Tuesday, February 24, 2015

New 7th Edition Harlequins Codex Review - Part 1 of 4 - Overview

Firstly, let me apologise for the lack of Necron codex review. Not having played Necrons I feel that I'd struggle to write the reviews and they'd probably take me a long time. I'm trying to focus more on my hobby stuff at the moment so blogging is taking a back seat for a change. Usually it's blogging that stops me hobbying so I think it makes sense to have it the other way around. Matt is more familiar with Necrons but also lacks the time at the moment for a review. Perhaps in future he'll find the time.

All that being said, I picked up the Harlequins book yesterday as I figured they'd make a great companions for my Dark Eldar and they have some beautiful new models. Some of which are a little to similar to the old ones for my liking but that's a debate for another day. Anyway, since the new book is a pretty short one I thought it wouldn't be too much hassle to write a review and it'd help me decide what, if anything, I want to buy to run with my DE.

First Impressions
The book is stunning. There's tons of artwork that I haven't seen before and all in lavish full colour. I think the fact that they've made it 96 pages means they've needed to find something to fill what would normally be taken up by numerous datasheets at the back. The solution seems to be a mixture of jaw-dropping artwork and multiple formations. It feels like a cross between a full codex and a supplement really. There's the formations you'd expect from a supplement but the new units that you wouldn't normally find in one. Clearly GW is branding it as a new codex but it's not quite bulky enough to really be one. I suppose it's got significantly more options than the Imperial Knights book though.

They seem to have gone down the line of buffing the rules to make the models sell. There's some very good stuff in this book. The general feel is more like Dark Eldar than Craftworld Eldar with AV10 vehicles and flimsy units. That being said there's a decent mix of units in here that tie in quite well with both of their Eldar brethren.

The codex also details the levels of alliance for Harlequins which, as you'd expect, has them as Battle Brothers with DE and Eldar. Curiously they're Convenience with both Tau and the Imperium and Desperate with Orks. Everything else is Come the Apocalypse.

Harlequin Masque Detachment
I was initially confused as to why people were saying you could only use this detachment if you wanted to field Harlequins. That's until I realised that there are no HQs in this book which means you can't meet the compulsory requirements for a CAD or Allied Detachment. That's a bit of a shame but I can understand the logic. Even so, there are plenty of formations that you could add to an army (such as your Blog Wars army).

The detachment is a strange one. You must have 3 Troops, 2 Fast and 1 Heavy and have the option for a further 7 Elites. That's not so restrictive in a GW style army with several detachments but in tournament play it might be difficult to field them. It's actually going to be pretty hard to find enough stuff to run them as a standalone army at 1,750pts or above. That means it's likely that they'll be seen alongside DE or Eldar.

Anyway, the detachment gives you a re-roll to your trait (only on the codex traits and only for Troupe Masters) and, more importantly, the Rising Crescendo special rule. This allows models with Fleet to both Run and Charge. That's a big deal. It's bringing things back to 5th edition and making me wish they'd given this to wyches. It's not unreasonable to be getting second turn charges or even first turn if your opponent goes before you. Remember Fleet allows you to re-roll both run and charge range dice so you've got a good chance of covering some serious ground.

Warlord Traits
Unlike other armies the Harlequins can choose from three different trait tables. These are Light , Twilight and Dark. The first three traits are the same on each table with re-rolls of 1s To Hit and saving throws, a 4++ save for your warlord and an extra inch on every move they make e.g. run, charge and consolidate. The last one is awesome as, over the course of the game, this can make a massive difference. How often have you failed a charge by an inch or not quite made it into cover?

Here's a quick summary of the rest.

Light
4 - add 4 to Seize which makes it a 2+! That's awesome. Let your opponent go first and watch them squirm trying to decide if they should gamble or not.
5 - allows some units to Deep Strike, Infiltrate or Scout - again good for covering the ground with your paper units.
6 - redeploy or reserve D3 units - also good for making it difficult for your opponent.

Twilight 
4 - add or subtract 2 from variable game length - again awesome. How often do you really want a turn 6 or really hope it stops at 5?
5 - Instant Death on 6s - great when combined with a Kiss for 5+ but obviously a little situational.
6 - single 24" move for warlord and his unit - good for grabbing objectives, particularly in Maelstrom games. That or repositioning if you find yourself out of the fight.

Dark 
4 - not great as most of your opponents will ignore Fear anyway.
5 - warlord and his unit play an extra turn - slightly situational but could prove awesome and game winning.
6 - like Lukas' Last Laugh ability. Can be devastating if it's an awesome character you remove but not as great if it's just a guardsman.

Tricky to call as there are some great traits in here but I think Light is probably the way to go most of the time as it really messes with your opponent. There's some really interesting and unusual mechanics in use here and it's refreshing to see a set of traits that don't feel like the same old stuff with a new name.

Enigmas of the Black Library
As ever I'll talk about these more when I come to the units that I think will use them best but here's a rundown for now:

Storied Sword (Troupe Masters only) - a +1S Master Crafted power weapon. It's unlikely to tempt me for the points but obviously good in a challenge against a 3+ save character.
Crescendo (Troupe Masters and Shadowseers only) - Not much better than their standard pistol but worth it if you've got 5 points spare though.
Mask of Secrets (Shadowseers only) - Fearless is always good (although Ld10 isn't much worse) but interesting if you can combine it with the Death Jester's abilities. It's a shame he can't take it himself but you'll want a Shadowseer anyway - more on that later.
Cegorach's Rose (Troupe Masters and Solitaires only) - Master Crafted and Shred for a Kiss. I'd say this stands out as in a challenge it gives you a great chance of Instant Death.
Starmist Raiment (Any Character) - since you're going to be using Run a lot this can make your character more durable for a combat phase but expensive for something that only works some of the time. Might be worth a pop for your Warlord though.
Laughing God's Eye (Any Character) - very expensive for something you won't use a lot since a lot of Psychic powers don't target anyone.

Conclusion
That'll do for the first post. I'm pretty impressed with what I've seen so far. There's a lot to love about this book. I'll probably cover Troops, Fast and Heavy in a single post, Elites in another and the formations in the final post. I'll then start to look at how I can combine these guys with my Dark Eldar for a tournament at some point.

Sunday, February 22, 2015

One Million Views Competition Winner!

It may have been a little while ago now but you may remember that I ran a little competition on the Blog to celebrate reaching 1 million pageviews. The lucky winner (Rob Hill) walked away with a F.A.T. mat of his choice. He went for the Alpine mat and I asked him to send me some pictures of his mat once he'd received it. I received these a little while ago but I've finally gotten around to posting them up.

Over to Rob:

I've been very snowed under recently (ho ho puns) and I'm not sure when I'm going to hit any terrain building. But here are a few pics of the mat laid out in my lounge where my friends and I break our backs playing.

It's got my wip cerastus castigator, blood Angel hammernators and black templar land raider crusader on it.

Afraid I'm not the best painter! The snow on the bases will get a drakenhoff wash to blue it up once it's spray sealed on as after comparing its a bit too white for the mat.

The mat itself is bloody brilliant and super durable. Can't thank you enough. Much better than laminate flooring wargaming!!




Congratulations once again to Rob for his new gaming surface. I'd love to run further competitions in the future to celebrate other milestones so stay tuned for them. 

Tuesday, February 10, 2015

The Winter Scenery Project (Part 3 of Many) - Snow/Ice Corner Ruins and Moonscape Craters

In spite of the many doubters (myself included), I've actually been making decent progress towards getting an entire table full of snow/ice terrain completed. In the last post I showed you a test piece I'd been working on. I've since applied the same technique to the other two 3rd edition ruins I have in my collection which can be seen below:



The ruins themselves were already painted but the bases got a coat of The Fang followed by Fenrisian Grey (both applied with my airbrush). I then drybrushed Ceramite White (since it's thicker than White Scar) before adding Citadel Snow and some Army Painter Winter Tuft. The drybrushing wasn't limited to the base though, I tried to work it up the walls at little way to make them look frosty. I hope this comes across.


Whilst I had the airbrush out I decided to attack my Moonscape craters too. You'll remember that one of them is mounted on the base of my Shrine of the Aquila but the remaining four only had a black undercoat (plus some sand around the edge) until I got cracking. I covered the whole crater with Mechanicum Standard Grey before applying The Fang around the outside (mostly on the flat bit around the edge but also up onto the crater slightly). I then hit this with a lighter coating of Fenrisian Grey. Finally I sprayed the middle of the crater with Abaddon Black to make it look scorched. This process took less than an hour thanks to the airbrush (and that includes the airbrushing on the corner ruins too). I'm very glad I picked up an airbrush at this point as getting the base colours down is tedious even with a tank brush and you end up struggling to only put a thin coat on.



I then drybrushed the whole thing with Ceramite White. I focussed this more on the outside edge as this was more frosted but also picked up the edges everywhere apart from the very centre of the crater. My thinking here is that these craters come from a battle before Winter set in. Maybe a previous war actually caused a kind of nuclear winter and that's why the planet is frozen now? Of course this would mean you'd expect there to be snow in the middle too but I theorised that repeated use as a fox hole would mean little was left in the centre. Anyway, I finished the craters off like the ruins with Citadel Snow and more AP Winter Tuft. 


Finally here's a shot of Ragnar and some Blood Claws using the ruins for cover. This helps highlight one of my current problems. My Space Wolves were based to match my old brown home made Realm of Battle board but they don't fit in with the new terrain. Problem is, the colours I'm using on this terrain are effectively the same as their armour so you wouldn't get much contrast between the model and the base. I think I'm going to stick with Graveyard Earth/Steel Legion Drab for their bases for now though as I intend on revamping the Realm of Battle board at some point. When I eventually get around to painting my DE and Orks though I'll probably give them snowy bases. The Tau have a desert them but that's going to work with the revamped RoB board too. 

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