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Psychic Awakening Harlequin Review

Welcome back to another Harlequins article by Cameron Piniero, aka Sexy Mexi- guest writer on Art of War! We’ve recently been blessed with a significant update via the recent White Dwarf giving Harlequins a much-needed boost to their playstyles and choices! While not a full book like Blood of the Phoenix, I’d argue that this is one of the best Psychic Awakenings that the Aeldari faction has received. With five pages of new rules compared to the original 20 pages of actual rules in the codex, we’ve effectively received a 25% increase in options, most of which are absolutely amazing.

In this article, I’ll be covering all three of the major updates: Pivotal Roles, Stratagems, and Enigmas. I’ll cover the basics of the rules, applications in-game, and its competitive value. Finally, I’ll give y’all some quick list ideas and concepts to work with in your games. Let’s dive right in with our newest update to make our characters incredible.

Pivotal Roles

 Similar to how Eldar Exarchs were given flavorful options to improve themselves or their units, the four Harlequin characters each have three new Pivotal Roles they can play in game, either enhancing their effectiveness or further bolstering the rest of the army. These range from mediocre to downright game-changing for the faction. 

Before we cover them in-depth, there are two things to note about Pivotal Roles – roles must be chosen on your army roster (i.e., set for an event) in place of your normal ability and roles must be unique across characters. Alongside these restrictions, we have a new 1 point stratagem, Pivotal Role, that allows a character to keep their original ability and gain one of the new Roles. This stratagem can be used any number of times, allowing you to spend up to 4 cp to have all of your characters updated with a new ability.

Without further ado, let’s review our Heroes!

Credit to Hope River Valley Blog

Troupe Master

Instead of taking Choreographer of War (6” aura of rerolling wounds in melee), you can choose one of the following:

Of the three Roles, Twilight stands out the most, but I can see a considerable case for Darkness if you can make a charge into multiple enemy characters. Throwing four of your attacks into one character you want to kill and one into another just to get two extra mortals seems solid.

I’ll also say that the Master desperately wants to keep his Choreographer ability, so make sure to budget a CP for them if you go this route.

Credit to Games Wrokshop

Death Jester

Instead of taking Death is Not Enough (choose the first enemy model that flees from a unit), you can choose one of the following:

Overall, the Jester being able to pin units takes them from zero to hero. I was already including one to use Heroes’ Path, but now he contributes to the army so much more with Humbling Cruelty. I can see a case for Jest Inescapable and Harvester, but they pall in comparison. Also, it’s not worth keeping Death is Not Enough; save your 1 CP for something else.

Credit to Games Workshop

Solitaire

Instead of taking Blitz (once per game, add 2d6” to movement and get +2 attacks), you can choose one of the following:

The best assassin in the game gets better with a natural -1 to hit. Spend the CP to get Acrobatics, but always keep Blitz. The fact that you get +2 attacks is impressive, and adding 2d6” to your movement for the turn is fantastic.

Shadowseer

Instead of taking Shield from Harm (6” aura of -1 to wound for infantry), you can choose one of the following:

Shadowseer. Make him your Warlord. Keep Shield and buy Veil. He is a lynchpin for your army.

Credit to Games Workshop

Stratagems

We’ve already covered Pivotal Role, but these new strats are downright amazing and even more tricky than what we have in the codex!

With ITC going to deploy first/go first, redeployment strats like Phantasm haven’t been as useful. However, being able to move things into reserve is nice, and there are a few niche situations where you can still leverage this strat. Ideally, you wouldn’t make a mistake in deployment, but this is in your back pocket now.

Super cool and significantly turns up your damage output. Note that you can’t trigger this off of War Dancers (fight again), as you’ll have already fought once this turn. This works well with Skyweavers (damage 3 now), Kisses (d3 +1), Caresses (damage 2), and the Rose (damage 4 vs infantry). Quite useful overall.

Holy. The standout stratagem in my mind, as any Harlequins unit can use it. This stratagem was already fantastic on Seer Council, but it is taken to the next level with Harlequins. Skyweavers that can bounce in and out of combat without taking damage is insane. If you really wanted to, you could also combo this with War Dancers – declare a charge against two units that are within 12” of one model in your unit, make the charge against unit A, fight, use The Curtain Falls to move 16” away, outside of 1” from unit B, use fight again to pile in 3”, fight. Then, instead of consolidating (as this lasts the phase), move 16” away behind line of sight blocking terrain or in a better vantage point. The applications here are endless.

Note: this stratagem prevents you from advancing, but you use your movement characteristic. If you have your Solitaire Blitz, he adds 2d6” to his movement until the end of the turn. We’re back to index Ynnari Soulburst days where he’ll move 19” on average, charge, fight (and likely kill a unit/character(s)), and then use The Curtain Falls to move his 19” again, either behind terrain or behind screens to be safe. His assassination role has never been stronger with this strat.

This is absolutely amazing and potentially better than other strats that keep your opponent locked in combat. First off, Troupes were already in a decent spot, but this makes them steal the cake. If you have even a single harlequin in base contact with an enemy model that falls back, if they don’t move >7” away, you can spend 1 CP and lock them back in combat with you, regardless of Fly or any other special rule they might have. When you have access to a Jester that is pinning a unit, they will need a minimum move of 10” to get away from a Troupe – and that’s assuming you only have one model that was barely in base to base. If you can get your Troupe surrounding or close to the middle of a unit, it’s very hard to effectively and safely escape from them consolidating in. As Harlequins are now CP hungry, you’ll likely want a battalion anyway. Take a few troupes to use this stratagem effectively.

How I have longed for this stratagem. All three Weavers can be -1 to wound as well. Fantastic for turn one when things are still near your Shadowseer. After coupling with their innate -1 to hit, now bolters are wounding Skyweavers on 5’s and Starweavers on 6’s. Thunderhammers are only wounding on 3’s. The applications with this (and that you took Veil of Illusion as well) make your units unparalleled in being -1 to hit, -1 to wound, and 6” further away from shooting. Beyond amazing and seriously increases the durability of your key units. Plan to use this at least twice a game, if not more.

A slight variation on the Expert Crafters/Master Artisans traits, you get one reroll to hit or wound. Being able to use this on any Aeldari makes a mixed army more appealing and can help shore up some key characters. Ideally, I would use this on a unit that typically can’t get rerolls. A Death Jester appreciates this for his Shrieker shot to ensure it hits. Illic Nightspear with his BS 2+, wounds on a 2+ sniper would also appreciate this strat if you took him. Any of the Phoenix Lords or even the Avatars enjoy rerolls. If you plan on using a character or weapon that would like to reroll even one time during the game, this stratagem is worth it.

While it can’t be used with the Midnight Sorrow fight on death strat, spending 1 CP to give a unit D3 mortal wounds is fantastic. Great for if you didn’t finish a character that can swing back and kill you, and everyone likes more mortal wounds! It also makes it less enticing to take Midnight Sorrow as a Masque because D3 mortal wounds is usually enough to finish off whatever killed your Solitaire in combat.

1 CP to give a unit Swooping Hawk wings. Nifty trick and useful to shunt some infantry around the table. Save a CP for turn 5 to ensure that your remaining infantry unit stays alive and likely steals a faraway objective that was unguarded.

Wow. Overall, these all add so much to the army. I am going to repeat myself from the last article, though, especially now that these stratagems are out. “One final note on stratagems – be a good opponent. Not a lot of people have played against Harlequins. Very few know what they do as an army (breaking the game).” 

Enigmas

Let’s shift gears now and talk about Relics and some more esoteric combos in the army. 

Not a bad relic as it’s basically better combat drugs from Dark Eldar, but I wouldn’t take it as one of my three.

Use it as a get out of jail free card or do some wonky maneuvering. It has some gimmicky applications, but there are other relics to choose over this in my mind.

Getting a free save each turn is fantastic. As your characters are generally well protected either because of auras or unable to be seen/attacked, this relic isn’t as good. I’d opt for more damage output, but there’s a definite case to be made for taking this if you need to tank some damage.

A Master already has 5 attacks. This slowly improves him to have 6 – 11 attacks (not counting any bonuses from Frozen Stars or stratagems). Couple this with either wounding on a 2+ or two extra mortal wounds, and you can make an effective blender of a character. I’d put this as the fourth-best relic – situational if you need a second assassin.

Same rules as a normal Jester, but gains 12” range, ap-3 always, and 3 damage with the one shot profile. This is a fantastic gun to take, especially since you can shoot characters with your Jester. Couple this with Dreaming Shadow to make each hit two (three hits on a 6+), and you can really threaten some characters. I rate this highly for the threat, but really the extra 12” range makes Humbling Cruelty Role that much better. Worth taking occasionally. I’d opt for this or the Starmist Raiment as my third relic in an army.

The relic that you should always take, tied with the Rose on your Solitaire. I’ve already talked about how good both auras a Shadowseer has now – making them go from 6” to 9” is fantastic. You can stretch out more and support more of the table with this relic. Making your Smite and Shards of Light powers go from 18” to 21” is also great – you have a minimum 30” threat range for mortal wound powers when you advance. But this also allows Twilight Pathways (move again) go from 3” to 6” – literally doubling the range. This translates into a more significant threat projection for Skyweavers, Troupes, Solitaire, or anything else that needs to rush across the table. With Fog of the Mind allowing for bikes to be -1, I was already considering Silent Shroud for their +3” range relic. This does that and adds your psychic range, plus isn’t Masque specific. I highly recommend that everyone takes this relic.

Overall, these are supreme Relics. In order, I would take both the Shadowstone and the Rose as my free and 1 CP relic. If needed, I would opt for the Lament on a Jester (likely with Mythic Role to ensure he hits) or Starmist Raiment if you need another source of ignoring overwatch. Finally, Twilight Fang could be a third flex relic if you must – I find the Troupe Master wants to be with units for his Choreographer aura and doesn’t move nearly as fast as the Solitaire for assassin work.

Competitive Ideas

Hopefully, this has given you some good insight into the new Harlequin rules. I feel that this pushes the faction up significantly, with the Characters and Skyweavers being the standout winners. Despite this update, I don’t think Harlequins are competitive as a monofaction. They are definitely a fantastic ally to Eldar and potentially to Coven heavy Dark Eldar. I’d rate them as better than Dark Eldar at this point to ally with Eldar and likely will shape lists with that in mind.

 As mentioned, this army is CP heavy now. I’m spending between 3 – 6 CP just for extra Roles and Relics pregame, before even using any Webway stratagems. As such, plan to take minimum of two battalions to get full use of units in your army. I’ll leave y’all with a taste of what I’m planning:

Frozen Stars Battalion

Shadowseer – Warlord, Shadowstone; Shield & Veil

Troupe Master – Kiss; Choreographer

3×5 Troupes – 3 Kisses, 2 Blades each

Solitaire – Rose; Blitz & Acrobatic

Death Jester – Humbling Cruelty

2×6 Skyweavers – Haywire, Glaives

3 Starweavers

Eldar Battalion

Farseer Skyrunner

Warlock

3×8 Storm Guardians

3x Nightspinners

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