POLISHed Faction Focus: Harlequins with Polish National Team's Typhus

 

POLISHed Faction Focus: Harlequins with Typhus

 


Welcome to the third interview in the ‘POLISHed Faction Focus’ series. The intention of this article and the ones to follow is to provide additional insight into the army in question on top of what Games Workshop teases in their Faction Focuses. Here, we take a look back at how the armies fared in 9th and previous editions and we search for trends and hints towards what might come in 10th. These articles are aimed both at new players trying to get more information about specific armies before they choose the one to main in 10th, as well as to provide food for thought for more experienced players who, perhaps, have never given the army a go and are looking for some incentive. Once 10th edition drops we will invite our interviewees to Contact Lost Podcast LIVE interviews to check how their armies have changed!

This time I had the privilege of interviewing a staple of the Polish National Team both as a captain and player, an international referee, a contributor at Goonhammer and a coach and team event MASTERMIND at Stat Check – Typhus.

 


Contact Lost (CL): For those who still might not have heard of you: who is Typhus?

Typhus (T): I picked up 40k around 2008 purely for fun and went to my first event in 2009. In 2012 I played at the ETC as a mercenary and since 2013 I have always been somehow involved in the Polish National Team either as a player (both sword and shield) or coach, captain etc. I was there when we took the top spot, two times when we finished 2nd and another two times when we finished 3rd.

 

CL: Quite the story… Did you stick to one army through all those years?

T: Nah, regarding armies and styles I have pretty much played everything bar a gunline at the World Team Championships. Even hordes. Personally I like to pilot armies that are not top of the meta, armies that require you to put on your thinking cap in order to succeed. I like to feel it was my piloting and not the army itself which won me the game.




CL: What made top players like yourself, Majson, UK’s Mike Porter or Germany’s Fred Otto choose Harlies in 9th edition? Has their playstyle changed much between 8th and 9th editions?

T: I’d say Harlequins have always been an army that just ignored half of the rules in the basic rulebook. Out of phase activations, ignoring terrain, models and such. We all know Harlequins from this edition by their obnoxious episode of 9 Voidweavers, and very powerful 8-9 boats Light list. Harlequins after the codex release in 9th, were more of a mobile shooting army, with few punchy units, that relied on denying primary, whilst scoring insanely well on their secondaries. This army has been dominating both at the very beginning of the edition, and in the middle of the edition, but played very differently in those timespans. Early edition Harlies had way less durability, and relied on very good Command Point resourcing to steal objectives. Later on they got a significant uptick in their defensive capabilities, which made the army more forgiving. I’d say they were the most mobile army of the edition, deciding where the fights would take place, and dictating the tempo of the game.

Compared to 8th it was definitely a change. In 8th we’ve seen mostly Haywire Skyweavers in skewed lists, or the late edition 60 players + 80 wracks list, that relied on a lot of command points. Playstyle between editions has definitely changed, in my opinion for the worse. I genuinely dislike the latest codex for how forgiving it was, and how much it pushed the army into more of a shooty variant (even with the occasional Twilight popping up at times).

 

CL: This army functions well as an individual pick as well as mixed up with other Aeldari factions. What are its strengths and what makes Asuryani or Drukhari players take them as well?

T: As I’ve said earlier. They are very mobile, and provide good mission scoring via fast Objective Secured units (ones that control objectives better – CL) that can score Behind Enemy Lines, do Retrieve Data or deny opponents objectives. Asuryani lists have no real access to mobile ObSec outside of Will of Asuryan, and harlequins provide just that. Also there’s the obnoxious Death Jester that is always useful to snipe out key units.




Drukhari on the other hand are pretty good at denying primary already, however what it they lack is reliable shooting, so in the times of Voidweavers, you could bring in a 6 Voidweaver patrol, or bring a patrol with 2 Shadowseers to fill in any Psychic Secondary if needed.

Overall I’d say they complement Asuryani way better, and fill the gaps there, compared to Drukhari.


CL: Harlequins were dominant for a longer portion of 9th. Does such a powerful faction have any downsides?

T: I’d say the problem lies in the datasheets count. You have 2 HQs, 2 Elites, 1 Fast Attack, 1 Heavy Support, 1 Troops and 1 Transport choice. If one of them is broken, you end up spamming them, which you could see in the lists from the middle of the edition. Both Voidweavers and Troupes in Starweavers, were under costed. You could even say that GW didn’t have any clue what made Harlequins good throughout this edition - I think the nerf to 5++ is a proof of this.

We have seen a few armies that rely on small amounts of datasheets - like Grey Knights or Thousand Sons. Those armies were at the top once, and small nerfs were enough to make them nearly unplayable.

 


CL: The codex does not have a plethora of units to choose from, but are there any extraordinary tech pieces?

T: To follow up on what I’ve written answering previous question. The army has such limited choices, that talking about tech pieces isn’t really feasible. You can take a few units that perform slightly better into given units (such as Solitaire into Desolation Squad meta), or choice of Psychic Powers on Shadowseer (fog of dreams for example), or choose Twilight over Light for better damage output in melee. In more character heavy meta you could field 3 Death Jesters, but the amount of choices is very much limited.

 

CL: It seems that Harlequins were able to dominate on all continents and in all kinds of terrain packs. Does that mean the army is terrain-agnostic?

T: I’d say so. It has a small footprint, but it would still suffer from very open tables like those you could at times see in Player Placed Terrain events. It surely benefits more from terrain packs like the WTC one, where you have more hidden staging positions. Starweavers hide very well behind some of the smaller ruins, and can force opponents to overcommit to kill a boat with Troupe and character inside. More close combat builds like Twilight, require more dense boards, and more trading game plan, that’s why they worked better on GW terrain.

 


CL: Were Harlequins as popular in team events as they were in singles?

T: I’d say the army’s performance in teams and singles is pretty much heavily correlated. As mentioned earlier - low amount of choices makes it harder for this army to adapt into specific roles that teams might require. It’s also worth noting that in this case Harlequins fight for the same spot as Asuryani. So their place in teams is also dependent on how well Asuryani fit into the meta, and whether they have their own niche. It could be seen at WTC in 2022. Some teams decided to bring Asuryani and some decided to go for Harlequins, and both had a role.

 


CL: How hard is this army to pick up?

T: It’s a rather more elite army. I’ve fielded 65 players at most in 9th edition. If you were to get 3 of every unit in the army, and assuming 6 troupes of 12 models, it requires total of:

3 Troupe Masters

3 Shadowseers

Solitaire

3 Death Jesters

72 Troupes

18 Skyweavers

6 Starweavers

9 Voidweavers

And that includes everything you’d ever field. Realistically if magnetized you are fine with 12 Star/Void Weavers. If you are not a psychopath that wants to do rhomboid patterns, this army has relatively low amount of detail on the models, and has a lot of larger surfaces, which allows you to use Airbrush/Spray Cans or other quick painting methods to get it done. Compared to armies like Asuryani/Admech/Space Marines, I’d say they are easier to paint.

 


CL:  Who will enjoy ‘the Clowns’ in 10th?

T: I’d say this army is great as a secondary hobby and competitive project. Low amount of datasheets makes this army susceptible to nerfs and meta changes. However since I can remember some harlequin models have always found their place in the meta lists. This army tends to be more tricky, and relying on non-conventional rules that you might even describe as rules breaking. It’s more of a glass cannon - high damage, high mobility, but quite frail. If you like playing armies that dictate your opponent how they play their game it will surely be a good choice. Especially if you ever thought about extending your collection to Drukhari and Asuryani, in that case harlequins will find their place in your collection as well.

 

CL: Overall difficulty of the army from 1 - 10 where 1 is dead easy and 10 is really difficult to pilot. How demanding are followers of Cegorach?

T: It very much depends on the codex. Early 9th I’d consider this army to be the hardest in that metagame, and very rewarding. Somewhere around 10. Middle of the edition during the Voidweavers era, I would mark them as 1, afterwards the Light Boat spam, I’d mark around 5-6. Easy to learn, hard to master. Now it dropped in power, and I’d rate it more around 7-8, as it doesn’t forgive any mistakes.

 

CL: Could we see your 2k points list?

T: For the 9th edition, I’d still play Light boat spam. Something like this:

AOO Harlies Light

HQ1: Shadowseer [160, -1CP]

—— PIvotal: Mirror Architect

—— Relic: Shadow stone

—— Powers: Twilight Pathways, Shards of Light

HQ2: Shadowseer [100]

—— Powers: Mirror of Minds, Fog of Dreams

HQ3: Troupe Master [100, -3cp]

—— Pivotal: Veiled King

—— Relic: Storied Sword

—— Traits: Player of the Light, Foot in the Future

EL1: Death Jester [110, -1CP]

—— Pivotal: Harvester of Torment

—— Trait: Favour of Cegorach

EL2: Death Jester [90]

—— Pivotal: Rift Ghoul

TR1: 5 Troupes [95]

—— Lead Player: Neuro, Sword

—— Player: Shuriken, Sword

—— Player: Neuro, Sword

—— Player: Fusion, Kiss

—— Player: Fusion, Embrace

TR2: 5 Troupes [95]

—— Lead Player: Neuro, Sword

—— Player: Shuriken, Sword

—— Player: Neuro, Sword

—— Player: Fusion, Kiss

—— Player: Fusion, Embrace

TR3: 5 Troupes [90]

—— Lead Player: Neuro, Sword

—— Player: Shuriken, Sword

—— Player: Neuro, Sword

—— Player: Fusion, Kiss

—— Player: Fusion

TR4: 5 Troupes [90]

—— Lead Player: Neuro, Sword

—— Player: Shuriken, Sword

—— Player: Neuro, Sword

—— Player: Fusion, Kiss

—— Player: Fusion

TR5: 5 Troupes [85]

—— Lead Player: Neuro, Sword

—— Player: Shuriken, Sword

—— Player: Neuro, Sword

—— Player: Fusion

—— Player: Fusion

TR6: 5 Troupes [85]

—— Lead Player: Neuro, Sword

—— Player: Shuriken, Sword

—— Player: Neuro, Sword

—— Player: Fusion

 —— Player: Fusion

TR7: 5 Troupes [65]

TR8: 5 Troupes [65]

FA1: 2 Skyweavers, Star Bolas, Haywire [100]

FA2: 2 Skyweavers, Star Bolas, Haywire [100]

TR1: Starweaver [95]

TR2: Starweaver [95]

TR3: Starweaver [95]

TR4: Starweaver [95]

TR5: Starweaver [95]

TR6: Starweaver [95]

 



CL: Thanks a lot buddy, fingers crossed that the army remains potent in 10th and I reserve the right for a live interview once the indexes are out!

T: My pleasure and we shall find out soon!


Author: Tomasz 'tweek' Data

Photos courtesy of: Team Poland 40k, Typhus, UKTC.events

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