HomeDark Eldar WikiDark Eldar ResourcesNull CityFAQUsergroupsRegisterLog in

Share | 
 

 Pure Harlequins vs CWE 1750

Go down 
AuthorMessage
Massaen
Klaivex
avatar

Posts : 2268
Join date : 2011-07-05
Location : Western Australia

PostSubject: Pure Harlequins vs CWE 1750   Sat Apr 04, 2015 4:38 am

The goal – how do harlequins go as a standalone force against a very solid tournament list…

Eldar - CAD
Farseer, Jet Bike, Singing Spear, Mantle of the Laughing God, Spirit Stone of Anath’lan (Warlord Trait – stealth for 1 turn to units within 12”) – Powers – Prescience, Guide, Summoning
4x5 Dire Avengers, Wave Serpent w TL Scatter Laser, Shuriken Cannon
Crimson Hunter
2 Wraith Knights, heavy wraith cannons

Officio Assassinorium
1 Vindicare Assassin

1745 total

I know the vindicare is less than perfect but he was on my shelf and my opponent went – what the hell, I will use him! The rest of the list is essentially a very solid serpent spam build. The vindicare would have been better served as a unit of warp spiders I think but in the end – this is still very solid for a take all comers list.

VS

Harlequin Formation - Cegorach's Revenge

Solitaire
3 Death Jesters
3 Shadow Seers, all lvl 2, 1 mask of secrets (1 Telepathy, 1 Sanctic, 1 Phantasm) – (Mental Fortitude, Shrouding, Psychic Shriek / Banishment, Purge Soul, Vortex of Doom / Peal of Discord, Laugh of Sorrows, Veil of Tears) – all join the large troupe
Troupe – 5 Players (3 Kiss, 1 caress, 1 embrace), troupe master with power sword, haywire grenades, Sky weaver Transport
Troupe – 5 Players (3 Kiss, 1 caress, 1 embrace), troupe master with power sword, haywire grenades, Sky weaver Transport
Troupe – 8 Players (4 Kiss, 2 caress, 2 embrace), troupe master with power sword, haywire grenades, Sky weaver Transport (warlord trait – Twisted Encore from DARK)
2x2 Sky Weavers with Haywire Cannon, Zephyr glaive
2 Void Weavers, Haywire Cannons

1747 total

I was really interested to see if the reroll 1’s was worth the cost of the formation tax – see the final thoughts at the bottom of this to see what I think!

Hammer and Anvil, Big Guns Never Tire (3 Objectives)

Harlequins choose table edge first, deploy first, go first (eldar fail to seize)

Turn 1
The harlequins are lined up across the very front of their deployment zone. The 3 Death Jesters advance into a ruin as a single unit – this would come to haunt me in a moment... The whole battle line moves up, runs or turbo boosts. All the eldar are set back in their deployment zone and out of range for the harlequin support weapons. The shadow seers manage shrouding and veil but only had 7 dice to work with.

The eldar surge forwards. The psychic phase starts and a unit of 10 blood letters is summoned near my large troupe. With that over – they start shooting. The vindicare fails to wound with his shield breaker on one of my shadow seers and the 2 wraith knights fluff their attacks thanks to mirage launchers. The 4 serpents however are much worse… I loose 1 jet bike to the first serpent (again hooray mirage launchers plus reroll 1’s!) but then loose a star weaver (carrying a troupe of 6) which is then wiped out by the third serpent. The last targets my unit of 3 DJ in the ruins and promptly ID’s them all with the serpent shield! Fail! One of the WK charges my solitaire while the other fails a 6” charge into the other starweaver carrying another troupe. The solitaire wounds the WK once with his caress and then H&R away to close the distance to the farseer.

Eldar KP – First Blood, 5 KP (3 DJ, Star Weaver, Troupe)
Harlequin KP – Nothing!

Turn 2
The harlequins line up multiple options this turn. The 6 model troupe disembarks and lines up a charge on 1 wraith knight. The large troupe moves up to threaten the second WK and the summoned blood letters. The 3 sky weavers and void weavers move to all get shots on 2 of the wave serpents who have been left almost touching side by side. The remaining to star weavers line up on the wraith knight near the large troupe but have range and LOS to the daemons as well. The solitaire blitz attacks, rolls an 8” followed by a 6” run in the shooting phase to be 1 inch away from the farseer. In the psychic phase, I again got VoT on the big troupe. I also managed shriek on the WK closest (at -2 LD thanks to the mask) but he rolls a 7 on 3d6 and lives. I have 5 dice left pop peal of discord which does nothing. 3 dice left and I get off laugh of sorrows. He fails the first test by 1 and then the second by 3! Its on 1 wound! In the shooting phase, the 2 star weavers finish the WK off and kill a blood letter as well. The 5 haywire templates manage a single hull point on 1 WS after 4 scatters in excess of 5 inches each time! The 5th scattered as well, he failed to jink and I rolled a 2… The small troupe charges into the WK and promptly roll a 6 for one of the kiss of death to wound rolls, slaying it outright. The large troupe charges the 9 strong blood letters and between the troupe master and 3 shadow seers, wipe out the unit for no loss. The Solitaire charges into the farseer and reduces him to a fine red paste smeared across his jet bike.

The eldar retaliation is brutal. 2 of the serpents move up to within 8 inches of the large troupe while the other 2 serpents move to engage the small troupe and void weavers. The Crimson hunter does not arrive. The large troupe takes a hammering – I loose the entire unit to the 2 serpents save for the 3 shadow seers in the back of the unit after the consolidation move. I also loose the other troupe to the other 2 serpents despite some very lucky reroll 1 situations. The vindicare strips a hull point from a void weaver – shaking it.

Eldar KP – First Blood, slay the warlord, 7 KP (3 DJ, Star Weaver, 3x Troupe)
Harlequin KP – slay the warlord, 4KP (farseer, 2 WK, blood letters)

Turn 3
The harlequins are all but spent. The solitaire bounds out to get a charge on 1 of the serpents while the 3 shadow seers (now apart enough to be 3 units) line up on the other. The 2 star weavers stay central to the table with the aim to kill the vindicare. The void weavers and sky weavers line up at the other 2 serpents. In the psychic phase I managed to get off shrouding but fail vortex. Shooting sees me kill the vindicare and the 2 serpents engaged with 4 haywire cannons both damaged to 1 and 2 HP respectively – thanks to some ludicrous scatters again. The solitaire charges into the first serpent and wrecks it hard with 2 auto glance and then a 6 from his other hits. The 3 shadow seers absolutely destroy the other with a mass of S6 attacks. The avengers pile out.

The Eldar move the avengers around their wrecks to draw LOS on the seers. The 2 remaining serpents move, 1 to drop avengers out to target the bikes while the other moves and then goes flat out towards the objective in my deployment zone. The crimson hunter turns up and lines up on the void weavers. The 2 avenger units closest to the shadow seers kill 1 each leaving me with just the telepath alive. The bikes survive the other 5 avengers. The sole remaining serpent who can fire kills 2 of the sky weavers with ease. The crimson hunter does nothing but make the void weavers jink.

Eldar KP – First Blood, slay the warlord, 10 KP (3 DJ, 2 SS, 1 sky weavers, 1 Star Weaver, 3x Troupe)
Harlequin KP – slay the warlord, 7KP (1 farseer, 2 WK, 1 blood letters, 1 vindicare, 2 wave serpents)

Turn 4
The solitaire moves across the board looking to kill the next wave serpent while the 2 void weavers get a rare treat of being able to fire on the crimson hunter in the air and the rear gun firing at the rear armour of the fleeing serpent. The 2 star weavers move to the centre of the board in an effort to deny the CH space to move. The remaining sky weaver lines up a shot on the fleeing serpent. The remaining shadow seer casts psychic shriek and wipes out an avenger unit. He also fires his grenade launcher at the other unit but fails to do anything. The 2 star weavers miss the CH. The remaining sky weaver again scatters off the serpent and the 2 void weavers fail to do anything thanks to snap shots from jinking. The only solid part of the turn is again the solitaire manages a charge on a serpent but he fails this turn and leaves it on 1 HP. The seer charges the avengers and we both fail to do anything.

The eldar are now running out of steam as well but still in the fight. The 5 avengers near my shadow seer move up onto the closest objective and fire on him but only manage 1 wound after rerolls to my saves. The CH moves across the board thanks to vector dancer and shakes one of the star weavers. The almost dead wave serpent moves up to the back objective in my deployment zone, disembarks the 5 avengers then lines up on the void weavers. He kills one of them and the other is on 1 HP and snap shots only. The wounded serpent near the solitaire moves, disembarks the avengers close to the centre objective. They fail to harm the sky weavers but will be close enough next turn to contest the objective. The solitaire survives the serpents shooting with ease

Eldar KP – First Blood, slay the warlord, 10 KP (3 DJ, 2 SS, 1 sky weavers, 1 Star Weaver, 3x Troupe)
Harlequin KP – slay the warlord, 8KP (1 farseer, 2 WK, 1 blood letters, 1 vindicare, 2 wave serpents, 1 dire avengers)

Turn 5
The solitaire moves to finish off the serpent. The sole remaining void weaver manages a lucky 6 on the remaining serpent which is failed to jink and see’s it wrecked. The 2 star weavers target the CH and manage a pen which stuns it. The sole remaining sky weaver is left out of position as I had it lined up to support the void weaver. In the assault phase I forget to move the sky weaver (BOO!) while the solitaire kills the last serpent on 1 HP. The shadow seer fails in a massive way after failing to get any powers off he dies to over watch from the avengers he declares he will charge!

The eldar move to control objectives – he only had 3 avenger units left on the table and they move onto all 3 objectives with onl the central one being contested by my star weavers but even they he is ObSec and I am not. His crimson hunter, now stunned, moves 18” forward and is wrecked as he ends his move on my star weavers! The scatter does not harm anything as the plane crashes. On a whim, he fires just 3 dire avengers (all that is in range) at the solitaire. He hits with 4 of his 6 shots and wounds with all 4. 3++, rerolling 1’s – easy I think… I literally roll 2 on all 4 dice and the solitaire dies.

Eldar KP – First Blood, slay the warlord, 11 KP (3 DJ, 2 SS, 1 sky weavers, 1 Star Weaver, 3x Troupe, 1 solitaire)
Harlequin KP – slay the warlord, 11KP (1 farseer, 2 WK, 1 blood letters, 1 vindicare, 4 wave serpents, 1 dire avengers, 1 crimson hunter)

We roll to see if the game goes on. If It does, I think I have a good shot at pushing it to a draw at the least. I can target the avengers in my deployment zone with the void weaver and sky weaver (who is close enough to charge in turn 6) while the 2 star weavers (along with the rear gun on the void weaver) can kill at least 1 unit of avengers which should give me a 2-1 on objectives, deny him line breaker (I cant get line breaker myself as I would be out of position on objectives) and give me the win. Even going on to turn 7 at that point would see me win it.

Re roll for the game to end… a 2. Game over. Eldar win.

FINAL SCORE
Eldar – Line Breaker, First Blood, slay the warlord, 11 KP (3 DJ, 2 SS, 1 sky weavers, 1 Star Weaver, 3x Troupe, 1 solitaire), 3 Objectives
Harlequin KP – slay the warlord, 11KP (1 farseer, 2 WK, 1 blood letters, 1 vindicare, 4 wave serpents, 1 dire avengers, 1 crimson hunter)

Thoughts…

This was A LOT closer than I first expected. We joked at deployment he would table me by turn 3 and after turn 1 it looked possible. I had used my mirage launchers but almost everything those serpents pointed at died. Killing the 2 WK in 1 turn came as a shock to him – he expected to lose one to the large troupe on the charge but when it all but died to the psychic powers he knew he had ever extended his attack. The death of the other was a nice surprise and while it could not be done reliably, even not killing it would potentially have seen me kill it in his turn and then free to engage the serpents nearby. I actually hurt myself by killing it outright! The massive brain fart I had with the DJ just highlights how much you have to think with this army – losing all 3 to a single serpent shield was just bad play on my part. The solitaire was a machine, killing his way through anything I put in front of him. Losing him on the last turn to a poor dice roll sucked but could not be helped. The shadow seers are amazing – I deliberately went with all 3 using different disciplines to see what I would combo. Had I gotten sanctuary, hammer hand, invisibility or any of the other very solid powers available – that unit could have been all but unkillable. As it was, I got mediocre powers and saw average returns. They are amazing in combat though and they will be very useful against low AV targets like the rear armour on transports! The sky weavers never saw combat so the zephyr glaives were wasted and the haywire scatters were just awful. I think I would run them with just the haywire in future. The sky weavers are fantastic – everything I love about running venoms with the ability to engage light armour. The void weavers – they did ok. I always looked at the haywire cannon as opportunity and treated them as sky weavers with unusual fire arcs and that seemed to be ok. I would not bother wasting points on upgrading them as I think (barring my terrible scatters) the haywire is more reliable.

Re Roll 1’s – is it worth it? I am not sure… I did get good use out of it and it did save me a bunch – especially when I used the mirage launchers turn 1. The solitaire is also a machine – he shrugged off a wave serpent worth of fire like it was nothing! Without it he would have been dead!

I need to get more games with the harlequins before I make up my mind on the best config but I think the army can have legs as a standalone. It’s even more unforgiving than the dark eldar and even more surgical in its application on the table than them as well. I have some pics of the game (unfortunately using my dark eldar as stand ins for the vehicles and bikes) below.

Thanks for reading!

_________________
Objective Secured - Western Australia's Premier 40k Event Organisers and Website
OBJECTIVE SECURED
Back to top Go down
http://objectivesecured.com.au/
Massaen
Klaivex
avatar

Posts : 2268
Join date : 2011-07-05
Location : Western Australia

PostSubject: Re: Pure Harlequins vs CWE 1750   Sat Apr 04, 2015 4:38 am

Deployment



Turn 1



Turn 2



Bottom of 2



Bottom of 5


_________________
Objective Secured - Western Australia's Premier 40k Event Organisers and Website
OBJECTIVE SECURED
Back to top Go down
http://objectivesecured.com.au/
Calyptra
Wych
avatar

Posts : 802
Join date : 2013-03-25
Location : Boston

PostSubject: Re: Pure Harlequins vs CWE 1750   Sat Apr 04, 2015 5:01 pm

Really interesting, particularly because once I've made a bit more progress with my True Kin, I'm going to be starting a pure Harlequin army.

Are you going to play a rematch? I'm curious how it would go after a game's worth of a learning curve.

The Solitaire was definitely a murder machine. How were you playing the interaction between his Caress and his Kiss?

Edit: also, can you talk about why you configured your Troupes the way you did? I'm curious both about the mix of weapon upgrades, and why you upgraded everybody in the Troupe when a couple models are likely to die to overwatch?

_________________
Dark Eldar plog: Drug-Crazed Space Elves
Stupid humans plog: Calyptra's Stupid Humans
Vampire Counts plog: Bat Country
Back to top Go down
Sponsored content




PostSubject: Re: Pure Harlequins vs CWE 1750   

Back to top Go down
 
Pure Harlequins vs CWE 1750
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
THE DARK CITY :: 

AELDARI ALLIES

 :: Craftworld Eldar, Ynnari, Harlequins & Corsairs
-
Jump to: