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

Sunday, March 26, 2017

2v2 Batrep - The Danse Macabre

A storm was gathering above the planet Gerexus, making it hard to differentiate friend from foe. Many parties had previously fought over the bountiful rewards on offer, with few being able to claim absolute victory. As the walls of reality weakened, armies of the Imperium, wanderers of the Webway, newborn races, Traitor Legions, and denizens of the Warp all converged on the planet yet again. In the ensuing battle, none would be able to truly tell friend from foe....

Mork and I entered the 2v2 tournament held at Gamersaurus Rex over the weekend. We eventually settled on a combined Ynnari and Death Guard list. Much as I dislike the fluff behind it, soulburst brings a whole new way to punish lists which get an alpha strike in, while Mork's Death Guard added some resiliency for securing objectives.

The forces of the Danse Morkabre gathered.

Saturday, September 10, 2016

2v2 Tournament Batrep - A Howl of Laughter


 Is this just real life, is this just fantasy...
Caught in the webway, no escape from reality....
Open your eyes, look up to the skies and see...

Hello all! It's been a while since the last update. Took part in a 2v2 tournament with my beloved Masque of the Third Act last weekend, pairing up with Alan and his Space Wolves army. Alan brought a formation from the new Warzone Fenris supplement, which meant that he had 10 drop pods coming in on the first turn. Groovy. My list remained roughly the same, with the Troupes all having special weapons, and some psychic/Solitaire support. Details below.

The Blackmanes (all in drop pods)
3 x 5 Blood Claws, each with 1 Flamer
4 x 5 Grey Hunters, each with 1 Melta
1 x 2 Long Fangs, with 1 Melta
1 x 3 Thunderwolf Cavalry, with 1 Power Fist
1 Wolf Guard Battle Leader
5 Wolf Scouts
1 Murderfang

The Masque of the Third Act
2 Lvl 2 Shadowseers, one with the Mask of Secrets
1 Solitaire
3 Troupes, all with either Caresses, Kisses, or Embraces
2 Starweavers
1 Voidweaver


Sweat beaded on the Shadowseer's brow as he focused on the tides of the Warp. Trespassers from the Mon'keigh Imperium had made their way through the Cursed Forest of Lys, coming perilously close to freeing the evil that remained trapped in the shrouded ruins. Through long planning and crafted illusion, the Masque of the Third Act had managed to bring the attention of the Space Wolves to this benighted world. With delicious irony and no small amount of manipulation, the Wolves would be unleashed on their brethren...

Our first game was against a Sororitas/Iron Hands list with Wiloon and Colin at the helm. The Iron Hands list allowed them to choose a vehicle as their warlord, and they promptly chose the Land Raider, which made it a high priority target for all the drop melta.The scenario gave extra VP for killing off units that were NOT from your Warlord's detachment, and given how many units Alan had, we made his Battle Leader the Warlord.

Deployment. The harlies are clustered in terrain to take advantage of what meagre cover was available. That Knight Crusader was going to tear them a new one if it managed to draw LOS.

Turn 1. Steel Rain! All the drop pods come down, and we chose to cluster the majority of the pods close to their troop transports. We managed to get Slay the Warlord and First Blood, with some good rolling on the Meltaguns.

Our first turn saw the Blackmanes come down and glance down the Warlord Land Raider for First Blood and Slay the Warlord! That gave us a start which was way better than expected.

Those Wolves are baying for Sisters' blood as they crack open the Land Raider!
The Knight then moved up and began blasting the Space Wolves away. It was surprising to Alan and I that they didn't target the Harlies, but I suppose having a bunch of smelly Vikings in their face offended the Sisters' sense of propriety. The shooting didn't last long though, as the Harlies were now within charge distance.

The Harlies and the Thunderwolves charge in to try and tie up the Crusader. Look at that awesome conversion of using the school badge as a crest!

Between the flurry of Harlequin's Caresses and Thunderwolf attacks, the Knight goes up in flames. The Titanic Explosion scatters clean off from everything and does no further damage.

The Wolves hit the Sisters' lines hard, with the Solitair to come in soon after.
The Solitaire proved his worth as he easily gibbed both Uriah Jacobus and a few of his Dominion escort. While we were unable to kill many of the Sisters for the bonus VP, we had managed to pin them in their deployment zone, letting us rack up the Maelstrom points. At the end of the game, our first round score was 29-11. Wiloon and Colin were great people to play against, and man, did that Knight look sweet with a CHIJ school badge on it. You can't get more Sororitas than CHIJ.

The Masque of the Third Act faded back into the shadows of the webway, their job completed. The ever eager Space Wolves had fallen on their brethren quickly, never realising that the corruption they sensed was from the forest itself, not their fellow Imperials. The clues had already been laid to lead the Wolves on to their next target amongst the Crystal Tombs of Khet...

Our second game was against an Ultramarines/AdMech team, led by Marshall and Reuben. Lots of marines, two thunderfire cannons, and a whole bunch of robots with Grav/Phosphor in drop pods. Reuben rolled the Warlord Trait that made his Canticles always function at their highest level, and they gave us first turn. The mission included a Relic for an extra 5VP.

First turn and deployment as the Space Wolves' pods start coming down.
Between the pods, the drop melta, and shuriken cannon fire, we managed to wreck both Rhinos for First Blood. The marines came piling out, and were hemmed in like the Sisters before them. This meant that our opponents had lost much of their mobility and flexibility in securing objectives, as there were 6 Objective Secured units that were either wrecked or stuck in the middle of nowhere.

The Ultramarines respond by piling out of their wrecked transports to face their erstwhile brethren.

The Ultramarines retaliate, dropping in with a full tactical squad to try and reclaim that objective.

Murderfang unleashes his rage on an unsuspecting Thunderfire cannon and tears its Techmarine operator to bloody shreds.


 Love this shot. While the battle swirls around him, the Solitaire leaps into combat with a Librarian.

We were quickly reminded that the AdMech shooting was very painful, with the Kastelan Maniple killing Murderfang with Overwatch! The Grav Destroyers also hurt quite a bit, as did their auto 3 hit flamers, which meant a lot of toasted Harlequins. We nearly managed to pull off a resounding victory by hanging on to the Relic, but Reuben's Grav Destroyers managed to kill the unit holding the Relic at the end. Nevertheless, we took the second game 23-7. Marshall and Alan were old frenemies, and it was always amusing listening to their banter. It was really tough luck for them that we popped both their Rhinos, which would have given the list much more objective securing ability.

The Wolves were performing their roles just as planned, and the Troupe Master of the Light nodded to the Solitaire as he passed; the Masque was about to perform the final act, one which would require sacrifice for success. The Harlequins were ready to play their part, ready to die in order to ensure that the White Scars and the Space Wolves met and renewed their bonds on the Blasted Steppes of Vandra IV...

After 2 games played, Alan and I were coming in top with 52 points, while the 2nd placed Zim and Lum had 49. The 3rd placed players had 41 points, and to catch up, the 3rd placed team would need to table their opponent, or at least win by a relatively big margin. I was reasonably confident they wouldn't be able to achieve that, as their opponent had a Stormsurge with Interceptor. To everybody's surprise, the Tau player chose not to intercept the Skyhammer grav devastators, and the poor Stormsurge promptly died without firing a shot. Their game predictably ended in a tabling thereafter, giving them 71 points. It was now an open contest for the top three places.

On to our final game! We faced off against Zim and Lum's White Scars/Ultramarines. We were playing a mission with Eternal War, which meant that objectives held at the end of the game were worth 2 VP each. Against a fast moving and durable CAD on bikes, and a Skyhammer. This was going to end well...
Deployment. Both sides deployed with caution, with the bikes spreading out to avoid getting walled in by the pods, and the Harlies and scouts stick to terrain to avoid the Skyhammer.

That familiar pitter patter of steel raindrops. As the objectives were worth 2VPs each at the end of the game, we tried to bubblewrap the objectives and screen the enemy off.

We got first turn again, and the Blackmanes promptly dropped in. We tried to bubble wrap the objectives with pods and bodies, but our lists just weren't designed for this type of attritional battle, and the Skyhammer hit us like a ton of bricks. Notably, Lum's drops were INSANE. See picture below for evidence.

In comes the Skyhammer! What a ballsy drop!

A lot of our stuff died shortly after this.
I apologise for the lack of pictures, as we were rushing through turns and the hour was late. As the game wore on, the superior firepower of the White Scars and Skyhammer took its toll, with both Wolves and Harlies dying in equal measure. Zim's Thunderfire cannons took their toll, but in a post-mortem on the game, I realised that Barrage weapons only hit the top floor of the ruin in ITC rules! My harlies on the ground floor would have survived a volley, which could have made quite the difference. In the end, we just couldn't kill enough of the bikes to secure objectives, and they took the game by quite a margin (sorry can't remember the exact score). 

The final result was that Zim and Lum took first place, in what was their maiden(ish) tournament! No shame in losing to the eventual champions eh, and we came in third so it wasn't too bad ;) 

A great tournament for the most part, and I'm glad to have proven to myself (and hopefully some other people) that Harlies could make the cut if played right, under the right circumstances. To lose second because of someone else's mistake did sting, but them's the breaks. Looking forward to the next one, and thanks to GRex for organising the tournament!

The Masque of the Third Act slunk away into the Webway, bearing their dead and wounded with them. Yet again they had taken a battering, but their goals had been accomplished. In fighting each other, the Imperium in the sector was temporarily weakened, allowing Exodites seeking refuge to slip by undetected. In fighting each other, the White Scars, Ultramarines, Space Wolves, Adepta Sororitas, and Adeptus Mechanicus had tested their mettle and come out the better for it. They would need their battle hardened mentality to face the oncoming 13th Black Crusade....

Sunday, March 27, 2016

Tournament Report - AusComp 1850

I recently went to an 1850pt tournament with my Harlequins army, and brought the following list.

Masque Detachment
3 x Lvl 2 Shadowseers
3 x Harlequins troupes with one Dedicated Starweaver
2 x FA starweavers
1 x Voidweaver

Faolchu's Blade Formation
2 x 4 Skyweavers with glaives
1 x Voidweaver 

Heroes Path
Solitaire with Rose
Level 2 Shadowseer with Mask of Secrets
Death Jester

The Masque of The Third Act

As it was a Comped tournament, I went with the spirit of the game and tried to bring a list with as low a comp score as possible. The list ended up with 2 comp points.

My first game was against a reputed Khorne Daemonkin player in the local scene. He deployed by screening off his bloodthirsters with his 30 flesh hounds, and I had to kill off his assault monsters before his Heldrakes came in to standstand a chance in this game.

As the mission was also scored on Kill Points, I had to choose between killing his units and giving him blood tithe or giving up the Kill Points. I made a big mistake here as I elected to stop his blood tithe instead of gaining the Kill Points. His Heldrakes predictably slaughtered everything that was in their line of fire, but I gave as good as I got. When the final total was tallied, my opponent ended up winning 24-20, showing how I probably should have gone for the Kill Points. Killing off the last few units of hounds would have been really helpful.

Look at that pile of dead units.
The next match saw me face off against a battle company, all in drop pods. Spam AV12 with Obsec is a rock to the Harlequins scissors, unless you tailor for it by bring loads of haywire in place of shuriken cannons. The mission rules meant that we could only draw cards for the number of objectives we held at the start of our turn, definitely skewing this in favour of my opponent.

I deployed by hiding my troupes in transports to protect them from dropped bolters, but made a HUGE mistake by leaving my shadowseers in the open instead of putting them in reserve. This mean I lost a lot of psychic firepower early to his drop marines, which hurt because I had a lot of leadership based witchfires to kill off marines in cover.

The AV12 came to hurt me in the long run, as one heroic drop pod tanked 6 rounds of haywire grenades from the Solitaire in shooting and assault, helped by my forgetting that immobilised vehicles are auto hit. Major mistake. I would have been able to claim more objectives and possibly even up the score. Assault and superior firepower helped me narrow the gap towards the end of the game, but I ended up losing 22-16.

And that's only those that came in Turn 1...

My last game was against arguably the top race at the moment, Tau, against a general who was smarting from being hit with a Macro-cannon salvo.

Same as the second game, we drew a number of maelstrom objectives equal to that which we already controlled. My opponent's warlord trait let him auto regroup and shoot at full BS after going to ground, and it helped him immensely as he weathered a round of my shooting by going to ground for a 2+ cover save.

I charged everything forward to try and get into close combat, but perhaps that was too aggressive. It did mean that I could also grab midfield objectives while he couldn't. Despite managing to kill a riptide, some suits, and a bunch of marker drones, some poor rolling meant I couldn't get into combat with his stormsurge. The sad clowns were predictably tabled thereafter.

Under tournament rules, a tabling was worth an additional 10 VP, but he didn't score any of his objectives! The end result was that I lost 12-7. If I had played to the mission, either trying to grab the relic, or holding my backfield objectives with veil of tears up, I might have just sneaked in a draw with a bit of luck.

Lots of firepower arrayed against the clowns

Anyway, 0-3 for the tournament. Not what I was hoping for, but I was hopeful that my low comp would work in my favour. As it turned out, I finished 7/13, which wasn't too bad, considering I went 0-3.
The only Harlies player in the field.
The reason I didn't finish higher was because the TO adjusted how much comp was worth in terms of overall score. If he had applied the 50% approach, I'd have finished 4/13 on battle points and 5/13 on overall score, which is a LOT better. Still, I had known this just before the tournament. The big drop in my points came against what could have been a fair chance at winning Game 2, and maybe Game 1, if I didn't make the mistakes I did.

Winning game 2 would have helped me a fair bit here...
Learning Lessons

1) REMEMBER YOUR RULES. Forgetting that immobilised vehicles are auto hit was unforgiveable.

2) PLAY TO THE MISSION. Not something I should be forgetting, but in all 3 missions I forgot to make scoring points my overriding priority. Not scoring KPs in Game 1, not keeping units safe in Game 2, and not grabbing objectives to generate new ones in Game 3 all harmed my overall score.

3) Objective placement is key. For example, I placed the objectives far apart in order to try and nullify the drop in my second game. But given my small number of units, I could have clustered the objectives together so as to allow me to kill off his obsec units faster.
4) Don't discount objective secured when looking at detachment bonuses. Battle company lists were a pain, and it was really because non obsec lists just didn't have the firepower to take them down in a comp environment.
5) Comp only works if it takes up a large portion of the score. When players are not as penalised for bringing higher comp lists, then the effectiveness in ensuring people bring more balanced lists is greatly reduced. This isn't me whining about not placing better; my place in the final running wouldn't have changed much. However, some people have complained that battle companies were under-comped, which is true to a certain extent. My response is that they seem even more under comped in this tournament because the TO adjusted how comp was applied without adjusting the comp cost.

Many thanks to Gamersaurus Rex for organising the tournament, and looking forward to the next one, a 2v2 in April!




Wednesday, January 20, 2016

1000pt Tournament Report - Rookie Rumble


 
Welcome, my friend. Sit yourself down,
And meet the best Shadowseer in town. 
Seldom will you see, 
a tale that's spun by me; 
A story of such glory,
 in which you'd want to be.....

Took part in a 1000pt Open organised by Grex over the weekend, 16 players, 3 rounds, and only one Lord of War allowed. I brought a list of Harlequins to compete, with the sole aim of putting up a good fight, given how competitive lists are generally dominated by the big 4 of Tau, CW Eldar, Necrons, and Space Marines.

I brought a Masque Detachment list which had 3 Troupes, each carrying one of three signature Harlie weapons, the Kiss, the Caress, and the Embrace, along with leadership shenanigans with the Mask of Secrets, and a Solitaire.


I ended up facing Space Marines in all 3 games, though their takes on the armies were all vastly different.

The Masque of The Third Act waited motionless in the ruins, observing the lumbering amethyst armoured humans trudge through the knee high snow. From this distance and in this light, the mon-keigh looked like dried blood drops on white silk to the Troupe Master. Thin wisps of steam escaped from the mouth of his grinning mask as he exhaled, and with a small sideways glance at his Troupe, he leapt into action....

The first game was against Val's purple Ultramarines, in a CAD with loads of tacticals and a Devastator squad. Basically mass Objective Secured units to take and hold objectives.

Those purple marines were actually in their transports, my Harlies were lined up on the edge of their deployment zone, and I had first turn.
Space Marine Deployment, with two Combat Squadded Devastators in the ruins out of shot to the left.
First turn saw me pull off some Harlie shenanigans (and this is debatable but the TO and I couldn't find any RAW preventing it), scouting a transport with the Solitaire forward 12", moving and disembarking for a first turn charge! Do chime in and let me know if you find something in the rules that states this can't be done.

In payment for the above cheese, the mighty Solitaire proceeded to whiff all his attacks and get locked in combat, killing only two bolter marines. As the pics show, my army steadily got shot away, but I managed to get my licks in. Harlies are one of the most mobile foot armies, but they lack Objective Secured, and that hurt me in this game against the ObSec marines.

Harlequin Troupe and attached Shadowseer using Veil of Tears and an intervening Starweaver for cover as they advance up the board...
An interesting point I noticed here was how badly the Veil of Tears test can actually throw off an opponent's shooting, with troupes becoming unkillable beyond 24", the range at which most heavy weaponry operates.

The Plasma Cannon hiding in a Rhino gets some payback, exploding this Starweaver...
The rest of the game consisted of me trying to pop open the Rhinos and kill units to get them off objectives, and I sadly failed to do much damage. My army list does lack anti-armour weaponry, and I'll need to look into resolving that if I'm to continue building on this list.

The rest of the Troupe is forced to slog across the board. Apologies for the shaky camera hand.

REVENGE. Hammer of Wrath wrecks the Rhinos, forcing the squad inside to spill out.

Silly Voidweaver managed to get himself immobilised, and promptly got shot off the board soon after.


When time was called, the final score was 12-11 to the Astartes, and Defeat for the Third Act! I made a mistake those Devastators and their lascannons, but it was tempting to try for First Blood, given that they were so close to the table edge.  Lesson learnt, don't be greedy! The Solitaire saw all his attacks bounce off the Devastators' power armour, and because of my high initative, we remained constantly locked in combat instead of them fleeing off the table.

The Third Act had been bloodied in their attempts to secure the Webway portal from the mon-keigh invaders, but at the very least they had accomplished most of what they had set out to do. While yet another priceless webway portal was lost, they had managed to set charges to deny its use to any of the hulking invaders. Stepping out from another shimimering Webway portal on a desolate planet, the black-and-white clad Harlequins looked up at the skies, as they began to rain fire and steel...


The second game was against my old frenemy Tang Liang, who brought a massive 9 drop pods, and an Inquisitor with servo-skulls, psycannon, and Terminator armour. This was actually a poor match up for the Harlequins, because drop pods nullified the protection afforded by Veil of Tears. His null deployment made my first turn useless, though Harlie first turns are generally nothing more than getting buffs and the right positioning set up. His pods all came in, and I found myself having to play for objectives as they had the numerical advantage and psychic immunity. Luckily for me, the majority of my objectives were for killing units or the like, and less for securing numbered objectives.

Here's a tourney noob's tip for facing mass pods: Take advantage of their immobility and spread out objective placement while clustering some units. Your opponent will have to prioritise killing you or scoring objectives.

The Masque of the Third Act in their deployment zone.

Null deployment means I can only spread out to try and force his drop pods to scatter as much as possible.
This mission had us drawing objectives based on the number of objectives we held at the start of our turn, which could doubly hurt me if I wasn't quick in clearing opposing forces off the objectives. I had some luck in this regard, as my opponent's objectives were those that required him to kill my units. As such, he was forced to bring his pods in close to my forces.

In comes the steel rain. My deployment and movement helps me to force one drop pod to scatter and mishap, and it goes into ongoing reserve. The Harlequins charge the marines....
Getting close to Harlies is NEVER a good idea, unless you're a Wraithknight or a Tau'nar. I got one multi-charge off on his pod and marines, while the Caress Troupe charged a character-heavy unit and wipe them out with some assistance from the Solitaire. The next photo will show where his Warlord's pod dropped in the first turn (Pod #4), and in hindsight I'd have tried to bring the Warlord's pod in centrally so that he could threaten more units with his mindbullets and shooting.

With predictable results.... Two squads and two pods wiped out, thanks to the Solitaire's assistance.

This is my favourite pic of the entire tourney. More drop pod marines are assaulted by the Harlequins!
More pods kept coming in, but I was barely managing to hold my own in killing what came out of them. Tang Liang had an advantage of drawing more objectives, but I was having greater luck in actually scoring the objectives, given my drawing of the "kill something" type cards.

Not many marines are left after that combat.

Sheer volume of Harlequin's Caress and Miststave attacks eventually sees all drop pods wrecked.

The game ended 7-6 to the Harlequins, and narrow victory for The Masque of the Third Act! This was my second time facing Tang Liang, and it was a blast yet again. When all his drop pods came in I was worried that my Harlies would be toast, but good cover saves and veil of tears saved my bacon yet again. In retrospect, I probably should have spread out my forces more so that the drop pods couldn't all cluster around me and shoot me to pieces, but the silver lining was that they were all within easy multicharge range. 

The Troupe Master allowed himself a grin beneath his mask. After yet another bloody skirmish, the Third Act had managed to secure the webway portal intact, and this would prove useful for Craftworld and Exodite forces in the future. He himself had slain the enemy's most powerful psyker, reaching through his armour with his Harlequin's Caress to pluck out the still-beating heart. As he set the rest of his Masque to clearing the remaining detritus of Mankind's finest, a Shadowseer sent him a mental alert. More interlopers...

The final game was against yet another Space Marine army, and this one was a White Scar army with a bunch of grav bikers, a Land Speeder, and 3 Ironclad dreadnoughts with Heavy Flamers and/or Melta in drop pods. Uh-oh. The lack of anti-armour is thrown into stark relief yet again, particularly when only one squad and the Solitaire can do anything to AV13.

The Harlies spread out as much as possible to limit drop pod deployment.

Harlie Warlord trait allowed for redployment, so I moved everything to one flank, to force his bikes into crossing open ground, allowing me a Turn 2 charge.
Lacking units to bubble wrap my important stuff, I again spread out to try and minimise the space he could safely deep strike in. Again, this saved my bacon as one pod mishapped on the first turn. The other Ironclad promptly scored him First Blood by blowing up my Voidweaver.

Unfortunately that meant sacrificing the Voidweaver, giving him First Blood.

The rest of his forces advanced up the board, but I had utilised the redeployment to put myself in a good position to charge him in Turn 2. Over several rounds of combat, and with some bad luck with Hit & Run for both my opponent and I, the bike unit was whittled down and eventually wiped out. That still left all the AV13 problems for me on the field, though they would not be able to do much damage to me either.

The Solitaire sets his sights on the approaching bikes...

Dreadnought ends up wrecking the Starweaver as well.
The Third Act smashes into the Marine lines, wiping out a dreadnought...

... And eventually the entire bike squad along with the Captain.

The objective is the Solitaire's for the taking...
Unfortunately, I drew objectives such as Domination and the like, which meant that I had to eventually take some of the drop pods and Dreadnoughts off the objectives.

Playing to the objectives definitely helped me, but despite my best efforts, a combination of poor rolling and one major tactical mistake meant that I ended up drawing 9-9. The mistake happened in the last turn of the game, where I blitzed my Solitaire to get his base attacks up to 10, and then charged an Ironclad. I should have gone for the drop pod sitting in my backfield, as both Wee Kiang and I had Linebreaker. With 11 attacks and the Harlequin's Kiss, I should have been able to kill off the drop pod with a bit of luck, taking away his Linebreaker and getting the win. Ah well. 

The Troupe Master shrugged off the healing attentions of a bonesinger, as his burns began to rapidly knit and heal. Many had fallen that day in battle against the humans, including the Solitaire that had accompanied the Masque. The frozen planet had put an end to their battle, as night fell and the weather became too harsh even for the Eldar and transhuman warriors. Both sides had retreated to rest and recover, and let others take over the fight. 

A tight grin formed on the Troupe Master's face as he shared the news with his fellows, their endeavour had not been in vain. Intercepted messages from a nearby Craftworld indicated that they stood victorious in battle over the xenos known as Tau, thanks to the strange lack of interference from human forces that were otherwise occupied...

Overall, the tournament was great fun, and I managed to finish in 6th place out of 16 players! Not too shabby considering my army was one of the most squishy. Again, our very own Rico Chia took best painted, while the eventual tournament winner was an Eldar list with 33(!!!!) scatter laser bikes. Took out a Stormsurge in one round of shooting, those did.

Many thanks to Grex for organising the tournament. Next up, the 1850 tournament in February, which is allowing Forgeworld units! Veil of Tears, save me from the Tau'nar!


Wednesday, January 13, 2016

Craftworld vs Harlequins 1000 Point Tourney Prep

Managed to get a game with Jason on Monday. He was preparing for the 1000 point Invitational at GREX so we played to the rules from that tourney pack - basically LOW offers 1VP if it is removed from play and 1 extra VP for every 3 wounds. Missions are standard from the rulebook so we rolled for it and managed to get Contact Lost. 

Altansar 
I brought a fairly competitive build (in my opinion) to give Jason a run for his Harlequins. Basically a WYSIWYG army - the jetbike with the banner is my Autarch with Laser Lance and all jetbikes only come with Shuriken Catapults.

Harlequins
Looks like Jason has been busy painting these bad boys up. He brought a Solitaire supported by myriad trickery. I can't remember them all but if you ask nicely, Jason may respond! He is after all an Admin on this blog so should be able to pick up on your questions. It is also WYSIWYG (except for the missing weapons from the vehicles)

I won the rolloff and went first. Jason pulled off a 5+ Seize (LoW gives +1 to your opponent for Seizing). Damn it...but at least I planned for it.

Farseer's unit took the brunt of the firepower
Jason went straight for my Warlord in an attempt to get Slay the Warlord, Assassinate and First Blood. Fortunately for me, the Farseer survived! In my turn, I grabbed my Farseer and sent him back into my backlines.

And pushed my Wraithknight up
This is probably where Jason made a tactical error. My Knight had little to do in this entire game. Jason however went full tilt and sent 2 units charging headlong into the Knight, tying him up but also losing half the unit.

This gave me the opportunity to run around in the backfield

I didn't manage to make my saves losing 4 wounds in one round of combat but Jason lost half of one unit
In the next turn Jason managed to kill off the Wraithknight but it did it's job. I was able to move my Jetbikes out of the way and dropped one unit of Warp Spiders behind his skimmer to take one out. A unit of Sweeping Hawks came in and dropped more shots on them, wiping out that unit. In return Jason assaulted my Warp Spiders but failed to wipe them out and I opted to Hit and Run.

Bottom of Turn 3, my Spiders ran up the tower together with the Jetbikes

The Solitaire went for my Jetbikers while the rest of my army converged around his remaining army

Harlequins are surprisingly fast! 
Darting across the battlefield, the Solitaire charged into my Spiders but failed to wipe the unit out. I Hit and Run again, leaving the Harlequin character in prime location to be shot at to bits

And shot him my army did, taking him out in a salvo of shuriken. 
We managed to only play till Turn 5 but it was quite foregone. I scored 13 objectives vs Jason's 2. He did manage to get First Blood and 3 VP for the Wraithknight kill giving him a total of 6. I hope this list has the hitting power required for the tournament!

I am keen to play a few more games at this engagement level to understand my Eldar a little better and focus on building this army up. See you guys around! 

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