Regular Dakkanaut
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Got in 1.5 games today, the full game against Space Marines. I'll put up a separate post to detail the "half" game I got in, if for no other reason than to provide a little bit of information about it.
HARLEQUINS
Primary Detachment: Harlequin Masque
TROOPS
Troupe (10) w/ 9x Shuriken Pistol, 9x Embrace
- Troupe Master w/ SP, Embrace, Starmist Raiment [warlord: reroll 1s]
Troupe (9) w/ 8x SP, 8x Kiss
- Troupe Master w/ SP, Storied Sword
Troupe (6) w/ 5x Neuro-Disruptor, 5x Caress
- Troupe Master w/ ND, Caress
FAST ATTACK
Skyweavers (3) w/ 3x Haywire Cannon, 2x Zephyrglaive, 1x Star Bolas
Starweaver
HEAVY SUPPORT
Voidweaver Squadron (3) w/ 3x Prismatic Cannon
ELITE
Shadowseer w/ ML2, Laughing God's Eye, SP, Miststave [Veil of Tears, Peal of Discord, Shards of Light]
Shadowseer w/ ML2, SP, Miststave [Veil of Tears, Peal of Discord, Mirror of Minds]
Death Jester
Formation: The Heroes' Path
Solitaire w/ Cegorach's Kiss
Shadowseer w/ ML2, Mask of Secrets, SP, Miststave [Veil of Tears, Laugh of Sorrows, Mirror of Minds]
Death Jester
His list (to the best of my ability to recognize):
SPACE MARINES (IRON HANDS)
CAD
HQ
Master of the Forge [warlord]
TROOPS
2x Tac Squad (10)
ELITE
Veteran Squad (10) [whatever unit has the special ammo]
Techmarine
HEAVY SUPPORT
Centurions (3)
Artillery cannon (the one that fires 4 Barrage shots)
Devastator Squad (6) w/ 3x Lascannon, 2x Missile Launcher, 1x Conversion Beam
FORTIFICATION
Fortress of Redemption w/ TL-Lascannon, Missile launcher (barrage one), Void Shields on every building
We play the Maelstrom scenario Deadlock, where you start with 6 Tactical Cards and goes down by one every turn after. We deploy long board edge to long board edge. There are tons of ruins on the board as we're using the special GW Realm of Battle: Primaris Quadrant board all painted up and donated to the LGS by a local player. There are a total of 12-15 pieces of ruin terrain of assorted sizes, plenty of space for a Harlequin army to hide behind.
I win the right to deploy first. The Voidweaver Squadron lines up on the street 12" forward and set up starting at the vertical midpoint E. The Warlord's Troupe w/ the Laughing God's Eye SS set up behind LoS blocking ruin terrain immediately behind the Voidweavers. The Storied Troupe sets up behind another ruin wall at the 10" point N of my long board edge and 6" W of the board midpoint together with the DJ and the other SS. Behind them is the Starweaver w/ the Caress Troupe on board. The Skyweavers set up behind another ruin, 3" from my long board edge and 8" E of the left board edge. The Heroes' Path formation is declared Infiltrating.
He sets up the Fortress of Redemption against his long board edge with the leftmost building approximately 14" E of the left board edge. He puts one Tac Squad on the walkway in front of the main tower. The other Tac Squad sets up on the right building where the Missile launcher is. The Artillery Cannon sets up on the middle walkway at the front right hand turn with the Techmarine manning it. The Master of the Forge w/ the Dev Squad squat on the top of the Fortress' highest tower. The Centurions set up 10" from his long board edge and 6" E of the board midpoint. The Veterans set up 12" from his long board edge 18" W from the right board edge.
I put the Solitaire 16" from my board edge, up against a LoS blocking ruin in front of the Kiss Troupe's position. The Mask SS is up against the same LoS blocking ruin wall 3" W of the Solitaire. The DJ sets up 16" from my board edge in front of the rightmost Voidweaver.
He fails to steal the objective.
TURN 1
Harlequins
Tactics Cards: Secure Objective 2, Secure Objective 3, Psychological Warfare, The Joy of Lament, No Prisoners, The Dance of Death
The Voidweavers move 12" WNW so that two of them can get LoS on the right building of the Fortress, with the third stuck behind the ruin wall on their E but the second w/in 3" of Objective 2. The Lone DJ moves 4" NNE so it's in cover but can still shoot at the Veterans on Objective 3. The Mask SS moves 6" NNE to sit in the ruin. The Warlord Troupe moves 6" N. The Kiss Troupe moves 6" N. The Starweaver moves 6" N to stay behind the Kiss Troupe. The Solitaire moves 1" E to stay behind the LoS blocking ruin in order to make room for the advancing Kiss Troupe.
In the Psychic Phase, all three SSs get off Veil of Tears.
In Shooting, the Voidweavers shoot the Prismatic and Shuriken Cannons at the Centurions, managing to deal four unsaved wounds that kill off two of the three models including the Sergeant. The Lone DJ shoots at the Veterans, killing 1. The Mask SS runs 3" S to extend the distance between it and the Fortress units. The Kiss Troupe runs 4" N to the other side of the ruin wall. The Starweaver turbo-boosts 4" to get up against the ruin wall behind which the Solitaire sits 2" E of the Starweaver. The Skyweavers turbo-boost 35" into a primarily windowless ruin terrain 6" S of the Fortress position; one Zephyrglaive takes a Dangerous Terrain wound. The Warlord Troupe runs 5" to gather just N of the ruin wall behind which the Lone DJ started. The Veterans make their Morale check. The Centurion does not and runs off the board.
No Assault phase.
SCORING: Secure Objective 2, The Dance of Death (destroyed Centurions), No Prisoners (destroyed Centurions), Joy of lament (Centurions failed Morale), Psychological Warfare (Centurions failed Morale), First Blood
Space Marines
Draws three Objective 6s, Destroy a unit, Secure Objective 2 and one other I can't remember
Nothing moves.
In Shooting, he focus fires on the Voidweavers as everything else he wants to shoot at pretty much has Veil of Tears on it. He manages to wreck two of the three Voidweavers. He also kills the Lone DJ with Ignores Cover ammo from the Veterans.
SCORING: He scores one of his tactical cards and discards a Secure Objective 6 since it's on my side of the board.
Totals:
Harlequins: 6
Space Marines: 1
TURN 2
Harlequins
Tactics Cards: 2x Secure Objective 3, Harness the Warp, Take the Stage (Secure Objective 2), Witch Hunter
In Movement, I advance the Warlord Troupe 6" NNE towards the Veterans. The last Voidweaver advances 12" N so it's within 3" of Objective 2. The Mask SS moves 6" NE, to the other side the ruin wall that runs vertically. The Kiss Troupe moves 6" N. The Skyweavers move 12" ENE towards the right building of the Fortress (the other Zephyrglaive takes 1 Wound from Dangerous Terrain). The Solitaire moves 12" N.
In the Psychic Phase, the Warlord Troupe fails to get off Veil of Tears but does get off Shards of Light for 9 shots. It causes no wounds and fails to Blind. The Kiss SS gets off Veil of Tears. The Mask SS gets off Laugh of Sorrows but doesn't hit on account the Void Shield is in the way, but the power still goes off.
In Shooting, the Voidweaver shoots a Prismatic Lance at the Void Shield on the right building, glancing it. The Skyweavers shoot a Star Bolas and three Haywire Cannons at the Tac Squad on the right building to cause 3 unsaved wounds. The Mask Shadowseer targets the same unit with the Hallucinogen Grenade Launcher... and Pins the unit! The Starweaver moves 10" N to get behind the same ruin wall that the Skyweavers started behind, but is immobilized upon landing. The Solitaire runs 1" E to get in difficult terrain. The Kiss Troupe runs 6" to get behind the same terrain as the Starweaver. The Warlord Troupe runs 3" after rolling a 3 on the first attempt, putting them 10" from the Veterans for the charge.
In Assault, the Warlord Troupe declares a charge against the Veterans, who Overwatch their Poisoned (2+) shots. They kill one and cause one wound on the Warlord. The unit doesn't make the distance. The Skyweavers charge the Pinned Tac Squad. I win combat 3-1, with the Star Bolas model taking its first wound. He makes Morale.
SCORING: Take the Stage, Harness the Warp (rolled a 1 on d3). Discarded Witch Hunter.
Space Marines
In Movement, he advances the Veterans 6" SE to get better LoS on the Warlord Troupe. The Tac Squad on the left side of the Fortress advance to get right behind the Artillery so they have LoS on the advancing Kiss Troupe.
In Shooting, his Veterans manage to kill the Warlord, two Players and put a Wound on the SS with them. The Artillery and Fortress Missile finish off the unit. He tries shooting at the Kiss Troupe but fails to make Veil of Tears distance to do so. He also explodes the last Voidweaver.
In Assault, the Skyweavers manage only 1 Wound while the Marines deal none. The Skyweavers Hit & Run 12" ESE to just S of the left Fortress building with the TL-Lascannon on it.
SCORING: Got 1 for killing a Psyker and another for destroying a unit with shooting. Also got 1 for Slay the Warlord.
Totals:
Harlequins: 8
Space Marines: 4
TURN 3
Harlequins
Tactics Cards: 2x Secure Objective 3, Overwhelming Firepower, Supremacy
In Movement, I move the Solitaire 12" ENE to tuck into the corner of a ruin 3" E of the board midpoint and 16" S of his long board edge. The Kiss Troupe advances 6" to the base of the right building and walkway. The Caress Troupe disembarks and moves within 3" of the base of the walkway 8" W of the Kiss Troupe's position. The Skyweavers ascend to the top of the left building to secure it. The Mask SS moves 6" NNW to get within 12" of all units on the right building and walkway.
In the Psychic Phase, the Kiss SS sets off Veil of Tears. The Mask SS gets off Laugh of Sorrows on the right building Tac Squad, killing 3 (made Morale despite the -2Ld).
In Shooting, the DJ that split off from the Kiss Troupe shoots at the Tac Squad on the right building, killing 1. The Skyweavers use the TL-Lascannon to break through the Void Shield on the walkway, but fail to glance it. At the end of the phase, the right Tac Squad fail its Morale check on -4 and run 7" to get off the right building and off the board.
The Kiss Troupe charges the Tech Marine. The Skyweavers charge the Tac Squad on the walkway, which can't get through the Void Shield first that's still up on the left building. The Tech Marine declares a challenge. The Kiss Troupe Master obliges, killing the Tech Marine and removing the Artillery from play. The Skyweavers kill 3 and lose the Bolas bike, but the Marines make Morale.
SCORING: Overwhelming Firepower (Tac Squad ran off during Shooting)
Space Marines
In Movement, the Veterans advance 6" W to get into the fray with the rest of his army on the left side of the board. His models atop the Fortress tower reorganize in order to put more Lascannons at the very front edge, as the rest cannot see anything to shoot at.
In Shooting, the Veterans target the Mask SS and kill him with Poisoned shots. The Dev Squad Lascannons shoot down at the Kiss Troupe, killing two (made Morale). The Caress unit loses 2 and make Morale.
In Assault, the Skyweavers kill 2 and lose one. He makes morale. Skyweaver Hit & Runs away back to the left building top.
SCORING: None.
Totals:
Harlequins: 9
Space Marines: 4
TURN 4
Harlequins
Tactics Cards: 2x Secure Objective 3, Supremacy
In Movement, the Caress unit advances to the right side of the walkway in order to charge the left Tac Squad. The last DJ moves a bit for LoS, claim an objective and range on the Fortress Tower. The Solitaire declares its Blitz attack and rolls 21" to get N of the Veterans and 6" WNW of Objective 3. The Kiss Troupe moves onto the top of the right building so they have LoS and distance on the Veterans. The Skyweavers advance 12" SW to claim an objective.
In the Psychic Phase, nothing goes off.
In Shooting, the Starweaver shoots 6 Shuriken shots at the Veterans and kills 1. The DJ shoots at the Veterans with Shuriken shots and kills 2 more. The Skyweavers try to bring down the Void Shield on the Fortress Tower with the TL-Lascannon but fails. The Caress Troupe kills 3 Tac Squad with Neuro-disruptors (makes Morale). The Veterans fail Ld and run 3" N so they're right beside the Solitaire.
In Assault, the Solitaire assaults the Veterans. The Caress Troupe charges the Tac Squad, losing one to Overwatch. The Caress Troupe kills 2 and lose none in response (SM make Morale). The Solitaire kills all but 1, who can't get into combat to attack back. It makes Ld and the Solitaire stays in combat.
SCORING: Supremacy (roll a 1 on d3)
Space Marines
Nothing Moves.
In Shooting, he targets my Kiss Troupe and kills the SS and all but the Troupe Master and one Player (makes Morale).
In Assault, the Caress Troupe finally kills off the Troupe and consolidates along the walkway.
SCORING: Gets one for killing a unit with Shooting.
Totals:
Harlequins: 10
Space Marines: 5
TURN 5
Harlequins
Tactical Cards: 2x Secure Objective 3
In Movement, the Skyweavers move 12" E. The DJ moves 6" NW to get closer to the Fortress.
No more Psykers.
In Shooting, the DJ manages to take down the Fortress tower Void Shield with the first successful Hit roll and puts two wounds on the Master of the Forge unit, which soaks them both. The Fortress Missile targets the same unit, killing 1 and causing the unit to be Pinned. The Skyweaver turbo-boost 36" SE to get behind ruin walls without being in difficult terrain.
In Assault, the Solitaire finishes off the last Veteran and consolidates to within 3" of Objective 3.
SCORING: 2x Secure Objective 3
Space Marines
Unable to move due to pinning, player concedes.
Totals:
Harlequins: 12 + 1 for Linebreaker
Space Marines: 5
CONCLUSIONS
Not as clean a win as I've had in the past as far as surviving models go, but the mobility coupled with the Harlequin specific Tactics cards and some favorable draws got me a decisive win that was very difficult for the opponent to overcome after Turn 1. One glaring weakness with this army is the inability to deal with buildings as Haywire doesn't work on them. The only other recourse I had was to take them over, which I was able to accomplish.
Once again Veil of Tears was a champion. The loss of my Warlord Troupe as a result of failing to get that power off on them goes to show how critical it is to get off. The Ld penalties forcing the opponent to run away also paid off handsomely. Zephyrglaives paid off well, too.
All in all, a decent performance. I didn't really miss the reroll 1s ability from the Cegorach's Revenge formation. One less DJ allowed me to be more flexible elsewhere. The benefit of Stealth, Shrouded and Infiltrate worked well for me, too. Didn't really miss the ability to Run and Charge with any of them. The Solitaire was a stud again, though on a limited basis as he had to veer to the right side of the board to deal with the Veterans that were on fire with their shooting. He rolled very well with them throughout the game. Same for his Artillery cannon.
The Voidweavers didn't do horribly. They drew fire, managed to eliminate two Centurions before he could do anything with them. That they ran off the board before anything could happen was a great boon, too.
Putting the Caress Troupe in a Starweaver was great this game. The terrain was ideal for me, so that's something to keep in mind. Still, very pleased.
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