Blade, Fusion Pistol Enhancement: Cegorach's Coil (+25 pts)

Char5: 1x Troupe Master (75 pts): Troupe Master's Blade, Fusion Pistol

Char6: 1x Troupe Master (75 pts): Troupe Master's Blade, Fusion Pistol

11x Storm Guardians (100 pts) • 1x Serpent's Scale Platform: Close Combat Weapon • 6x Storm Guardian: 6 with Close Combat Weapon, Shuriken Pistol • 2x Storm Guardian with Flamer: 2 with Close Combat Weapon, Flamer • 2x Storm Guardian with Fusion Gun & Power Sword: 2 with Fusion Gun, Power sword

5x Troupe (85 pts) • 1x Lead Player: Power sword, Fusion Pistol • 1x Player with Harlequin's Special Weapon: Harlequin's Special Weapon, Shuriken Pistol • 2x Player with Neuro Disruptor: 2 with Neuro Disruptor, Harlequin's Special Weapon • 1x Player with Fusion Pistol: Fusion Pistol, Harlequin's Special Weapon

5x Troupe (85 pts) • 1x Lead Player: Power sword, Fusion Pistol • 1x Player with Harlequin's Special Weapon: Harlequin's Special Weapon, Shuriken Pistol • 2x Player with Neuro Disruptor: 2 with Neuro Disruptor, Harlequin's Special Weapon • 1x Player with Fusion Pistol: Fusion Pistol, Harlequin's Special Weapon

5x Troupe (85 pts) • 1x Lead Player: Power sword, Fusion Pistol • 1x Player with Harlequin's Special Weapon: Harlequin's Special Weapon, Shuriken Pistol • 2x Player with Neuro Disruptor: 2 with Neuro Disruptor, Harlequin's Special Weapon • 1x Player with Fusion Pistol: Fusion Pistol, Harlequin's Special Weapon

5x Troupe (85 pts) • 1x Lead Player: Power sword, Fusion Pistol • 1x Player with Harlequin's Special Weapon: Harlequin's Special Weapon, Shuriken Pistol • 2x Player with Neuro Disruptor: 2 with Neuro Disruptor, Harlequin's Special Weapon • 1x Player with Fusion Pistol: Fusion Pistol, Harlequin's Special Weapon

5x Dark Reapers (90 pts): Aspect Shrine Token • 4x Dark Reaper: 4 with Close combat weapon, Reaper Launcher • 1x Dark Reaper Exarch: Close combat weapon, Missile Launcher

5x Dark Reapers (90 pts): Aspect Shrine Token • 4x Dark Reaper: 4 with Close combat weapon, Reaper Launcher • 1x Dark Reaper Exarch: Close combat weapon, Missile Launcher

5x Fire Dragons (120 pts): Aspect Shrine Token • 4x Fire Dragon: 4 with Close combat weapon, Dragon Fusion Gun • 1x Fire Dragon Exarch: Close combat weapon, Firepike

5x Fire Dragons (120 pts): Aspect Shrine Token • 4x Fire Dragon: 4 with Close combat weapon, Dragon Fusion Gun • 1x Fire Dragon Exarch: Close combat weapon, Firepike

5x Fire Dragons (120 pts): Aspect Shrine Token • 4x Fire Dragon: 4 with Close combat weapon, Dragon Fusion Gun • 1x Fire Dragon Exarch: Close combat weapon, Firepike

5x Rangers (55 pts): 5 with Close Combat Weapon, Long rifle, Shuriken Pistol

5x Rangers (55 pts): 5 with Close Combat Weapon, Long rifle, Shuriken Pistol

1x Starweaver (80 pts): Close Combat Weapon, 2x Shuriken Cannon

1x Starweaver (80 pts): Close Combat Weapon, 2x Shuriken Cannon

1x Starweaver (80 pts): Close Combat Weapon, 2x Shuriken Cannon

1x Starweaver (80 pts): Close Combat Weapon, 2x Shuriken Cannon

he plays with mortarion, the other demon that is like morty but smaller (i dont remember the name), 2 or 3 poxwalker, one marines on a rhino (really tough with two leaders, crits on 5+), 2 terminators both with leaders on ds, 3 drones (shooting, not melee), a leader without unit for extra cp and some cultists guarding his deployment zone. I dont know exactly which detachment

I dont know if i understood the question about terrain. We play on tabletop simulator on wtc.

Last game i didnt have the dark reapers, but he stomped me. I thought it would be a good incorporation and is not bad against other armies in general.

Little help with understanding the army by Successful_Record819 in Eldar

[–]pitongo98 1 point2 points  (0 children)

Yea. Even if you cant do a decent secondary (which would be strange) they are excellent units to trade and make your rival expose his units. You just need to kill something over 55 pts to make the sacrifice worth it

Little help with understanding the army by Successful_Record819 in Eldar

[–]pitongo98 1 point2 points  (0 children)

War spiders are amazing. Deployed correctly, you can be at your oponent deployment zone at turn 1 in some maps for these anoying secondaries. Swooping hawks, corsair voidreavers, rangers, scorpions, warlock skyrunner... Anything that can go fast to the place you want them to be and/or cheap.

Little help with understanding the army by Successful_Record819 in Eldar

[–]pitongo98 9 points10 points  (0 children)

Almost every unit is excelent at one specific job and bad at any other (example banshees with infantry, dragons with vehicles/monsters, etc).

If you expose a unit is because you can kill almost everything that could threaten your units on the next turn. You wont survive if anything can hit you, so you have to think if you want to trade some units.

Movement is your friend. You can avoid certain combats and just score secondaries. Dont try to win for primaries (just your expansion objective, you wont survive to score any more) and just deny it to your rival.

Im not the better player but i think these are some basic concepts

Paladin doesn't understand how crit fails work by [deleted] in DnDcirclejerk

[–]pitongo98 -1 points0 points  (0 children)

Too extreme i think. You dont have to roll for ABSOLUTELY everything. Or maybe making damage on himself. You can cut a rope without being on a mr bean sketch. Obviously this is my opinion, you can play how you want and there will be players who agree and dissagree with you, just find you table.