Showing posts with label Harlequins. Show all posts
Showing posts with label Harlequins. Show all posts

Monday, 6 July 2020

Beachhead Brawl Battle Report: Game 4- White Scars vs Ynnari/Harlequins

Game four of the Beachhead Brawl ITC tournament would see my White Scars take on Alex's Aeldari force in ITC mission 4. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Impulsor- 2 Storm Bolters, Ironhail Heavy Stubber, Shield Dome
3 Eliminators- Bolt Sniper Rifles, Camo Cloaks
3 Eliminators- Bolt Sniper Rifles, Camo Cloaks

Battalion Detachment
Captain- Jump Pack, Master Crafted Thunder Hammer, Storm Shield, Chapter Master, Imperium's Sword
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
3 Inceptors- Assault Bolters
3 Inceptors- Assault Bolters

Battalion Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litany of Hate, Warlord
Phobos Librarian- Force Sword, Camo Cloak, Shrouding, Mind Raid
5 Infiltrators- Marksman Bolt Carbines, Smoke Grenades
5 Infiltrators- Marksman Bolt Carbines, Smoke Grenades
5 Tactical Marines- Bolters, Lascannon
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Monday, 24 February 2020

Surrey 40k Tournament: Game 3- White Scars vs Aeldari/Harlequins

Game 3 of the Surrey 40k tournament would see my White Scars take on Craig's mixed force of Aeldari and Harlequins in ITC mission 3. 

I actually played Craig in my first game at the last Surrey tournament in a very close game. I had a quite different list this turn, so was hoping it would be an equally close game in this one. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Impulsor- 2 Storm Bolters, Ironhail Heavy Stubber, Shield Dome
3 Eliminators- Bolt Sniper Rifles, Camo Cloaks
3 Eliminators- Bolt Sniper Rifles, Camo Cloaks

Battalion Detachment
Captain- Jump Pack, Master Crafted Thunder Hammer, Storm Shield, Chapter Master, Imperium's Sword
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
3 Inceptors- Assault Bolters
3 Inceptors- Assault Bolters

Battalion Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litany of Hate
Phobos Librarian- Force Sword, Camo Cloak, Shrouding, Mind Raid
5 Infiltrators- Marksman Bolt Carbines, Smoke Grenades
5 Infiltrators- Marksman Bolt Carbines, Smoke Grenades
5 Tactical Marines- Bolters, Lascannon
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Thursday, 31 October 2019

Surrey 40k Tournament Battle Report: Game 2- White Scars vs Ynarri/Drukhari

Game two of a recent Warhammer 40k tournament would see my White Scars take on the Eldar once more, this time a combined force of Ynarri and Drukhari, commanded by Mark. 

This game was four pillars. In this mission, there are four objectives on the diagonals of the board. Each objective can only be held by Troops units. At the end of the battle round (starting from turn 2), you score a point if you control more objectives than your opponent. If you control all the objectives, you score three points. We were also using the usual secondaries as well as kill points in this game. The deployment zone was Hammer and Anvil. 

My White Scars army consisted of:
Battalion Detachment
Khan on Bike- Twin Bolter, Khan's Spear, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Tactical Marines- Bolters, Heavy Bolter
5 Tactical Marines- Bolters, Plasma Cannon
5 Tactical Marines- Bolters, Power Sword, Flamer
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives
5 Bikers- Twin Bolters, 2 Meltaguns, Force Stave
5 Devastators- 4 Grav-cannons, Combi-grav
Rhino- Storm Bolter
Rhino- Storm Bolter
Drop Pod- Storm Bolter

Battalion Detachment
Captain- Bike, Twin Bolter, Teeth of Terra
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with Chainsword and Plasma Pistol
5 Sternguard Veterans- Special Issue Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

A fast moving White Scars force with some strong buffing characters and some backfield support unit. 

I took a couple of units of Tactical Marines for backfield objective holding, along with the Thunderfire Cannon for long ranged firepower. I took three units of Scouts for board control and grabbing objectives out of my deployment zone. 

For the fast moving elements, I took two units of Bikers, a couple of squads in Rhinos and a unit of Vanguard Veterans. These could move out to take on the enemy units or go after the objectives. For the Characters, I took two Captains on Bike (one of which is a Khan), a Lieutenant with Jump Pack and Librarian with Jump Pack.

Monday, 28 October 2019

Surrey 40k Tournament Battle Report: Game 1- White Scars vs Aeldari

I recently attended the Surrey Warhammer 40k Championship Warm Up round 2 tournament with my White Scars army. 

This tournament was a three-game, 1750 pts event that featured three Eternal War missions from Chapter Approved 2018. I decided that my White Scars would take to the tournament scene once more to see how the new Codex and supplement would improve their chances. 

The first game of the day was Vital Intelligence using Dawn of War deployment. Vital Intelligence uses 5 objectives; one in the centre of the board and one on each diagonal from the centre to the corner. Each objective can be scored at the end of the battle round. At the start of each battle round, you roll a D6. The number rolled is the active objective and is worth 2 points, with all other objectives being worth 1 point. However, on the roll of a 6, all objectives are worth 2 points. The Mission was also using Kill Points for each unit destroyed.

My first game would be against Craig and his Aeldari/Harlequin force. 

My White Scars army consisted of:
Battalion Detachment
Khan on Bike- Twin Bolter, Khan's Spear, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Tactical Marines- Bolters, Heavy Bolter
5 Tactical Marines- Bolters, Plasma Cannon
5 Tactical Marines- Bolters, Power Sword, Flamer
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives
5 Bikers- Twin Bolters, 2 Meltaguns, Force Stave
5 Devastators- 4 Grav-cannons, Combi-grav
Rhino- Storm Bolter
Rhino- Storm Bolter
Drop Pod- Storm Bolter

Battalion Detachment
Captain- Bike, Twin Bolter, Teeth of Terra
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with Chainsword and Plasma Pistol
5 Sternguard Veterans- Special Issue Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

A fast moving White Scars force with some strong buffing characters and some backfield support unit. 

I took a couple of units of Tactical Marines for backfield objective holding, along with the Thunderfire Cannon for long ranged firepower. I took three units of Scouts for board control and grabbing objectives out of my deployment zone. 

For the fast moving elements, I took two units of Bikers, a couple of squads in Rhinos and a unit of Vanguard Veterans. These could move out to take on the enemy units or go after the objectives. For the Characters, I took two Captains on Bike (one of which is a Khan), a Lieutenant with Jump Pack and Librarian with Jump Pack. 

Wednesday, 10 July 2019

Video Battle Report- Dark Angels Primaris vs Harlequins

Today I have another video battle report for you. This is the first game with my Dark Angels Primaris army, taking on Yarro's Harlequins in an ITC mission. 

Hope you enjoy. 


Thursday, 15 February 2018

Battle Report 132- 1600 pts Deathwatch vs Harlequins

This week's battle report sees a return to the table for my Deathwatch, taking on Yaro's Harlequins once more. 

We would be playing the Tactical Gambit maelstrom mission. This is the mission where you bet how many of your four cards you will score in your turn (before you know which cards you draw). If you score at least that number, you gain that number of bonus points. If not, your opponent gets the bonus points. This can make it risky to bet big, but rewards you if you do and score the cards. 

My army consisted of:
Battalion Detachment
Watch Captain Artemis (A)
Librarian- Force Sword, Bolt Pistol, the Beacon Angelis, Null Zone, Might of Heroes (L)
5 Veterans- 2 Frag Cannons, Storm Shield, Bolters, Chainsword (KT1)
Rhino- Storm Bolter (R1)
5 Veterans- 3 Combi-Meltas, Bolters, Chainswords(KT2)
5 Veterans- Bolters, Chainswords (KT3)
Rhino- Storm Bolter (R2)
5 Veterans- Stalker Bolters, Chainswords (KT4)
5 Veterans- 3 Missile Launchers, Bolters, Chainswords (KT5)
5 Veterans- 3 Frag Cannons, Storm Shield, Bolters, Chainswords (KT6)
Drop Pod- Storm Bolter (DP)
5 Veterans- Deathwatch Shotguns, Storm Shields (KT7)
6 Vanguard Veterans- 3 Pairs Lightning Claws, Bolt Pistols, Chainswords (VV)

A different kind of Deathwatch army for me. I decided to go for bodies over toys, dropping the Corvus Blackstar from the list. 
I decided to give Watch Captain Artemis a go. His Stasis grenade should negate the pesky invulnerable saves of the Harlequins. I made him my warlord and gave him the 6+ FNP from the rulebook warlord trait. My other secret weapon was the Librarian with Null Zone. Negating the invulnerable saves of the Harlequins is key to bringing them down, as my Deathwatch don't have the weight of fire to get past them easily. 

Saying that, 7 units of Deathwatch Veterans should give me a decent level of firepower. I also remembered to give them all Chainswords. With 2 attacks base, getting an extra attack on each Veteran should boost my damage output a lot. 

Tuesday, 26 December 2017

Battle Report 127- 1500 pts Genestealers Cult vs Harlequins

This week's battle report features the inaugural battle featuring my Genestealer Cults army. I have been painting this army up for a few months now, so was excited to finally get them on the table. I know a few of the readers have been looking forward to this as well. 

This game was to be against Yaro and his Harlequin army, and was played at the Spiky Club in Reading. As an aside, this was not actually my first time at the Spiky Club. Back in 2003, I was on industrial placement for university in Reading. I regularly attended the Spiky Club all those years ago with my Dark Angels (my only army at the time). 

Yaro wanted to play 1500 points, as he is building up his Harlequins army and only had enough models for a smaller game. This would allow me to field a fully painted army, as I had enough done to field this level of points. 

My army consisted of:
Battalion Detachment
Patriarch- Mass Hypnosis (Pt)
Magus- Might from Beyond (M)
Primus (Pr)
10 Purestrain Genestealers (PG)
10 Neophytes- Heavy Mining Laser (N1)
10 Neophytes- Heavy Seismic Cannon, Grenade Launcher (N2)
10 Acolytes- 2 Heavy Rock Cutters (A1)
10 Acolytes- 2 Heavy Rock Drills (A2)
10 Acolytes- 2 Heavy Rock Saws (A3)
Goliath Truck- Heavy Stubber, Twin Autocannon, Cache of Demolition Charges (GT)
Goliath Rockgrinder- Heavy Stubber, Clearance Incinerator (R)
6 Aberrants- 3 Power Picks, 3 Power Hammers (A)

My army featured a mix of unit to try them out for the first time.
For my HQ units, I took the Patriarch, the Magus and the Primus. The Patriarch is a beast in combat, hitting incredibly hard and going through a lot of armour. I gave him Mass Hypnosis, to stop the Purestrains he would be accompanying from being shot up by overwatch fire. The Magus took Might from Beyond to boost the strength of the unit he was with. The Primus has some solid combat ability, as well as giving me useful deployment options from Cult Ambush.

For the troops, I took two units of Neophytes with Heavy Weapons. These would be used for holding objectives and taking pot shots at the enemy army. I also took three units of Acolytes. Each had two of the different Heavy Weapons, so that I could try them out and see how they performed in combat.

I took 6 Aberrants for some heavy combat punch and put them in the Goliath Rockgrinder. I also took a Goliath truck to transport another unit.

My warlord was the Patriarch, who took the new Genestealers Cult warlord trait. This allows any unit within 6" of the warlord to perform a heroic intervention.

Thursday, 28 September 2017

Battle Report 119- 2000 pts White Scars vs Eldar

Today's battle report sees my White Scars army take on Luke's Aeldari force comprised of Eldar and Harlequins. 

I played this game at Battle Bunker in Sunderland. The mission was the Cloak and Shadows  (3 cards per turn, hidden from your opponent) maelstrom mission using table quarters deployment. 

My army consisted of:
Battalion Detachment
Captain- Bike, Teeth of Terra (C)
Lieutenant- Master-crafted Bolter (L)
10 Tactical Marines- Bolters, Meltagun (TS1)
Rhino- Storm Bolter (R)
6 Tactical Marines- Bolters, Flamer (TS2)
5 Scouts- Sniper Rifles, Camo Cloaks (S1)
Razorback- Twin Assault Cannon (Rb)
10 Sternguard Veterans- Special Issue Bolters (S2)
Drop Pod- Storm Bolter (DP)
5 Vanguard Veterans- 3 pairs Lightning Claws, 2 Thunder Hammers and Storm Shields (VV)

Outrider Detachment
Chaplain- Jump Pack (Ch)
5 Bikers- 2 Grav Guns, Power Fist (B1)
5 Bikers- 2 Meltaguns, Power Axe (B2)
6 Scout Bikers (SB)
2 Attack Bikes- Multi-meltas (AB)

7 Command Points

My warlord was the Captain and he took the White Scars Deadly Hunter Warlord trait.




I decided to mix up my army from their last outing. I added a second detachment, led by a Chaplain with a Jump Pack. To support him, I took a unit of Vanguard Veterans with various combat weapons. Other than that, my list was quite similar to last time. 

Wednesday, 6 September 2017

North West Open 2017: Game 2- Deathwatch vs Harlequins

Game 2 of the North West Open tournament would see my Deathwatch take on James and his Harlequin force. James had actually missed his first game due to traffic, but one of the shop staff members had stepped in and secured him a win for game 1. It would be interesting to see how well matched I was with his army in round 2.

The mission for game 2 was ITC scenario 5- Big Guns Never Tire. In this, the primary mission was holding the four objectives and killing Heavy Support choices. Each objective was worth 3 points to whoever controlled it at the end of the game, with each slain Heavy Support choice worth a bonus point.
For the maelstrom mission, each player had two maelstrom objectives (numbered 1 and 2). Each player had to place their maelstrom objective 1 in their own deployment zone and maelstrom objective 2 in their opponent's deployment zone. The maelstrom objective table was as follows:

  1.  Hold maelstrom objective 1 in the enemy deployment zone. 
  2. Hold maelstrom objective 2 in the enemy deployment zone. 
  3. Hold maelstrom objective 1 in your own deployment zone.
  4. Hold maelstrom objective 2 in your own deployment zone.
  5. Destroy an enemy unit
  6. Destroy an enemy unit
As per ITC rules, you could only score maelstrom points generated at the start of your following turn. In addition, if you roll two of 1, 2,3 or 4, you can exchange for hold 3 objectives for 3 points. If you roll up 5 and 6, you can exchange it for kill 3 enemy units for 3 points. 
The tertiary objectives were Slay the Warlord, Linebreaker and Ground Control (control or contest 2 or more objectives at the end of the game). We would be using Front Line assault deployment. I actually ended up on the same table as game 1, so would be familiar with the terrain! 

My army consisted of:
Battalion Detachment
Watch Master (W)
Watch Captain- Jump Pack, Pair Lightning Claws (W)
Kill Team 1- 5 Veterans, Vanguard Veteran with Pair Lightning Claws, 3 Frag Cannons, Storm Shield. (KT1)
Kill Team 2- 5 Veterans, 2 Missile Launchers, 3 Stalker Boltguns (KT2)
Kill Team 3- 5 Veterans, 2 Missile Launchers, 3 Stalker Boltguns (KT3)
Kill Team 4- 5 Veterans, Meltagun, 3 combi-Meltas (KT4)
Kill Team 5- 5 Veterans, 2 Frag Cannons (KT5)
Rhino (R)
Drop Pod- Storm Bolter (DP)
6 Vanguard Veterans- 2 Pairs Lightning Claws, Power Sword and Bolt Pistol, 3 with Bolt Pistols and Chainswords (VV1)
3 Deathwatch Bikers- Power Axe, Power Sword (DB1)
3 Deathwatch Bikers- two Power Swords (DB2)
Corvus Blackstar- Auspex Array, Hurricane Bolter, Twin Assault Cannons, 2 Blackstar Rocket Launchers (CB)
Vindicare Assassin (V)

6 Command Points

My Warlord was the Watch Master, who took the Tenacious Survivor warlord trait.

Friday, 17 February 2017

Fracture of Biel-Tan Review: Part 4- Forces of the Ynnari

Welcome to part 4 of my review of the new Fracture of Biel-Tan supplement. This section will look at the new fraction to join the 40k universe- the Ynnari. 

This army features a combined force of Eldar, Dark Eldar and Harlequin units to combine into an Aeldari super-force to use on the table. 

Warlord Traits
As is common with many of the 40k supplements recently released, the Ynnari get a new Warlords trait table to roll on if they choose. 

Lord of Rebirth- The warlord gets It Will Not Die. Useful for keeping your warlord alive for longer. Added to the wound recovery methods that the new Ynnari special characters get, this could boost their durability even further, helping to keep them alive for longer. 

Warden of the Forgotten Wisdom- If your warlord is a psyker, you get to choose your psychic powers rather than rolling for them. This is amazing. Given how powerful the Eldar and Harlequinn psychic powers are, as well as the powers in the various other shared disciplines, removing the random nature of the roll and getting to choose the best powers for the situation is brilliant. Do Eldar have access to Telepathy? If so, you now have Invisibility. This would work really well on a level 3 Farseer, allowing you to choose the best 3 powers from the various disciplines at will. 

Walker of the Many Paths- Each turn, your warlord gains a special rule of your choice from Furious Charge, Hit and Run and Move Through Cover. This is pretty awesome too. Hit and Run is an amazing special rule, so getting it guaranteed on your Warlord's unit is going to be very effective in the game. 

Thursday, 7 May 2015

Battle Report 2- 1500pts White Scars vs Harlequins

Last Thursday night I ventured over the river to attend Elysium wargames, a club that meets in Dundee. I played a 1500 point game with a very nice guy called Pete. I brought my White Scars (to test out my blog wars list) and Pete was playing with Harlequins. I’ve never played Harlequins before, but if they were anything like Eldar, I knew I was in for a tough fight.

Arrayed for battle.
As we were playing on a 4’x4’ board, we decided on 1500 pts. I took my blog wars army, but dropped Khan, the scouts in the Landspeeder Storm and the Stormtalon to get to the agreed points level. We agreed to play purge the alien (i.e. just kill one another).