I'm one of the few Madlads building and painting Mono Quins for 10th, I will literally bet anyone real money we will get the last laugh when we get a good Quin detachment in the Codex. IT'S CANON.
@@eldenwarden9673 I'll play against guard tonight. I wanna see if I can take on 12 tank. That apart, I'm kinda testing monk harlequins this weeks. Saying glass Cannon should be enough, although I want to add that we CAN defend our units with stratagems but Gw stupid idea of starting with no command point make all this stuff very difficult
@@eldenwarden9673 played the game. I've won by concession, but my opponent still had half of his army and half of this tank. Very disappointed in skyweaver, they lost all of the 4+ anti-vehicle shots all the time
In my head canon the armories of Cegorach include more than just Voidweavers and Starweavers. One of the benefits of being folded back into Aeldari is that the wall between Craftworlds and Harlequins has been brought down. Clowns in Wave Serpents and Falcons would make for a fun hobby project, as well as new tactical options (like a boat for those max-sized units). There's also a potential addendum video to talk about Harlequins with a splash of Craftworlds (like the above).
Knowing they are not meta, and sometimes taking the victory is pretty lore accurate. Especially if luck of the dice comes into play. And this makes me, and Cegorach, smile. Being a lore fan, seeing the Shadowseer actually having some use is nice. From what I understand of her rules is she just assists with movement meaning different options for that unit, which is cool and something to be experimented with. But understand that for combat most will point at the Troupe Master and just say 'but this better' I just like that there is a place for our staff twirling friend.
Great video as usual, I'll definitely try this out as soon as I can manage it! I loved getting to hear your take on this army concept: I've found your insight is usually among the most valuable when it comes to elves, especially for someone like me who's just starting out.
Great work! The troupe have exchanged their weapons w properly boiled noodles between 9th and 10th ed. you have still managed to restore some hope in our favourite but. somewhat less murderous clowns
@@WBConcilio true - it is also a bit difficult to adapt to the new style of loadout of the Troupes. I fear it will change again w new codex. For instance, should I clip off all swords and add all the Fusion pistols I can at this point? Thoughts?
Loving this. Just starting out despite having played when tyranids were a new race. Always like quins so going to build a mostly quins list as a way to play the game with my son
The only true complaint I have about Harlequins in 10th is that Masters & Shadowseers have so underpowered profiles. They might still be good for their points, but it absolutely doesn't feel like a Harlequin statline. Capped at 1D AP-2. I figure that changes once they get their own detachment, but looking at a Troupe Master is just sad.
I was close to putting Eldrad in for those extra 3 dice but I’m glad I watched this video. Going to keep with mono clowns and make some changes to the list based on your thoughts
Great video ! And great positive take on my favorite faction by far. Small question on the list : did you consider / try removing 1 troupe from either the 12 or the 6 elf squads to add the "Reader of the Runes" enhancement on the Shadowseer ? With the Fate Dice nerf, I don't want to reroll my Fate Dice at the start as I don't want to loose one, so having the possibility to reroll a couple of them during the game feels tempting... Added bonus : it makes the list a nice, even 2000 points ...
Two of my friends run Craftworlders and Drukari. I tend to play slower, tankier armies like Marines, Death Guard, and Votann. Think this might be the avenue I follow to get a taste of speed on the tabletop.
Great video! I really enjoy to play my quins, although I tend to bring more craftworlds in 10th. What drives me crazy is, that they could make them competitive really easy by giving them oc2 and dmg2 weapons. Maybe only if TM is your warlord to not buff craftworlds.
Yeah, I actually wonder if what happened is that I'm the original unreleased rules, devastating wounds triggered on MODIFIED dice rolls, so with a troupe master, 1/3 of their hits were mortals- so they were given OC1 as a balancing mechanic, but the Devestating Wounds was OP in play testing so they changed it you modified 6s at the last minute and kind of forgot about how that would affect harlequins
Maybe, but in that case they could have easily fixed that in BDS. I personally think we pay for the great 9th rules + the fact you cannot earn much money with quins.
@@johndoes977 yeah, I think they try for a policy of lightest touch after release and so underperforming units don't get fixed for factions with decent win rates
11:01 No, the clowns had a 5++ in the 4th edition Since Eldar had this codex for 11 years or so, the 4++ surprised me a lot. And when Harlequin had their first own codex, I think it would have been a 5++. But I'm not so sure about that. But in the 4th, I successfully brought Eldar to the podium at tournaments, especially with hyperagressive Harlekin.
Fun Fact; Harlequins began in first edition, not second. Therein, they went through several evolutions. Once 2nd came out, I left GW and stopped playing, but I still have all my lead space clowns.
@@WBConcilio They had an actual Codex? I've clearly missed out. Starting up again after a 3 decade break. Maybe I'll repaint all this old lead. And find this quins codex.
this is perfect as last week i had this random impulsive desire to start a harlequin army (never played aeldari before). Got about 1000 points of void weavers, troupes, deathjester, sky weavers atm but curious what else to get as tbh i dont really want 2k points of spamming troupes voidweavers and skyweavers, id like something like an avatar or yncarne perhaps to take some aggro off the clowns in battle
I always views harlequins as being up there with custodies in meta power and the numbers that they bring to a battle. Granted I do not know much of the lore for them seeing them get some more love ( Eldar need more ) would be awesome.
what would you recommend for 1000 point armies or 1500 points armies ? would you recommend using fate dice on 6 on the death jester to auto wound? who would you use blamestorm on or just not worry about
I think the voidweaver should be compared to a unit of windriders that can take a prism cannon which is comparable to one bright lance IMO, and better toughness. I don't really know what windriders roll is tactically though.
Very helpful, I have resisted using my craftworld eldar cos they make me feel dirty with how nasty thy are, but will have to take my clowns out for a little spin I feel, far more sporting 😂.
Sorry. I think it has something to do with a software update to my editing program and the difference in volume between the intro clip of the die rolling and the rest. I am working on it.
Great video. Genuine question but why do your lead players in your troupe have shurikan pistols and aren’t carrying fusion pistols? Is there a tactical reason for that I’m missing or is it just sub optimal? Great video. Just getting back into the game and painting some clowns
Games workshop released a video for it, but it's basically a guy with the steadiness of hand equal to a machine and he just freehands the entire thing and it's actually pretty ridiculous.
What units would you think fit thematically and mechanically with Harlequins in a not-so-purist list? Like say maybe allow closed-top vehicles, Anhrathe, Rangers, Illic, Yvraine? Just kept thinking that big Troupe unit could benefit from taking a Wave Serpent.
Do you think after nerfs and costs increases Yncarne is still worth taking with mono-clowns and if so, where to save points for him? As some trash units as small troupes or boats are needed to keep to die first, but with extra 350p there are some tough choices. I'm thinking about maybe something like that, 1990p: Yncarne, Solitaire, DJ with FM, 2x TM, 4x 5man Troupe, 2x boats, 2x4 + 1x2 bikes, 3x voids
Solitaire, Death Jester with FM, Troop Master, lots of Sky Weavers but I would mix in some Shiriken Cannons too as there will be fewer vehicles. At least one Voidweaver
I took Clowns to an RTT before the dataslate, beat Grey Knights and Space Wolves (this is not high praise) and got absolutely murdered by two Rogal Dorn. The rest of the Guard list might as well not been there.
Yeah charing with a trupe lead by a master into just 10 orc boyz lets you kill 3 and die on back swing. Big guns can not even trade, with 8 dmg cap there is 0% chance to take down any tank, but you're almost guaranted to be blasted with lol 6T 6W by a single tank round. I don't even now how many turns of shooting does harlequins need to kill a 18W demon with 4++sv. They are just awful, so many bad matchups :(
Not quite sure where this math is coming from. With a big troupe of harlequins lead by a troupe master, you wipe the squad. If you have a small troupe with a troupe master and a lead player and throw a grenade first, the grenade and the three fusion pistols with a reroll kill 5 Boyz on average, then you charge with 20 attacks hitting on threes with a reroll, wounding on 4s because+1 to wound, 5 which go through the armor completely- the rest leave the Orks with 6up saves. Then you also have the Troupe Master's attacks, which hit on 2s, wound on 4s, and go through the armor entirely. With average dice, you wipe the squad even with the smaller unit as long as you throw the grenade. If the orks have called the Waaaagh, they have a 5up invuln, but I did not even account for Devestating Wounds in the math I just did. In a "Called the Waaaagh" turn, they might have like 2 Boyz left
@@WBConcilio just personal expirence. must have been just a 5 players unit then i guess. but point is, that even vs low sv, 1W target (the target they can do the most) they are underperforming. just run the math vs custodes, it is just impossible to kill them. plus strike first...
@@kapsssel like I said in the video, if you try to run clowns like pure 9th edition melee monsters, they underperform, but if you set up the charge such that you can use your pistols and grenade strat and take into account +1 to wound in melee and dev wounds, even 5 players and a troupe master will wipe a squad of 10 Boyz. You are right about Custodes though. Players don't want to charge anything that fights first or anything with a bunch of torrent weapons and the CP to trigger overwatch
@@WBConcilio it's just that killing 'easy' target requires setup, numbers advantage and additional resources in form of CP. Then, if killing 'hard' targets is impossible, I would refrain from calling it a trading unit. GW did them dirty. d3 dmg to 1 dmg. -3 ap to -1 ap. And this is the result.
as far as i know clowns on parades have puppets balloons and so much more. going back in 40k they should have an independent feel. with their own mecha walkers and knights that have quad feets just like back in the day eldar. cogarath should ave its own model. and ill e happy if the put in 8mm game to save space.
I'm one of the few Madlads building and painting Mono Quins for 10th, I will literally bet anyone real money we will get the last laugh when we get a good Quin detachment in the Codex. IT'S CANON.
it is written, clowns will always be the strongest thing in the eldar codexes
Of course it will be like you said, but you forgot to mention when gw will nerf the sh1t of the quins one month later
How are you finding mono harlequins in 10th? Is it fun to play?
@@eldenwarden9673 I'll play against guard tonight. I wanna see if I can take on 12 tank.
That apart, I'm kinda testing monk harlequins this weeks.
Saying glass Cannon should be enough, although I want to add that we CAN defend our units with stratagems but Gw stupid idea of starting with no command point make all this stuff very difficult
@@eldenwarden9673 played the game.
I've won by concession, but my opponent still had half of his army and half of this tank.
Very disappointed in skyweaver, they lost all of the 4+ anti-vehicle shots all the time
Nice! Back with the Quins I love it!
In my head canon the armories of Cegorach include more than just Voidweavers and Starweavers. One of the benefits of being folded back into Aeldari is that the wall between Craftworlds and Harlequins has been brought down. Clowns in Wave Serpents and Falcons would make for a fun hobby project, as well as new tactical options (like a boat for those max-sized units).
There's also a potential addendum video to talk about Harlequins with a splash of Craftworlds (like the above).
Knowing they are not meta, and sometimes taking the victory is pretty lore accurate. Especially if luck of the dice comes into play.
And this makes me, and Cegorach, smile.
Being a lore fan, seeing the Shadowseer actually having some use is nice. From what I understand of her rules is she just assists with movement meaning different options for that unit, which is cool and something to be experimented with. But understand that for combat most will point at the Troupe Master and just say 'but this better' I just like that there is a place for our staff twirling friend.
Great video as usual, I'll definitely try this out as soon as I can manage it!
I loved getting to hear your take on this army concept: I've found your insight is usually among the most valuable when it comes to elves, especially for someone like me who's just starting out.
Thank you for saying so!!
Awesome video! You really made Mono Harlequins an attractive choice!
Great work! The troupe have exchanged their weapons w properly boiled noodles between 9th and 10th ed. you have still managed to restore some hope in our favourite but. somewhat less murderous clowns
I really hope there is a detachment coming that sorts the Troupe out
@@WBConcilio true - it is also a bit difficult to adapt to the new style of loadout of the Troupes. I fear it will change again w new codex. For instance, should I clip off all swords and add all the Fusion pistols I can at this point? Thoughts?
Loving this. Just starting out despite having played when tyranids were a new race. Always like quins so going to build a mostly quins list as a way to play the game with my son
The only true complaint I have about Harlequins in 10th is that Masters & Shadowseers have so underpowered profiles. They might still be good for their points, but it absolutely doesn't feel like a Harlequin statline. Capped at 1D AP-2. I figure that changes once they get their own detachment, but looking at a Troupe Master is just sad.
Agreed - but in truth there is not really any Troupe Master model. Lets hope we get a model w reasonable rules
bruh thank you so much. Trying to figure out how to play this game with my favorite army!
This reminds me I REALLY need to take the time to assemble and paint the Death Jester and the Solitaire I bought 6 months ago. 😂
Do it!!!
Very helpful as I just started collecting harlequins bc those models are fking cool and i want to play the clowns
I had recently just jumped back into the hobbie with dark eldar but i gotta say youre very convincing! Makes me wanna just play clowns instead.
I was close to putting Eldrad in for those extra 3 dice but I’m glad I watched this video. Going to keep with mono clowns and make some changes to the list based on your thoughts
I might need to finish building my Harlequins…
@@lionman8295 definitely
Great video ! And great positive take on my favorite faction by far.
Small question on the list : did you consider / try removing 1 troupe from either the 12 or the 6 elf squads to add the "Reader of the Runes" enhancement on the Shadowseer ? With the Fate Dice nerf, I don't want to reroll my Fate Dice at the start as I don't want to loose one, so having the possibility to reroll a couple of them during the game feels tempting...
Added bonus : it makes the list a nice, even 2000 points ...
Horse Dentist Meme. Love it
Two of my friends run Craftworlders and Drukari. I tend to play slower, tankier armies like Marines, Death Guard, and Votann. Think this might be the avenue I follow to get a taste of speed on the tabletop.
@@nimfadoro1169 oh wow- yeah, Harlequins play VERY differently from those others you are accustomed to, which could be fun
Great video! I really enjoy to play my quins, although I tend to bring more craftworlds in 10th. What drives me crazy is, that they could make them competitive really easy by giving them oc2 and dmg2 weapons. Maybe only if TM is your warlord to not buff craftworlds.
Yeah, I actually wonder if what happened is that I'm the original unreleased rules, devastating wounds triggered on MODIFIED dice rolls, so with a troupe master, 1/3 of their hits were mortals- so they were given OC1 as a balancing mechanic, but the Devestating Wounds was OP in play testing so they changed it you modified 6s at the last minute and kind of forgot about how that would affect harlequins
Maybe, but in that case they could have easily fixed that in BDS. I personally think we pay for the great 9th rules + the fact you cannot earn much money with quins.
@@johndoes977 yeah, I think they try for a policy of lightest touch after release and so underperforming units don't get fixed for factions with decent win rates
11:01
No, the clowns had a 5++ in the 4th edition
Since Eldar had this codex for 11 years or so, the 4++ surprised me a lot. And when Harlequin had their first own codex, I think it would have been a 5++. But I'm not so sure about that.
But in the 4th, I successfully brought Eldar to the podium at tournaments, especially with hyperagressive Harlekin.
It was definitely 4++ in 8th and 9th until a dataslate nerfed them for a few months at the end of the edition. But I totally believe you
@@WBConcilio if im not mistaken I think it was a 4+ in 3rd aswell
Great video, love grenades strat, keep forgetting to use it
I've really come around to it in a big way
Algorithm boost - love the aesthetics of quins and tempted by this for my next army
Fun Fact; Harlequins began in first edition, not second. Therein, they went through several evolutions. Once 2nd came out, I left GW and stopped playing, but I still have all my lead space clowns.
I am aware, but the first Eldar codex came out in second edition and harlequins were part of that big tent
@@WBConcilio They had an actual Codex? I've clearly missed out. Starting up again after a 3 decade break. Maybe I'll repaint all this old lead. And find this quins codex.
Codex Found! I am home. ;)
It remains my favorite Eldar codex@@abcdodd
this is perfect as last week i had this random impulsive desire to start a harlequin army (never played aeldari before). Got about 1000 points of void weavers, troupes, deathjester, sky weavers atm but curious what else to get as tbh i dont really want 2k points of spamming troupes voidweavers and skyweavers, id like something like an avatar or yncarne perhaps to take some aggro off the clowns in battle
Both Avatars are fabulous picks, but you probably need a Farseer too if you choose Khaine.
SAME - i didnt get as much tho, so far im at like 300 points
Thanks for this. I have been wanting to get my clowns back on the table.
My pleasure
Time to clown around with our clown elves!
I always views harlequins as being up there with custodies in meta power and the numbers that they bring to a battle. Granted I do not know much of the lore for them seeing them get some more love ( Eldar need more ) would be awesome.
So far, they have not done well in 10th.
A video on the revenant would be nice
what would you recommend for 1000 point armies or 1500 points armies ? would you recommend using fate dice on 6 on the death jester to auto wound? who would you use blamestorm on or just not worry about
"Harlequins aren't a standalone military force" *stares directly at Agents of the Imperium*
I think the voidweaver should be compared to a unit of windriders that can take a prism cannon which is comparable to one bright lance IMO, and better toughness. I don't really know what windriders roll is tactically though.
Very helpful, I have resisted using my craftworld eldar cos they make me feel dirty with how nasty thy are, but will have to take my clowns out for a little spin I feel, far more sporting 😂.
Thx for the excellent insight again!
But the low audio issue still remains... Is it just me or ...?
Sorry. I think it has something to do with a software update to my editing program and the difference in volume between the intro clip of the die rolling and the rest. I am working on it.
@@WBConcilio thx Farseer.
Hi, is it possible to put the Sample list in the Description. For some reasons it's not there :O
Great video. Genuine question but why do your lead players in your troupe have shurikan pistols and aren’t carrying fusion pistols? Is there a tactical reason for that I’m missing or is it just sub optimal?
Great video. Just getting back into the game and painting some clowns
Man those quins are so nice, are there any painting tutorials around for them?
Games workshop released a video for it, but it's basically a guy with the steadiness of hand equal to a machine and he just freehands the entire thing and it's actually pretty ridiculous.
What units would you think fit thematically and mechanically with Harlequins in a not-so-purist list? Like say maybe allow closed-top vehicles, Anhrathe, Rangers, Illic, Yvraine? Just kept thinking that big Troupe unit could benefit from taking a Wave Serpent.
I mean, honestly you can make a case for ANYTHING
the yncarne modeled with clown gear to act as an avatar of cegorach
Is there some nice discord / places to discuss aeldari strategy?
Do you think after nerfs and costs increases Yncarne is still worth taking with mono-clowns and if so, where to save points for him? As some trash units as small troupes or boats are needed to keep to die first, but with extra 350p there are some tough choices. I'm thinking about maybe something like that,
1990p: Yncarne, Solitaire, DJ with FM, 2x TM, 4x 5man Troupe, 2x boats, 2x4 + 1x2 bikes, 3x voids
I think the Yncarne is still good- and there are some GT lists that support this. I think your list is solid
You just described my club 😅
Hahaha- well, for what it's worth, I am jealous
How would you build monoquin for 1k games?
Solitaire, Death Jester with FM, Troop Master, lots of Sky Weavers but I would mix in some Shiriken Cannons too as there will be fewer vehicles. At least one Voidweaver
you can use enhancements from the aeldari detachment, like fates messenger and phoenix gems, even in a mono harly detachment with the new harly index?
I have not heard about a new Harley index, but yes unless they revise the current wording, it would still work for mono clowns
@@WBConcilioim a new players and also a dummy. what i was reading about a new index was just a popular home brew :[
@@robinbanks7263 np problem at all 🤣
Busy horse dentists? That's an oddly specific audience to cater to, but...👍
Neuro Disruptors love bladestorm
Hey man could you tell me what i should brew for a 1k point harlequin army. Thanks man
Mb I realized you already answered this but I would like to know is this list good? Should I change anything?
Ale (1000 points)
Aeldari
Incursion (1000 points)
Battle Host
CHARACTERS
Death Jester (105 points)
• 1x Jester’s blade
1x Shrieker cannon
• Enhancement: Fate’s Messenger
Solitaire (115 points)
• 1x Solitaire weapons
Troupe Master (70 points)
• Warlord
• 1x Fusion pistol
1x Troupe Master’s blade
• Enhancement: The Weeping Stones
Troupe Master (55 points)
• 1x Fusion pistol
1x Troupe Master’s blade
BATTLELINE
Troupe (90 points)
• 1x Lead Player
• 1x Aeldari power sword
1x Fusion pistol
• 5x Player
• 1x Fusion pistol
1x Harlequin’s blade
4x Harlequin’s special weapon
4x Shuriken pistol
Troupe (75 points)
• 1x Lead Player
• 1x Aeldari power sword
1x Fusion pistol
• 4x Player
• 1x Fusion pistol
4x Harlequin’s special weapon
3x Shuriken pistol
DEDICATED TRANSPORTS
Starweaver (80 points)
• 1x Close combat weapon
2x Shuriken cannon
OTHER DATASHEETS
Skyweavers (190 points)
• 4x Skyweaver
• 4x Close combat weapon
4x Skyweaver haywire cannon
4x Star bolas
Skyweavers (95 points)
• 2x Skyweaver
• 2x Close combat weapon
2x Skyweaver haywire cannon
2x Star bolas
Voidweaver (125 points)
• 1x Close combat weapon
1x Prismatic cannon
2x Shuriken cannon
Exported with App Version: v1.12.0 (40), Data Version: v357
My main issue with the shadowseer is the inability to use her advance and charge out of a transport.
Harlequin jet bikes....windriders. good....
Old school still rules.
I like harlequins but if i ever buy and play it, i just couldnt go full harlequins because of the lack of variety in units
All this time I thought MSU was multiple small units 🤣
Hahaha
I took Clowns to an RTT before the dataslate, beat Grey Knights and Space Wolves (this is not high praise) and got absolutely murdered by two Rogal Dorn. The rest of the Guard list might as well not been there.
What’s does quit sodic mean
Quixotic is a reference to Don Quixote, and means really unrealistic and impractical
Yeah charing with a trupe lead by a master into just 10 orc boyz lets you kill 3 and die on back swing. Big guns can not even trade, with 8 dmg cap there is 0% chance to take down any tank, but you're almost guaranted to be blasted with lol 6T 6W by a single tank round. I don't even now how many turns of shooting does harlequins need to kill a 18W demon with 4++sv. They are just awful, so many bad matchups :(
Not quite sure where this math is coming from. With a big troupe of harlequins lead by a troupe master, you wipe the squad. If you have a small troupe with a troupe master and a lead player and throw a grenade first, the grenade and the three fusion pistols with a reroll kill 5 Boyz on average, then you charge with 20 attacks hitting on threes with a reroll, wounding on 4s because+1 to wound, 5 which go through the armor completely- the rest leave the Orks with 6up saves. Then you also have the Troupe Master's attacks, which hit on 2s, wound on 4s, and go through the armor entirely. With average dice, you wipe the squad even with the smaller unit as long as you throw the grenade. If the orks have called the Waaaagh, they have a 5up invuln, but I did not even account for Devestating Wounds in the math I just did. In a "Called the Waaaagh" turn, they might have like 2 Boyz left
@@WBConcilio just personal expirence. must have been just a 5 players unit then i guess. but point is, that even vs low sv, 1W target (the target they can do the most) they are underperforming. just run the math vs custodes, it is just impossible to kill them. plus strike first...
@@kapsssel like I said in the video, if you try to run clowns like pure 9th edition melee monsters, they underperform, but if you set up the charge such that you can use your pistols and grenade strat and take into account +1 to wound in melee and dev wounds, even 5 players and a troupe master will wipe a squad of 10 Boyz.
You are right about Custodes though. Players don't want to charge anything that fights first or anything with a bunch of torrent weapons and the CP to trigger overwatch
@@WBConcilio it's just that killing 'easy' target requires setup, numbers advantage and additional resources in form of CP. Then, if killing 'hard' targets is impossible, I would refrain from calling it a trading unit.
GW did them dirty. d3 dmg to 1 dmg. -3 ap to -1 ap. And this is the result.
Algorithm!
as far as i know clowns on parades have puppets balloons and so much more. going back in 40k they should have an independent feel. with their own mecha walkers and knights that have quad feets just like back in the day eldar. cogarath should ave its own model. and ill e happy if the put in 8mm game to save space.