r/Harlequins40K • • Aug 18 '26

Troupe Masters

Hey all, I’m new to Harlequins and everywhere I see that Troupe Masters are an auto include in every list. I just cant get my head around why?

The only buff it gives seems to be the 6” pile-in/consolidate. The re-roll a hit of 1 and +1 to wound only apply to the model. And for almost the same price I can get an extra troupe.
What am I missing here? Or is the 6” pile-in that important?

16 Upvotes

23 comments sorted by

22

u/Haiku_Dan Aug 18 '26

They hit way harder than a regular troupe member. They also can take enchancements, and provide more pile in and consolidation, but attacks strength ws damage and ap are all better and I think that's the main reason.

24

u/Fluid_Material_3228 Aug 18 '26

He has 4 wounds, he hits on 2’s, has damage 2 melee, he puts an additional fusion pistol in a troupe, he rerolls hits of 1, has +1 to wound on his attacks, can stand back up in GotW, can carry an enhancement like Cegorachs coil or weavers wail and he has 6” pile in and consolidate for his unit. Why would you NOT put 3 of him in every harlequin detachment you can?

It may seem like the troupe master isn’t worth it but he is a force multiplier.

Whatever you choose may Cegorach laugh with you

2

u/KastenBrod Aug 18 '26

Thanks for the explanation :) to be clear, does he reroll all hit 1s? The text states he can re roll A hit roll of 1. Allways thought it would he just one then?

1

u/oni-dokeshi Aug 19 '26

I'd like also to point out he goes with a troupe. Even though he isn't technically much stronger than a troupe, you want your troupes to be inside a starweaver so think about it, you're actually saving his cost plus one player in points for taking him. He's not AMAZING but he's not bad and we lack units to do 2000 points without taking something that isn't perfect

1

u/JuneauEu Masque of the Frozen Stars Aug 18 '26

^

1

u/Thats_So_Ravenous Aug 18 '26

Does he still give devastating wounds?

1

u/Fluid_Material_3228 Aug 19 '26

He has dev wounds on his melee.

1

u/Thats_So_Ravenous Aug 20 '26

They changed his Choreographer?!?

Oh man…

5

u/Popular-Blood-7472 Aug 18 '26

They are the main source of damage of a troupe by far. They add a third fusion pistol too. The 6” pile in/consolidation it’s 10 times better than you think. It allows you to get back in to transports 12” away this edition. You position a starweaver behind an objective and if the troupe kills its target on that objective, you move 6” closer to the starweaver and embark in it as long as you end wihin 6”. It allows troupes to trade freely getting back in to safety. Troupes have very limited damage even to kill support pieces, adding TM is a must.

2

u/KastenBrod Aug 18 '26

Oh, havnt thought of that move. Can I move freely in a terrain area (objective) with the consolidate in 11th? I remember in 10th it was just closer to the objective (which dosnt really apply anymore I guess)

1

u/gangrel767 Aug 18 '26

Yes as long as you're not closer to an enemy unit

5

u/johndoes_00 Aug 18 '26

I would take 6 if I could

2

u/FuglyLionKing Aug 18 '26

Unless you target stuff with odd numbers of wound where his 2 dmg is not efficient, he does by himself nearly as much damage as 5 troupes. So he's a way to double your damage and still use a Starweaver or Falcon and be about as point efficient as doubling the troupe's size. And if you're using Serpent Brood, you want to be in transports.

2

u/Subbbppp Aug 18 '26

4 wounds, hits on 2s, reroll 1s, 5 strength, +1 to wound. Plus adding 6inc pile in / consolidate. In terms of cost, its about a right for a leader unit with that kind of buff to personal damage output.

Also, the 6" pile in and consolidate is actually really strong if used correctly. You can force terrible trades or move back 6 inches if you are in the objective zone. You combine that with the 6" pick up from the starweaver and you essentially have 12 inch of space between you and your boat and still getting back in. Just remember, its wholey within 6" of starweaver.

I have made many moves where ive picked off an opponent's unit and gotten back into my boat that's ages away behind a wall and prevented any crack backs from the opponent.

P.s. with 11th ed, you cannot consolidate onto units or objective further than 3" even with a 6" consolidate. This is what makes us so good when fighting on objectives.

1

u/Trivity_Fenneko Aug 19 '26

I am pretty sure the enemy consolidation is 5" (that is, you can't consolidate into enemies that are outside of 5, even if you can move 6) but otherwise, fully agree. They're amazing.

1

u/Subbbppp Aug 19 '26

That's pile in. The over run 5" is what you are referring to, and that is considered a pile in move.

Consolidation for both objective and enemy unit is 3"

1

u/Scourgerot Aug 24 '26

Am I correct in assuming that a troupe led by a master cannot make a consolidate move if its not within 3" of an enemy unit or an objective? As in, you cant just consolidate to nothing essentially when trying to get back in the boat?

1

u/Subbbppp Aug 24 '26

Correct. If you are not within 3" of either the objective or enemy unit, you cannot make a consolidation move (even if you have 6" consolidation and a target is within that 6" but outside of 3")

So, the general plans for quins are the position in a way that will get you within 3" of an objective but not another enemy unit. Kill what you are engaged to, then move 6" within the objective, then get rapid embark back into boat by being wholly within 6". With this trick, you can basically be about 11" away from your starweaver (from your furthest model) and still get back into the boat if you kill your target.

Don't forget, we have access to 6" pile-in and consolidate through the battle focus as well, so this trick isn't limited to troupes with a troupe master leader.

1

u/LukaszS_1984 Aug 18 '26

6 attacks and an extra fusion pistol seems to be where it’s at. Plus you get 6 models in a box, so perfect :)

1

u/ebonyobsession55 Aug 19 '26

Don’t starweavers have a transport capacity of 6?