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Starting a new saga as I try to focus on beating harlie lists and shoring up the weaknesses of my prior experiments


IMO harlies are one of our hardest match ups and they are a common opponent in the final rounds of a tournament (might be the #1 faction right now)


I won't ever win a tournament without getting through them...so I am going to build for them and trust on my skills and list flexibility to get me through the other matchups


I have also added units to specifically handle hordes (got my ass handed to me facing necron and cultist blobs)


This thread will be for matches specifically against harlies as I try to figure out what does/doesn't work against them





Experiment #1

SW-Harlie hunting with a vindicare v Aeldari mix

Map/Mission-Retrieval Mission


My list


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [111 PL, 12CP, 1,998pts] ++


+ Configuration [12CP] +


**Chapter Selection**: Space Wolves


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]


Detachment CP


+ Agents of the Imperium [5 PL, 100pts] +


Vindicare Assassin [5 PL, 100pts]: Blind Grenades, Exitus Pistol, Exitus Rifle


+ HQ [20 PL, 390pts] +


Captain on Bike [8 PL, 170pts]: Chapter Command: Chapter Master [2 PL, 40pts], Frag & Krak grenades, Storm shield [10pts], Thunder hammer [20pts], Twin boltgun, Warlord


Chaplain [5 PL, 80pts]: 6. Canticle of Hate (Aura), Boltgun, Crozius arcanum, Frag & Krak grenades, Litany of Hate


Primaris Chaplain on Bike [7 PL, 140pts]: 2. Catechism of Fire, 5. Recitation of Focus, Absolver Bolt Pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Twin Bolt rifle


+ Troops [18 PL, 270pts] +


Blood Claws [6 PL, 90pts]

. 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades

. Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades


Blood Claws [6 PL, 90pts]

. 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades

. Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades


Blood Claws [6 PL, 90pts]

. 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades

. Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades


+ Elites [36 PL, 624pts] +


Aggressor Squad [12 PL, 225pts]: 4x Aggressor [160pts], Aggressor Sergeant [40pts]

. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [25pts]: 2x Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher


Company Veterans [3 PL, 44pts]

. Space Marine Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades

. Veteran Sergeant [24pts]: Astartes Chainsword, Frag & Krak grenades, Storm shield [4pts]


Judiciar [5 PL, 85pts]: Absolver Bolt Pistol, Executioner Relic Blade, Frag & Krak grenades


Venerable Dreadnought [8 PL, 135pts]: Great Wolf Claw, Heavy plasma cannon


Venerable Dreadnought [8 PL, 135pts]: Great Wolf Claw, Heavy plasma cannon


+ Fast Attack [4 PL, 85pts] +


Attack Bike Squad [2 PL, 55pts]

. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


Cyberwolves [1 PL, 15pts]

. Cyberwolf [15pts]: Teeth and claws


+ Heavy Support [24 PL, 459pts] +


Long Fangs [11 PL, 213pts]: Armorium Cherub [5pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]

. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades

. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun


Long Fangs [13 PL, 246pts]: Armorium Cherub [5pts]

. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]

. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]

. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]

. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]

. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]

. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades

. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun

. Wolf Guard Terminator Pack Leader [2 PL, 58pts]: Cyclone missile launcher [25pts], Lightning Claw, Storm bolter


+ Dedicated Transport [4 PL, 70pts] +


Drop Pod [4 PL, 70pts]: Storm bolter


++ Total: [111 PL, 12CP, 1,998pts] ++


Created with BattleScribe (https://battlescribe.net)



Notes on my list and why I added specific units


Trying to figure out what combination of items help against harlies


1-Assassin

Vindicare picking off a shadowseer or troupe master puts a serious dent in their tricks

Plan B was a callidus to cost them extra CP and potentially popping up and slicing through an exposed character with no invulnerable

I do have the option to spend 2 CP pre game and change the assassin as well...so if I hit a pure psyker artillery build I can grab a culexus as well


2-Aggressors

I need buckets of dakka dice to kill chaff


I had previously experimented with terminators with SB/SS for this type of role but had to choose between super defense or melee fighting

I liked the ability to hit on 2s using fury of the first and I liked the increased defense to stick around and be annoying

However...I found them lacking in games against harder targets and they seemed to be a niche choice


I always had aggressors BELOW terminators b/c of the lack of hitting on 2s reliably

The change to keen senses to help in melee is making me re-evaluate that

I can hit on 2s with the PFs in melee if I use keen senses to shoot (new 9th edition keen senses upgrade can ignore weapon skill modifiers which means no -1 from PF...first round of combat PF hit on 2s)


I lose the storm shield option but get T5 and transhuman as defensive options


This gives me flexibility against hordes and things that ignore AP (necrons...cultists...harlies)

But it also keeps them useful against custodes and other matchups


I went with 5 instead of 6 to avoid blast rules

Gives me 30 + 5D6 shots when I need to throw buckets of dice at a good armor save

Also gets 21 PF attacks


3-LF missile launchers

I replaced my eradicators because good players were taking advantage of their 24" range limit

I also didn't like their single target focus...I mean...ya I could wipe out 1 unit...but against harlies and their large numbers of transports it wasn't an efficient trade.


I discovered splitting fire to pick off multiple transports is a real strength of my LF MM death pod. I put 6 shots in a target and 4 in another target. Using the cherub to fire 2 more and finish off anything that you had bad luck against.


4-Venerable dreads

I love my wulfen dreads and great wolf claws...but if I could change 1 thing it would be giving them CORE for more buffs


I am going to test if I really need that blizzard shield or if I can focus 100% on offense instead

Same exact points but now I have a long range gun that I don't mind overcharging if I need to pop 3 damage on a target

I also have the option to reserve against haywire and potentially come charging out of reserve with 7" rerolling...I like those odds and feel it gives me more usage than wulfen dreads in the harlie specific matchup


5-Double chaplain

With all the above changes I am relying heavily on master of sanctity buffs to shooting

There will be a time I need chaplain buffs to be in 2 separate locations

I replaced a bike smash captain with a foot chaplain so he can go in the DP and always give the LF MM unit their BS2 buff

In other versions I dropped from a battalion to double patrol and swapped a BC for the foot chaplain instead...not sure if the 2 CP or bike captain are more valuable



His army


++ Battalion Detachment 0CP (Aeldari - Harlequins) [88 PL, 1,706pts, 9CP] ++


+ Configuration +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)


Detachment CP


Masque Form: The Soaring Spite: Serpent's Blood


+ Stratagems +


Enigmas of the Black Library (1 Relic) [-1CP]


+ HQ +


Shadowseer [6 PL, 115pts, -1CP]: Domino Shroud, Hallucinogen Grenade Launcher, Mirror of Minds, Miststave, Shield From Harm, Shuriken Pistol, Smite, Stratagem: Pivotal Role, Twilight Pathways, Veil of Illusion


Troupe Master [4 PL, 70pts, -1CP]: Choreographer of War, Darkness' Bite, Fusion Pistol, Harlequin's Blade, Plasma Grenades, Soaring Spite: Skystrider, Stratagem: Pivotal Role, The Twilight Fang, Warlord


+ Troops +


Troupe [10 PL, 194pts]

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


Troupe [10 PL, 185pts]

. Player: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol


Troupe [5 PL, 119pts]

. Player: Fusion Pistol, Harlequin's Blade, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades


Troupe [5 PL, 119pts]

. Player: Fusion Pistol, Harlequin's Blade, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades

. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades


Troupe [10 PL, 194pts]

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

. Player: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


+ Fast Attack +


Skyweavers [15 PL, 275pts]

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive


Skyweavers [15 PL, 275pts]

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive

. Skyweaver: Haywire Cannon, Zephyrglaive


+ Dedicated Transport +


Starweaver [4 PL, 80pts]: 2x Shuriken Cannon


Starweaver [4 PL, 80pts]: 2x Shuriken Cannon


++ Patrol Detachment -2CP (Aeldari - Drukhari) [16 PL, 293pts, -3CP] ++


+ Configuration +


Detachment CP [-2CP]


Fixed Combat Drug Selections


Obsession: Ynnari


+ No Force Org Slot +


Court of the Archon [3 PL, 48pts]

. Ur-Ghul: Claws and talons

. Ur-Ghul: Claws and talons

. Ur-Ghul: Claws and talons


+ HQ +


Archon [4 PL, 70pts, -1CP]: Blast Pistol, Huskblade, Shadowfield, Stratagem: Exalted of Ynnead, Walker of Many Paths


Yvraine [6 PL, 120pts]: 1. Gaze of Ynnead, 4. Unbind Souls, Kha-vir, the Sword of Sorrows.


+ Troops +


Wyches [3 PL, 55pts]: Hypex (Combat Drug)

. Hekatrix: Hekatarii blade, Splinter pistol

. 4x Wych: 4x Hekatarii blade, 4x Splinter Pistol


++ Total: [104 PL, 6CP, 1,999pts] ++


Created with BattleScribe (https://battlescribe.net)



Pre-game & Deployment


I see he has NOT spammed fusion boats so I am happy

Never seen the drukhari variant he has so kind of unsure how they will play


If I can pop transports I feel good about my chances


His choices

Engage

Assassinate

Deploy


My choices

Engage

Deploy

Warrior pride


Chapter master gets rites of war + hunter + armor of russ

Primaris chaplain gets recitation of focus + canticle of hate + wise orator + wulfen stone

Foot chaplain gets recitation of focus

LF-MM-PL gets morkai bolts

4 CP on WL traits/relics


Reserves

Dread1 + cyberwolf

Dread2

BC (pure outflank instead of strategic reserves)

Vindicare

DP with LF-MM + Vets + Chaplain

3 CP on reserves


5 total CP to start the game


We both deploy out of LOS as best we can

I have a judiciar inside the middle of the aggressors to prevent a harlie charge

Cyber wolf and BCs ready to run out and get objectives


gallery_49686_16810_99359.jpg




He puts his odd Ur-gur units on the front line and bikes far back

gallery_49686_16810_243474.jpg



BATREP


I win and take 1st turn

*this was not an easy decision...I am a counter punch army and like when the enemy moves first and comes closer. However going first means my reserves come in faster and maybe give me an edge. This army is specifically built to use reserves against harlies so I decided to test that out. He said he would have given me first turn if he had won the roll


I move the cyberwolf and BC onto objectives...not much else moves

I deploy scramblers in my DZ


Do NOT want to bring in my DP...he has me zoned out nicely


His turn

He advances and moves things towards me

1 troupe gets twilight path and goes to kill my BCs on the objective

He super buffs them to a 3++

He kills 4/5 BCs

He also consolidates and touches my LF-ML unit to prevent me from shooting

I pile in with the LFs and get lots of swings off killing a handful of harlies...I use my consolidate for free movement to start pushing out of my deployment zone


I take the first hit but I still get 10 as my primary points

If he had gone after the wolf to deny me points it would open him up to a counter attack

Honestly I was happy either way...this is the whack a mole style you can expect with harlies and their bag of tricks


gallery_49686_16810_409373.jpg


Turn 2

I still can't bring my reserves in...those damn Ur-gur models are doing a great job zoning me out


I decide to buff my aggressors with recitation and chapter master rerolls to start clearing bodies

They shoot the wyches to clear midfield and charge the harlies near my BC

He doesn't even make me roll for the wyches and just pulls them

In combat the aggressors wipe out the last last of the harlies and I reclaim the objective and form up a defensive mob

The judiciar has also run in for LOS protection and to provide his aura protection to my aggressors


Although harlies are dead I also charged with attack bike to get warrior pride points (need 2 charges a turn)


I advance BCs to take over the right side objective and the cyberwolf moves forward to score me engage points


I leave bike HQs as the only things holding my DZ objective...if he comes in I can HI and fight and at the very least he will lose what he commits even if he manages to take it


I bring 1 venerable dread as bait on the right flank and overcharge to shoot his single model off objective 3 and clear it

I also force him to use his free movement relic on the shadowseer. She was standing out in the open where my venerable could shoot her and used it immediately after I came in from reserve. Now he can't pull that later in the game so I am happy.


He has zoned me out very well so I need to draw him out before I come in next turn


gallery_49686_16810_338629.jpg


His turn

He moves a transport to objective 3 and his troupe master pops out to kill my cyber wolf

He kills the dread with haywire (as expected)

He then charges into the BCs on the objective

His skyweavers only kill 2 BCs after charging...we kill 1 skyweaver in return (very good result for me)


He sends his next large unit of harlies and does sneaky stuff to steal the objective from me...once again they are super charged with a 3++

he stays out of judiciar range but tempts me with a HI from aggressors...I decline

He only puts 1 unit in fighting range of the BC...the single model with a generic no AP weapon

He puts 1 wound on me but does NOT kill the BC

He then surrounds me and his OBSEC takes me off objective 4


gallery_49686_16810_403337.jpg


Turn 3

Time for a big push...i don't have many options to drop deep in his territory but there are things I can see


I need to clear his blob on objective 4 and start pushing up hard...I also want to kill as many of his skyweavers as I can reach since they are all exposed


In command phase I think long and hard and decide I will NOT buff the LF MM squad coming in...they will have to rely on 4s

Primaris Chaplain gets recitation of focus on my LF-ML squad and canticle of hate is active

He turboboosts left and gives EVERYONE in that area the full charge buff combo


Chapter master gives aggressors full rerolls to hit and then turbo boosts to objective 5 to reinforce the 3 man BC and kill off the skyweavers or charge troupe master as plan B


BCs fall back from combat so I can shoot his skyweavers


Attack bike goes back to sit on my DZ objective and get LOS on his skyweavers near the BC


Aggressors move to 18" of his skyweavers near the BC


Vindicare takes the TINY little hole in his back corner with LOS to troupe master and archon...this will get me engage points

DP comes mid field in a hole he left and I have clear shots to his backfield skyweavers and his transport on objective 3

Company veterans deploy a scrambler midfield

Last BC comes in on the left to try and help clear that mass of harlies

Cyberwolf pops out there as well

My last dread pops out on the right flank basically replacing my previous dread...he can shoot and maybe get a 9" charge into the skyweavers if they live



Shooting time...

Only 4 aggressors are in range...the 5th is close to the blue harlies for a safe and easy charge

44 shots

36 hits

24 wounds


They annihilate the entire 4 man skyweaver squad


I then use the LF-MM squad and give signum boost to the PL with morkai bolts

He misses the skyweavers needing a 3

10 MM shots go into the starweaver needing 4 to hit and 3 to wound...I am in bonus damage range so just 1 could pop it

I put 3 wounds on the starweaver and he rolls 3 6's for his invulnerable saves

Crap...

I use the cherub on the PL and hit with morkai bolts on skyweavers this time

LF-ML fire at skyweavers needing 2's to hit but no captain reroll

I also need 2s to wound and reroll 1s

I manage to blow up 3/5 Skyweavers and he loses the last 2 to morale failure


I managed to get through all the shooting without blowing a CP so now it is time for the vindicare

He naturally rolls a 1 to shoot the troupe master

I use a CP reroll and he kills the troupe master with 3 straight bonus damage wounds (I literally rolled 3/4/5 and just manage to kill him)

I get a CP for killing a character and spend it to fire at a second target

I put 3 wounds on his archon but don't kill him


Time for the fight phase

BC fail charge but everyone else is in


Judiciar shuts them down and everyone swings

I have HORRIBLE luck and 2 harlies survive the attacks and kill the BC in return

He uses auto pass morale on harlies


He steals the objective with 2 models v a horde b/c the power of OBSEC...this move gets him 15 on the primary...CRAP!!!

gallery_49686_16810_566090.jpg


His turn

Smites vindicare to death

Sends one of his starweaver boats after chapter master

Fusion pistols my chapter master...lands all 5 hits/wounds

I fail 2 saves even with CP and die...nooooooo

He then uses fire and fade to drive onto my DZ objective and contest it (only have an attack bike here)


On the left flank he sends a 5 man fusion pistol forward with his shadowseer

He kills 2 aggressors with smite/fusion


Big combat on left is tricky...I need to clear these OBSEC guys off or I only score 5 on primary

He avoids my judiciar bubble and wants to bait my aggressors...I do HI 6" this time because I need this objective


He also falls back with his 2 man squad and charges back into the LFs

I overwatch and use blast mode

When all the dice are done I do manage to kill 1 so only 1 model survives

If you want to know WHY he did that it has to do with OBSEC.

He was not touching the objective and I had based him with LFs. He had to pull this trick to get back and touch the objective again.


He puts only 2 wounds on my aggressors with his fusion pistol squad and doesn't kill any models

I intervene with the LF-ML squad and swing into both units

LFs kill 3/5 from fusion squad and the combo of PL and WGPL kill the single survivor in the other squad

Aggressors then swing and wipe the last squad

I use consolidate to push towards his lines


Mid field his last giant harlie blob has killed 4/6 LFs and consolidated into the DP so I can't shoot him...this unit gets the super 3++ buff as well

I lose the last 2 LFs to morale


gallery_49686_16810_141874.jpg


Turn 4

I NEED to reach his DZ or I won't get deploy scramblers


I prioritize the aggressor flank and do NOT chant anything. I need to guarantee the canticle of hate is active so I spend a CP for that and turboboost primaris chaplain to give wulfen stone rerolls as well


Aggressors kill shadowseer with bolters and make the charge into his Ur gur in combat...I use the charge to sling shot into his DZ

If I survive I can deploy next turn


The company vets advance with a 12 and set themselves up as plan B to deploy...but I make a massive mistake I am not even aware of yet. I have pushed them to the left thinking I need a mass of bodies to slow him down. If I had gone RIGHT I score engage points and force him to chase me instead of having a chance to go after ALL my units in the same location


The LFs form a blockade on the objective and hope to slow down and delay his last harlie unit


Meanwhile I make a series of moves to remove his starweaver threat in my DZ

BCs move closer to charge but daisy chain so I still hold objective 5 if I fail charge

Dread and attack bike line up shots


Attack bike pops the starweaver and his harlies come out (1 melta shot made it through and bonus damage did the trick)

BCs make their long charge and wipe out the fusion pistol squad to secure my backfield


gallery_49686_16810_41127.jpg

His turn

He rolls low on charges and can't stop the aggressors from deploying scramblers with his harlie unit

They try killing the LFs but I tank and hold the line to prevent him from consolidating and being a pain


He also fails to kill the company vet squad but does have it tied in melee so they can't deploy scramblers

He sends his starweaver in as a hail mary but the aggressors punch it to death


gallery_49686_16810_137555.jpg


Turn 5

My scoring is over so I focus on denying him points


I fall back from combat with the company vet survivor and stand on his objective to deny points...all he has is yvraine back there and she doesn't have OBSEC...this drops him to 5 primary only


Aggressors deploy scramblers


My HQs all flee to avoid giving him assassinate points


I kill off his stupid Ur-gur model in the bottom left corner with shots from the chaplain and attack bike

I had totally forgotten about this guy and he got a few free engage points because of this


His turn he auto advances his harlies to just barely get engage points...a move I did NOT see coming or predict would happen


If I had seen this in advance I could have moved my units sitting on objective to try and kill them off with judiciar/HI combo


gallery_49686_16810_257260.jpg



Final


gallery_49686_16810_65290.jpg

77-78


SW loss


I'm slowly figuring out how to solve the harlie puzzle...even though I lost I feel real good about this result


Things I liked

The new aggressors were an amazing MVP unit in this match up

They were shooting and punching all game long. I loved their buckets of dice


Giving them chapter master rerolls is so rewarding b/c they are active in shooting AND fighting phases


I laughed at how the LF-ML pack spent most of the game punching harlies in combat...the chainsword and LC pack leaders claimed their fair share of harlie heads


Got the benefit of the plasma guns on the venerable dreads but wasn't able to get a 7" charge trick due to him zoning me out


The foot chaplain did nothing but that is ok. He is an insurance policy and this just wasn't the right game for him


The vindicare was surprisingly effective. He got me engage and managed to pick off a character and draw a ton of attention.




Things I did wrong


I did NOT expect him to zone me out so well...I really screwed up by not having my cyberwolves available from turn 1 to pick up cheap engage points. He told me in the post game chat to consider them disposable and just put them on the line and run for that turn 1 point scoring


I did NOT kills his lone ur-gur model in my bottom left corner because I honestly overlooked it. That got him a few free points


The OBSEC steal of objective 4 to give him hold more was a MAJOR blow...maybe I didn't need to send my chapter master far to the right flank...if he had stayed I have obsec from rites of war and reroll 1s may be the difference in killing things

I also lost him to assassinate by moving him


At the time I thought I needed to kill the skyweavers and troupe master...but honestly my BCs are OBSEC so they would have had it at least 1 more turn



His list had an interesting twist on the harlies

The drukhari detachment gave him CP regen (a big issue for harlies)

It also gave him 3 disposable Ur-gur models who can perform actions...including a single model deep strike for an EASY deploy scramblers point


I am happy with this match...was exciting and competitive to the last turn


Edited by TiguriusX
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It's nice to see the ML long fangs do fairly decent.

 

Lately I've been having a fair amount of success with Hellblasters (assault variant) they may be a unit you should consider for this matchup. I think they get overlooked because of how good plasma inceptors are but you already have enough deep striking threats.

Experiment #2

SW-Harlie hunting with a patrol and no assassin v Aeldari mix


My list


48 Company Veterans CS/SS + CS/CS


HQ

140 Chapter Master on Bike

30 TH/SS

140 Master of Sanctity on Bike


Troops

90 5xBC


Elite

135 Venerable Dread Claw/Plasma

135 Venerable Dread Claw/Plasma


Fast Attack

55 Attack Bike w/MM

55 Attack Bike w/MM


Heavy

108 6xLong Fangs

105 5xMulti-Melta + Armorium Cherub

108 6xLong Fangs

80 5xML + Armorium Cherub

58 WGTPL + CML/SB/LC


Transport

70 Drop Pod


Patrol (-2CP)

HQ

100 Captain on Bike (Warlord)

30 TH/SS

80 Chaplain


Troops

90 5xBC


Elite

225 5xAggressors Bolts

85 Judiciar


Fast Attack

15 Cyberwolf

15 Cyberwolf


1997 Total

10 CP



Notes on my list and why the changes


Sorry for the list formatting...it is from my google sheets where I brainstorm

This game was a last minute scheduled event and I didn't have time to put it in BS etc.


This variation basically uses a patrol so I can have the 2nd bike captain and use him aggressively

The difference in points means I lose a BC and an assassin but upgrade to an extra melta attack bike


I make the plain captain my warlord so I can send him on a kamikaze attack and still have a reroll all buff alive with the rest of my forces



His list



++ Battalion Detachment 0CP (Aeldari - Harlequins) [88 PL, 9CP, 1,635pts] ++


+ Configuration [12CP] +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]


Gametype: Matched


+ Stratagems [-1CP] +


Enigmas of the Black Library (1 Relic) [-1CP]


+ HQ [10 PL, -2CP, 185pts] +


Shadowseer [6 PL, -1CP, 115pts]: Hallucinogen Grenade Launcher, Miststave, Shards of Light, Shield From Harm, Smite, Stratagem: Pivotal Role [-1CP], Twilight Pathways, Veil of Illusion


Troupe Master [4 PL, -1CP, 70pts]: Choreographer of War, Darkness' Bite, Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades, Stratagem: Pivotal Role [-1CP], The Twilight Fang, Warlord


+ Troops [29 PL, 530pts] +


Troupe [5 PL, 70pts]

. Player [1 PL, 14pts]: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

. Player [1 PL, 14pts]: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

. Player [1 PL, 14pts]: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

. Player [1 PL, 14pts]: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

. Player [1 PL, 14pts]: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


Troupe [5 PL, 95pts]

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades


Troupe [9 PL, 175pts]

. Player [1 PL, 20pts]: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 20pts]: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 20pts]: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 20pts]: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 19pts]: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 19pts]: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 19pts]: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 19pts]: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol

. Player [1 PL, 19pts]: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol


Troupe [5 PL, 95pts]

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades


Troupe [5 PL, 95pts]

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades

. Player [1 PL, 19pts]: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades


+ Elites [3 PL, 50pts] +


Death Jester [3 PL, 50pts]: Humbling Cruelty, Shrieker Cannon


+ Fast Attack [30 PL, 550pts] +


Skyweavers [15 PL, 275pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]


Skyweavers [15 PL, 275pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]

. Skyweaver [55pts]: Haywire Cannon [15pts], Zephyrglaive [5pts]


+ Dedicated Transport [16 PL, 320pts] +


Starweaver [4 PL, 80pts]: 2x Shuriken Cannon [20pts]


Starweaver [4 PL, 80pts]: 2x Shuriken Cannon [20pts]


Starweaver [4 PL, 80pts]: 2x Shuriken Cannon [20pts]


Starweaver [4 PL, 80pts]: 2x Shuriken Cannon [20pts]


++ Patrol Detachment -2CP (Aeldari - Craftworlds) [18 PL, 365pts] ++


+ HQ [15 PL, 290pts] +


The Yncarne [15 PL, 290pts]: Vilith-zhar, the Sword of Souls


+ Troops [3 PL, 75pts] +


Rangers [3 PL, 75pts]: Appear Unbidden, Cameleoline Cloaks

. 5x Ranger [75pts]: 5x Ranger Long Rifle, 5x Shuriken Pistol


++ Total: [106 PL, 9CP, 2,000pts] ++


Created with BattleScribe (https://battlescribe.net)


Pre-game and Deployment


This was a last minute match arrangement so I didn't have time for pre-game to be honest


Quick glance at his list is fairly standard harlie components but he adds the yncarne


The map is also NOT good for me. I have seen a few harlie games on this map and the terrain is perfect for them to hop point to point and pick off whatever they want. I know it will be a hard test.


I choose

Engage on all fronts

Deploy scramblers

Warrior pride


He chooses

Engage on all fronts

We stand we fight

Raise the banners


Chapter master-Rites of war + Armor of Russ

Captain on bike-Imperium's sword + Hunter

Primaris chaplain on bike-Recitation of focus + Canticle of hate + Wise orator + Wulfen stone

Chaplain-Recitation of focus

LFPL-MM-Morkai bolts


This list has 2 fewer CP so I can't go crazy with relics or outflanking

1 dread in reserve

1 BC uses outflank


DP

LF-MM

Chaplain


I put a wolf and attack bike on the flanks. I will advance a wolf to try and get engage points but if the roll is too low the attack bike can turbo boost as plan B


I put LF-ML squad in the cover bottom left where the 48" range lets them cover a ton of ground

HQs huddle up with the company veteran safety bubble


I have to put a BC and dread in the danger zone on the far right and expect them to get hammered


gallery_49686_16810_453989.jpg



He does a standard hide because I have super mobility and don't care deploy


gallery_49686_16810_187650.jpg






BATREP


I win 1st roll and decide to go first for the same reasons as last game...it gets the reserve forces in that much faster


Push up to get engage on all 4 corners

Cyberwolf1 on the left gets good advance roll to get objective and engage

Cyberwolf2 doesn't advance high enough so he hides behind the wall for turn 2

This makes me send the attack bike with turboboost as plan B to earn engage on the right side and act as bait

BCs on right deploy scramblers

Aggressors roll 3 to advance and push up near objective 4 on the left...need to put them in threat range of his army

LFs move up so they can fire next turn


A cautious conservative opening move...I am waiting to counter attack


gallery_49686_16810_315577.jpg

His turn

He comes flying in hard on my right side forces

1 skyweaver force cautiously moves behind the walls at objective 3 and kills my attack bike


Double move with his other skyweavers gets them point blank on my dread/BCs

His troupe master uses WL trait to exit a transport after movement then walk up close to dread/BC as well


Kills my dread with haywire and troupe master fusion

Charges all into BC

Skyweavers get a bost to 3++ and kill 3 BC on the charge


I pull my casualties so the unit ends up out of combat to deny troupe master any attacks

He was not ready for this and can't attack with his troupe master

He did succeed in taking the objective but I still score 10 primary so I haven't been hurt yet


I lose 1 to morale but keep a BC alive

This is huge b/c I have OBSEC in the area and he doesn't...if I can clear some bodies and stand on the objective it stops his HOLD MORE points


gallery_49686_16810_484888.jpg

Turn 2

I think long and hard and decide NOT to bring in the DP or save my litany for them


I am counting on my LFs and some charges to clear his skyweavers and troupemaster


This means I can attempt both litanies with the primaris chaplain...I fail the canticle of hate...CRAP i really wanted that

I buff my LF-ML squad with recitation of focus and keen senses so they can take shots


I give the kamikaze bike captain reroll all from chapter master and send him rocketing 21" towards the skyweavers. I only need a 5" charge to the closest skyweaver. My opponent is shocked and did not expect that kind of move.


I move my LFs to line up missile shots but hit a snag. I was lined up on the wrong wall expecting to fire up instead of right. When I reposition everyone I don't have enough movement to line up LOS or touch the terrain to clear the obscuring rule.

I end up with 3 kraks at his bikes and 2 at his star weaver only


Aggressors walk and just clear my DZ enough to deploy a middle scrambler


My attack bike moves 14" to the right and lines up his shots on the skyweavers as well


The right side cyberwolf advances on a suicide mission and replaces the dead attack bike to get me the full engage points


I decide to bring in my venerable dread from strategic reserve almost point blank with his skyweavers thanks to the strategic reserve DZ rule. He was NOT ready for that and totally forgot I could do that.


Shooting begins...


Attack bike gets 1 damage through on his bikes with a bolter round...he made all the other 3++ saves

LFs put 0 wounds on his bikes

1 shot makes it through the starweaver saves and I roll a 6 for damage. It dumps the harlies out and 4/5 survive...the OBSEC harlies....SON OF A BITCH I just ruined my own plans. I told myself NOT to shoot that damn transport when i planned all my moves to start but in the heat of the moment I totally forgot and was just rolling dice.


This changes things greatly...now I can't just charge into his skyweavers with my dread...I have to kill his damn obsec troops

Ven dread fires into the harlies instead of bikes and kills 1 more...now there are 3/5 alive


Captain on bike and BC make their charge into skyweavers

I have no choice but to charge the dread into the harlies instead of the bikes if I want to flip these points


Captain swings first and hits/wounds with all 6 attacks

He saves every...single...one

Venerable dread hits and wounds with all 5 attacks

He saves 4/5


He easily kills the BC and puts the majority of his attacks into the captain

He needs 5s to wound


I fail 4/5 4++ saves counting my CP reroll

Bike captain is dead

Now that units are dead he uses the Yncarne special rule to pop up and replace the captain


gallery_49686_16810_104657.jpg



At this point the writing is on the wall

The Yncarne and troupe master will smite and kill the dread easy

The full strength skyweavers will tie up my LF-MLs and I have no options left


I would usually play this despite the bad outlook but real life issues come into play

My son's retainer broke and we had pre-arranged a hard break so I could go to the dentist at 8am

It is literally 10 min. before our agreed break time so I tell him I will simply concede instead of playing part 2 tomorrow


We quickly talk through the next few turns and outcomes


I will complete scramblers next turn with my outflanked BC and get engage for 3 quarters a few more times




Final and recap


gallery_49686_16810_61140.jpg

58-99

SW get their teeth kicked in


This was a painful but useful learning experience


My aggressors were MVP last game but useless this game. The map/terrain made a HUGE difference on how I could use them. In our post game talk he said this map I should probably outflank the aggressors instead of try to walk around the board. His goal was to simply avoid me and use terrain/mobility all game.


In his prior experience against SW he fears the wolf guard with jump packs and LC/SS. The threat range of that unit is something he has trouble with. I experimented with a 5 man unit and he said it has to be 10...I only have 5 jump packs in real life so I would have to acquire more but I take his advice into consideration.


I did like having a captain on bike I could throw away without caring if it died

But I also felt the CP crunch and think it would have forced hard decisions if the turns continued


When playing harlies I need to be 100% committed to killing and make no mistakes

I should have brought the drop pod and just thrown EVERYTHING at those 3++ bikes

If I hadn't made a mistake with the starweaver and popped out his OBSEC infantry I would have the ven dread attacks as well (I know he literally saved these too but it is still the better play).

If I had the aggressors in reserve instead I would have blown through his 3++ with buckets of dice.


You win some you lose some...painful learning experience and moving on to the next


Edited by TiguriusX

TiguriusX,

 

Awesome battle reports, thanks for doing these!

 

On a side note, I know you had a bad experience with Outriders in past games, but have you considered bringing (Wolf) Scout Bikers into your anti-Harlequins list?

 

They have 16" move base, so they actually have the mobility to rival the clown elves and even catch them in melee early game. They are also T5, 4+ save, and 2W, so they withstand a decent bit of Harlie shooting and melee (outside of Fusion Pistols, I guess).

 

More importantly, each biker gets 6 x S4 shooting attacks out to 18" and 3 x S4 melee attacks on the charge. A full squad of 9 can deal out 81 × S4 attacks a turn which, coupled with Keen Senses and, say, full rerolls to hit from you Bike Chapter Master, can easily wreck two Starweavers, or a max squad of 6 Skyweaver Jetbikes (even with a 3++ Invul) or multiple Troupes in a single turn (and they have the mobility to get in range for both shooting and charging).

 

A full 9 man Pack costs 270 points, so not cheap, but on top of their massed S4 attack output, they have the ability to grab Objectives with a guaranteed 22" move if they Adance and even play the Harlies own game with the Skilled Riders Strat to give them -1 to hit from enemy shooting.

 

Finally, they can provide a highly mobile escort for you Biker HQs, keeping them from being targeted and mutually benefiting from their buffs (Wolf Scout Bikers fortunately do have the Core key word).

 

If you were willing to drop the foot Wolf Priest, Judiciar, and both Attack Bikes, you could afford a full 9 man Wokf Scout Biker squad (with 5 points leftover). Alternatively, if you dropped just the Judiciar, one Attack Bike, and traded the TH on the Bike Captain for a PF, then you would have just enough for 5 Wolf Scout Bikers, keeping them small enough to avoid Blast and coherency issues, but still putting out a ton of S4 attacks a turn in order to bring down the Harlequin threat.

TiguriusX,

Awesome battle reports, thanks for doing these!

On a side note, I know you had a bad experience with Outriders in past games, but have you considered bringing (Wolf) Scout Bikers into your anti-Harlequins list?

They have 16" move base, so they actually have the mobility to rival the clown elves and even catch them in melee early game. They are also T5, 4+ save, and 2W, so they withstand a decent bit of Harlie shooting and melee (outside of Fusion Pistols, I guess).

More importantly, each biker gets 6 x S4 shooting attacks out to 18" and 3 x S4 melee attacks on the charge. A full squad of 9 can deal out 81

  • 2 weeks later...

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