Ode to my solitaire
In a recent commentary, Avram mentioned the harlequins and more specifically the harlequin solitaire. This is a warning to Avram concerning the strength of the army he is likely to fight this winter.
First of all, harlequins are powerful. Hell, they are as close to cheating as it comes, and not for reasons that are completely obvious. They stem from the harlequins ability to take two pieces of equipment: the dread mask and tanglefoot grenades. The dread mask causes the opponent to roll one more die during leadership tests, and the tanglefoot grenades cause the opponent to rout one die, rather than two, if they fail a leadership test. Combine this with the harlequin's flip belts, which allow the harlequin to follow up 3 dice in inches, and the rule that if a unit routs, and the enemy pursues, they essentially have a dice off--if the victor rolls higher than the fleeing unit, the unit is killed outright. Well, how often is the fleeing unit going to roll 1 die and score higher than the harlequin's three dice added together. Therefore, if a unit routes, it will most likely be destroyed.
And, unlike with other armies, the chance of route is very real. If a unit facing a harlequin forces loses in hand to hand (scores fewer wounds than the harlequins) they will have to make a leadership test in which they will have to roll under their leadership on three dice! Unlikely, to say the least. What's worse is that in the case of the miniatures that can effect this rule (the Shadowseer, the Great Harlequin, and the Solitaire), winning combat means literally destroying the miniature since these miniatures typically fight alone. Solitaires and Great Harlequins each have three wounds, which means that if they kill even two opponents, they must be destroyed in order for the combat to be considered a victory against them.
The Solitaire is nasty. With the powerblades, he will hit 2/3 of the time and wound 1/3 of the time (against marines). There is no armor save. That means that two out of every nine attacks will kill. If he gets his full blitz, he has 13 attacks. This is not to mention the 2 or 3 miniatures that he will kill with his neuro disruptor before entering hth. The Great Harlequin and Shadowseer are just as deadly, although they have less attacks. Still, they are likely to stand up in a fight.
On the other hand, the marines fighting back will need 6's to hit any miniature with a d-field. Only one out of every 6 attacks will hit, and of those, more than likely, 2/3 will be effective. So, for every nine dice the marine player can throw at the harlequin, only one will cause a wound. In order to kill a solitaire, therefore, you must have 27 space marines survive the onslaught of the solitaire's charge (13 assault marines). If you fail to kill the solitaire, your unit will most likely route, and will be slaughtered. Harlequins are deadly.
Now for the good news, while it is true that harlequins all have a 4+ invulnerable save, it is also true that their toughness sucks. Enough weapons, even small weapons, brought to bear on one of these killing machines will bring them down without too much difficulty. The trick is firing these weapons before the harlequin is on top of you. Also, if given the opportunity, and hand to hand is immenent, always instigate. This raises the number of attacks per miniature by one. Instead of needing 27 space marines to roll 27 dice against the harlequin, you will only need 14. Yes, that still is a lot. And no, you probably will never be in any position to iniatate hand to hand on a harlequin. A phase belt increases a harlequins charge range to a possible 30", and terrain really just doesn't count for much against the harlequin flip belt.
Also, as per all armies, these are the creme de la creme of the harlequins. Your average trooper doesn't get d-fields, tanglefoots, dread masks, or any of that stuff. They shouldn't be underestimated, but they aren't astronomically powerful, just incredibly powerful.
Having said all this, you can see why I think it unfair to add harlequins to another army, even if the optional rules allow for it. Can you imagine waiting out the opponents first fire phase in a Falcon or a Land Raider. It's simply unfair. If you are fielding a Chaos army, and your opponent is attempting to use this optional rule to bring a solitaire into his force, I suggest you nip this in the bud. Simply do not consent to this optional rule, though it may cost you some character models. Chaos has its options as well, but you do not want to see the havoc a solitaire can cause when combined with a Grey Knight Land Raider.
As for an all harlequin army. It's really up to you whether you will allow your opponent to play one. I think they are powerful, but on their own, they are not unfair. I'm sure there are those out there who would argue with me on this point, but if you know how to handle harlequins, it's a fair battle. The problem is that if you don't know what you're up against, and you watch a solitaire slaughter a 10 man space marine squad in one round, you may feel that someone is cheating. They aren't. They're just taking advantage of your ignorance. Hopefully reading this will act as some kind of preparation.
Note: tanks and dreadnoughts are not the answer to your harlequin problems. The fusion pistol in hand to hand makes them about as effective as Warlocks with witch blades against vehicles. And chances are that one of the nine chances the solitaire will have to roll an 11 or 12 on two dice will prove successful, thus taking out a Land Raider. Seriously, use mass fire and don't stop pulling the trigger until the clown is dead.
Hope this helps all of you 40k players out there, but especially Avram, who has always been a good sport.
