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Harlequins Specific Strategies
Grey Knights Specific Strategies
RULES / POINTS VERSION:
10th Edition, 2025 – 2026 Chapter Approved
December 2025 Balanced Dataslate and MFM Points Update, with January 2026 500 Worlds Update
MATCHUP:
| Faction: | Detachment: |
| Harlequins | Serpent’s Brood |
| VS | |
| Faction: | Detachment: |
| Grey Knights | Warpbane Task Force |
MISSION:
| GW Mission | A |
| Primary | Take & Hold |
| Terrain Layout | GW Terrain Layout 1 |
| Deployment | Tipping Point |
LISTS:
Harlequins:
List
Aeldari
Serpent’s Brood
Strike Force (2,000 Points)
CHARACTERS
Death Jester (100 Points)
• 1x Flip Belt
• 1x Jester’s blade
• 1x Shrieker cannon
• Enhancements: Fanged Leer
Solitaire (115 Points)
• 1x Flip Belt
• 1x Solitaire weapons
Troupe Master (95 Points)
• Warlord
• 1x Flip Belt
• 1x Fusion pistol
• 1x Troupe Master’s blade
• Enhancements: Key of Ghosts
Troupe Master (75 Points)
• 1x Flip Belt
• 1x Fusion pistol
• 1x Troupe Master’s blade
Troupe Master (95 Points)
• 1x Flip Belt
• 1x Fusion pistol
• 1x Troupe Master’s blade
• Enhancements: Weaver’s Wail
BATTLELINE
Troupe (85 Points)
• 1x Lead Player
◦ 1x Flip Belt
◦ 1x Fusion pistol
◦ 1x Power sword
• 4x Player
◦ 4x Flip Belt
◦ 1x Fusion pistol
◦ 4x Harlequin’s special weapon
◦ 2x Neuro disruptor
◦ 1x Shuriken pistol
Troupe (85 Points)
• 1x Lead Player
◦ 1x Flip Belt
◦ 1x Fusion pistol
◦ 1x Power sword
• 4x Player
◦ 4x Flip Belt
◦ 1x Fusion pistol
◦ 4x Harlequin’s special weapon
◦ 2x Neuro disruptor
◦ 1x Shuriken pistol
Troupe (85 Points)
• 1x Lead Player
◦ 1x Flip Belt
◦ 1x Fusion pistol
◦ 1x Power sword
• 4x Player
◦ 4x Flip Belt
◦ 1x Fusion pistol
◦ 4x Harlequin’s special weapon
◦ 2x Neuro disruptor
◦ 1x Shuriken pistol
Troupe (85 Points)
• 1x Lead Player
◦ 1x Flip Belt
◦ 1x Fusion pistol
◦ 1x Power sword
• 4x Player
◦ 4x Flip Belt
◦ 1x Fusion pistol
◦ 4x Harlequin’s special weapon
◦ 2x Neuro disruptor
◦ 1x Shuriken pistol
Troupe (205 Points)
• 1x Lead Player
◦ 1x Flip Belt
◦ 1x Fusion pistol
◦ 1x Power sword
• 11x Player
◦ 11x Flip Belt
◦ 3x Fusion pistol
◦ 11x Harlequin’s special weapon
◦ 4x Neuro disruptor
◦ 4x Shuriken pistol
DEDICATED TRANSPORTS
Starweaver (80 Points)
• 1x Close combat weapon
• 2x Shuriken cannon
Starweaver (80 Points)
• 1x Close combat weapon
• 2x Shuriken cannon
Starweaver (80 Points)
• 1x Close combat weapon
• 2x Shuriken cannon
Starweaver (80 Points)
• 1x Close combat weapon
• 2x Shuriken cannon
Starweaver (80 Points)
• 1x Close combat weapon
• 2x Shuriken cannon
OTHER DATASHEETS
Skyweavers (190 Points)
• 4x Skyweaver
◦ 4x Close combat weapon
◦ 4x Skyweaver haywire cannon
◦ 4x Zephyrglaive
Skyweavers (190 Points)
• 4x Skyweaver
◦ 4x Close combat weapon
◦ 4x Skyweaver haywire cannon
◦ 4x Zephyrglaive
Skyweavers (190 Points)
• 4x Skyweaver
◦ 4x Close combat weapon
◦ 4x Skyweaver haywire cannon
◦ 4x Zephyrglaive

NOTE: I played 3 Voidweavers as Starweavers for this game
Grey Knights:
List
GK – Warpbane (1990 Points)
Grey Knights
Warpbane Task Force
Strike Force (2,000 Points)
CHARACTERS
Brotherhood Librarian (80 Points)
• 1x Combi-weapon
• 1x Nemesis force weapon
• 1x Vortex of Doom
Brotherhood Librarian (80 Points)
• 1x Combi-weapon
• 1x Nemesis force weapon
• 1x Vortex of Doom
Brotherhood Librarian (80 Points)
• 1x Combi-weapon
• 1x Nemesis force weapon
• 1x Vortex of Doom
Castellan Crowe (90 Points)
• Warlord
• 1x Black Blade of Antwyr
• 1x Purifying Flame
• 1x Storm bolter
Grand Master in Nemesis Dreadknight (235 Points)
• 1x Gatling psilencer
• 1x Heavy psycannon
• 1x Nemesis daemon greathammer
• Enhancements: Paragon of Sanctity
Grand Master in Nemesis Dreadknight (225 Points)
• 1x Gatling psilencer
• 1x Heavy psycannon
• 1x Nemesis daemon greathammer
BATTLELINE
Strike Squad (120 Points)
• 1x Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Grey Knight
◦ 1x Close combat weapon
◦ 3x Nemesis force weapon
◦ 1x Psycannon
◦ 3x Storm bolter
Strike Squad (120 Points)
• 1x Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Grey Knight
◦ 1x Close combat weapon
◦ 3x Nemesis force weapon
◦ 1x Psycannon
◦ 3x Storm bolter
OTHER DATASHEETS
Interceptor Squad (125 Points)
• 1x Interceptor Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Interceptor
◦ 4x Nemesis force weapon
◦ 4x Storm bolter
Interceptor Squad (125 Points)
• 1x Interceptor Justicar
◦ 1x Nemesis force weapon
◦ 1x Storm bolter
• 4x Interceptor
◦ 4x Nemesis force weapon
◦ 4x Storm bolter
Nemesis Dreadknight (210 Points)
• 1x Gatling psilencer
• 1x Heavy psycannon
• 1x Nemesis greatsword
Purifier Squad (250 Points)
• 1x Knight of the Flame
◦ 1x Nemesis force weapon
◦ 1x Purifying Flame
◦ 1x Storm bolter
• 9x Purifier
◦ 4x Close combat weapon
◦ 5x Nemesis force weapon
◦ 4x Psilencer
◦ 9x Purifying Flame
◦ 5x Storm bolter
Purifier Squad (125 Points)
• 1x Knight of the Flame
◦ 1x Nemesis force weapon
◦ 1x Purifying Flame
◦ 1x Storm bolter
• 4x Purifier
◦ 2x Close combat weapon
◦ 2x Nemesis force weapon
◦ 2x Psycannon
◦ 4x Purifying Flame
◦ 2x Storm bolter
Purifier Squad (125 Points)
• 1x Knight of the Flame
◦ 1x Nemesis force weapon
◦ 1x Purifying Flame
◦ 1x Storm bolter
• 4x Purifier
◦ 2x Close combat weapon
◦ 2x Incinerator
◦ 2x Nemesis force weapon
◦ 4x Purifying Flame
◦ 2x Storm bolter

FACTION SPECIFIC STRATEGIES:
Harlequins:
I am very, VERY excited to try out this detachment. It has sooooooo many mobility tricks and seems to be the best way to play “mono Quins”. I realize that it isn’t the most meta pick and that Serpent’s Brood is actually one of the lowest ranked Aeldari detachments by win rate, but don’t care as Harlequins are one of my favorite factions in 40K.
The idea behind the list is to go very heavy on Skyweaver bikes that have Haywire to kill vehicles and Zephyrglaives to mulch infantry on the Charge. They are then paired with 5 units of Troupes that I am hoping I can have constantly Charging out of Starweavers, only to jump back into them after killing something in melee. I’m not sure how good it is but it is definitely the kind of play pattern that I enjoy and I am really looking forward to the game.
Harlequins’ Win Condition: Harlequins will win this game if they can use their superior unit count and foot print to keep the Grey Knights in front of them and if they remember their ABC’s – Always Be Charging. They want to be taking the fight to the Grey Knights and to be constantly the ones who are initiating first contact. They also will need to be mindful of the Grey Knights ability to teleport around the board to pick their engagements and will have to be very wary of the Crowe unit, as it has the potential to kill several units of Harlequins in a single activation, even in Overwatch. I’m not really sure how this game will turn out as it is my first go with Serpent’s Brood, so we’ll see how well I do at defining the win condition.
What I Want to Work On This Game: I want to work on how I tempo the game. Harlequins will have to play a trading game and primary denial game to win, and those two are not usually my best play styles. I want to work on controlling the pace and board control of the game instead of just rushing at the Grey Knights. Ideally, that kind of tempo’d approach can be paired with some movement tricks or transport play to result in a fun game that tests me as a player.
| Category | Description |
| Leader / Bodyguard Combos: | 3 x Troupe Master with 5 model Troupe |
| Transport / Infantry Combos: | 3 x Troupe Master + Troupe in Starweavers |
| 2 x 5 model Troupe in Starweavers | |
| Strategic Reserves: | None |
| Key Strategems: | Weaving Stride – Used in your opponent’s Movement Phase to make up to a 6 inch Normal Move with a Harlequins Infantry unit if an enemy ends a Normal, Advance, or Fall Back Move within 9 inches. |
| Striking Stride – Used in your Charge Phase to give one Harlequins unit Advance and Charge. | |
| Skyward Lunge – Used at the end of your opponent’s Fight Phase to place one Harlequins Vehicle or Mounted unit into Reserves. | |
| Key Combos: | Skyweavers + Boons of the Brood detachment rule + Battle Focus army rule + Skyward Lunge stratagem Given that all of the Skyweavers come armed with Haywire Cannons, this gives you a unit that can move up to 16 inches, blow up a Vehicle with 8 ranged shots that do Anti-Vehicle 4+ Devastating Wounds at Damage 3 each that can then go up into reserves if not killed the next turn. |
| Boons of the Brood detachment rule + Troupe + Starweavers + Rapid Embarkation ability This is the combo that the list is built around. The goal is to disembark from a Starweaver with the Troupe, charge something with Sustained Hits, kill it, and then jump back inside the Starweaver for protection. It will take some setting up, but thats part of the fun. |
Grey Knights:
Unfortunately this detachment is really the only proven, competitively optimal way to play Grey Knights. The list is designed to be mobile and lethal with a focus on using the Purifiers to act as mobile batteries to provide Hallowed Ground re-rolls for the rest of your army. The Librarians are there to do actions and fit into small board spaces via teleporting around while the NDK’s are really the only anti-vehicle or monster units that Grey Knights have. Lastly, the entire list is built around Crowe and the 10 man Purifier unit, which is NASTY!
The goal from a play perspective is to play a tempo game that can ramp up quickly when the opponent makes a mistake. It is more reactive than proactive, but also has the fire power to just go out and kill the opponent (although that has been somewhat overcome by other factions as of late).
Grey Knights Win Condition: This detachment kills the opponent at a pace! Their win condition is a very straightforward “if you stand on objectives I will kill you and if you don’t then I will stand on them and then kill you.” For this particular matchup, there is the added wrinkle that they are playing an enemy that might be as mobile and deadly as they are. The Harlequins also have access to a ton of Haywire, which is bad news for the NDK’s and GMNDK’s. The goal here will be to play more aggressively than I usually do to try to prevent the Harlequins from initiating attacks where they want to. Ideally, Grey Knights want to be driving the agency of the game, which is very different from how they usually play. We’ll see how it goes.
What I Want to Work On This Game: Playing Grey Knights more aggressively. I usually play this list more reactively and it almost burned me last time that I played it. With Harlequins needing to always be on the Charge, I want to work on taking the fight to them first and playing a more aggressive version of Grey Knights.
| Category | Description |
| Leader / Bodyguard Combos | Castellan Crowe with 10 Purifiers |
| Transport / Unit Combinations: | None |
| Strategic Reserves: | Grand Master in Nemesis Dreadknight with Paragon of Sanctity |
| Key Stratagems: | Repelling Sphere – Used in the opponent’s Charge Phase to subtract 1 from their Charge roll, subtract 2 if the unit you unit is within your Hallowed Ground. |
| Fire Overwatch – Used in your opponent’s Movement or Charge Phase just after an enemy unit is setup or starts or ends a Normal, Advance, Fall Back or Charge move within 24 inches of your unit to shoot, with the caveat that you only hit on unmodified 6’s. | |
| Hallowed Beacon – Used in your Movement Phase to setup one non-Terminator Infantry unit within 6 inches of the enemy as long as it is setup within your Hallowed Ground. Note, the unit setup can still Charge. | |
| Key Combos | Castellan Crowe + Champion of the Order of Purifiers ability + 10 Purifiers + Sanctity of Purpose ability + Hallowed Ground detachment rule This is why you play this detachment. This unit can drop out of Deep Strike and automatically be in your Hallowed Ground. This means that, depending on the weapons load out that you choose (and I go with Psilencers for Sustained Hits to add to the Overwatch threat), you are potentially pumping out over 70 ranged shots re-rolling hits and, if your target is on an Objective, wounds. This pairs great with Overwatch and also potentially gives you a nasty Charge threat if you pair it with Hallowed Beacon and a nearby 5 man Purifier unit. |
ROUND-BY-ROUND RECAP:
The game starts with Grey Knights winning the roll off and choosing to have Harlequins deploy first since they really want to see where the Skyweavers are being deployed so that they can avoid them with their Nemesis Dreadknights (NDK’s).
Grey Knights deploy with a slight modification to what I normally would do, with Crowe’s brick and the Strikes screening their DZ and the NDK’s hiding. The main difference is that I move the Librarians closer to the front and stage the Interceptors to attack the center objective. The Grey Knights are hoping to go second but have the Librarians and Interceptors ready in case they go first.
Harlequins deploy pretty similarly. They castle up around their home objective with the big Troupe brick, Death Jester, and Solitaire, while distributing the Starweavers around their DZ and hiding the Skyweavers, who will need to be the MVP’s for them to win. They also put their Starweaver with Scout out front in case they get to go first.
Harlequins wins the roll off to go first and both sides make their Scout moves. The board state at the start of the game is shown below.

Board State: Start of the Battle
ROUND 1:
| Phase: | Go First: Harlequins |
| Score at Start | 10 |
| Command | -Draw Area Denial and Sabotage for Secondaries |
| Movement | -Starweaver 5 to Objective 3 -Skyweavers 2 moves behind terrain to Sabotage -Skyweavers 3 and Starweavers 2 and 4 move to screen their DZ -Troupe Master + Troupe 1 uses a Battle Focus Token to disembark from Starweaver 3 and setup an easy Charge into Librarian 2 -Starweaver 3 follows Troupe Master + Troupe 1 |
| Shooting | -Skyweavers 2 Sabotage -Starweaver 3 does 2 Damage into Librarian 2 -Troupe Master + Troupe 1 and Starweaver 5 whiff into Librarian 2 |
| Charge | -Troupe Master + Troupe 1 into Librarian 2 |
| Fight | -Troupe Master 1 kills Librarian 2 |
| End of Turn | -Starweaver 3 uses Rapid Embarkation ability to have Troupe Master + Troupe 1 get back into it -Score 5 on Secondaries -Grey Knights pickup Librarian 1, Purifiers 1, and GMNDK 1 |
| Score at End | 15 |
I may be in love with this detachment. It’s not the most meta way to play 40K, but that turn was EXACTLY what I wanted to get out of this game. It played fast and aggressive while also requiring me to think very hard about where I am positioning my units and to setup my combos (in this case, Rapid Embarkation) very carefully. We’ll see as the game progresses if I am playing it well, but this is FUN. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1
| Phase: | Go Second: Grey Knights |
| Score at Start | 10 |
| Command | -Draw Bring it Down and Sabotage for Secondaries -Strikes 2 sticky Objective 1 |
| Movement | -Librarian 3 moves to Shoot Starweaver 5 -Purifiers 2 follow Librarian 3 to buff him -Interceptors 1 and 2 move to Charge Starweaver 3 -Librarian 1 Deep Strikes onto Objective 5 -Purifiers 1 Deep Strike next to Librarian 1 -GMNDK 1 Deep Strikes to shoot Starweaver 3 |
| Shooting | -Librarian 1 does 2 Damage into Starweaver 5, who uses a Battle Focus Token to move back 3 inches (and out of the Purifiers and NDK’s range) -Librarian 3 does 4 Damage to Starweaver 5 -Purifiers 2 do 1 Damage into Starweaver 5 -GMNDK 1 kills Starweaver 3 for 4 VP -Starweaver 3 explodes, dealing 1 Mortal Wound each to Interceptors 1 and 2 -2 Troupe models die disembarking from Starweaver 3 -Interceptor 1 whiffs but Interceptor 2 kills Starweaver 5 and 1 Troupe dies disembarking |
| Charge | -Interceptors 1 and 2 into Troupe Master + Troupe 1 |
| Fight | -Troupe Master + Troupe pick -1 to Hit ability -Interceptor 1 kills the Troupe models -Interceptors 2 leave the Troupe Master on 2 Wounds -Troupe Master 1 kills 2 models in Interceptors 2 |
| End of Turn | -Score 4 on Secondaries -Drop Sabotage for 1 CP -Harlequins score 3 for Secondaries |
| Score at End | 14 |
Not quite the aggressive start that the Grey Knights had planned for, but they did score well and are winning the trading game from a unit perspective. The trick will be seeing who blinks first in the NDK vs Skyweaver competition. Something tells me that Grey Knights may have to force the issue because, if this Round was any indication, the Harlequins will be more than happy to keep trading low cost units to deny the Grey Knights primary all game. The board state at the end of Round 1 is below.

Board State: End of Round 1
ROUND 2:
| Phase: | Go First: Harlequins |
| Score at Start | 18 |
| Command | -Draw A Tempting Target and Marked For Death for Secondaries -Grey Knights choose Objective 4 as A Tempting Target -Grey Knights mark Crowe’s unit, NDK, and Strike 2 -Harlequins Interceptor 1 -Score 10 on Primary |
| Movement | -Use Battle Focus Token on Starweaver 1 to take Objective 5 -Death Jester moves to 2nd floor to gain Line of Sight on Objectives 4 and 5 -Troupe 5 uses a Battle Focus Token to setup a Charge into Objective 4 -Skyweavers 2 move to Charge onto Objective 4 -Skyweavers 1 stage behind terrain -Starweaver 4 moves onto Objective 3 -Skyweavers 3 and Starweaver 2 screen their DZ |
| Shooting | -Death Jester kills 4 in Interceptors 1 by rolling two 6’s for Sustained 3 with Ignores Cover -Skyweavers 2 kill Interceptors 1 -Starweaver 1 does 2 Damage into Librarian 1 -Starweaver 4 does 2 Damage into Librarian 3 |
| Charge | -Troupe 5 into Interceptors 2 -Skyweavers 2 into Interceptors 2 |
| Fight | -Troupe 5 use Fang of the Brood stratagem to gain all 3 Dance of Death abilities (re-roll hit and wounds of 1 and -1 to opponent hit rolls) -Skyweavers 2 kill all but 1 in Interceptors 2 -Troupe 5 finish off Interceptors 2 |
| End of Turn | -Skyweavers 2 use Weaver’s Coil stratagem and Battle Focus Token to move back into Harlequins DZ -Grey Knights pickup Crowe + Purifiers, Strike 1, and Purifiers 2 -Score 10 on Secondaries |
| Score at End | 38 |
Big time mental mistake by the Grey Knights in that turn. They chose to mark Crowe’s unit only to need to pick it up at the end of the turn. Since Marked For Death stipulates that points are scored when marked units are “destroyed or removed from the battlefield” this means that picking up Crowe’s unit gave the Harlequins an extra 3 VP. Not ideal.
That aside, Harlequins continue to play a trading game where they are trading their Starweavers and Troupe for denying the Grey Knights board control and primary. It’s now on the Grey Knights to do something about it, which is why picking up Crowe’s unit was mandatory. I’m still loving this detachment and think the game is going well for Harlequins. Board state in the middle of Round 2 is below.

Board State: Middle of Round 2
| Phase: | Go Second: Grey Knights |
| Score at Start | 14 |
| Command | -Draw Secure No Man’s Land and Marked For Death for Secondaries -Harlequins mark Solitaire, Death Jester, and Troupe 6 -Grey Knights mark Starweaver 4 -Score 5 on Primary |
| Movement | -Purifiers 1 to Objective 5 -NDK and GMNDK 1 move into midfield to shoot Objective 5 -Purifiers 2 Deep Strike near Objectives 3 and 4 -Crowe’s unit uses Hallowed Beacon stratagem to Deep Strike near Purifiers 2 and 6 inches from Troupe 5 and Starweaver 4 -Troupe 5 use Weaving Stride stratagem to Reactive Move 6 inches behind terrain -Strikes 1 Deep Strike behind Purifiers 1 -GMNDK 2 Deep Strikes near Objective 4 |
| Shooting | -Librarian 1 does 2 Damage to Starweaver 1 -NDK kills Starweaver 1 -Purifiers 1 kill Troupe 1 on Objective 5 -GMNDK 2 kills Troupe Master 1 on Objective 4 -Crowe’s unit kills Starweaver 4 for 2 VP -Purifiers 2 kill 4 models in Troupe Master + Troupe 2 |
| Charge | -Crowe’s unit fails an 8 inch Charge into Troupe 5 and then fails again with a re-roll |
| Fight | -None |
| End of Turn | -Score 4 on Secondaries -Harlequins use Skyward Lunge stratagem to pickup Skyweavers 2 |
| Score at End | 23 |
Positive View: The Grey Knights had a great Shooting Phase and killed everything that they could see.
Negative View: They killed so many things in the shooting phase that they left no easy Charges for themselves and therefore were not able to get onto 2 Objectives, which cost them getting max points on Secure No Man’s Land and which will cost them another 5 points of primary next turn.
With Harlequins having a decent sized lead, these kind of little mistakes will start really mattering for the Grey Knights and could be the reason they lose this game. Board state at the end of Round 2 is below.

Board State: End of Round 2
ROUND 3:
| Phase: | Go First: Harlequins |
| Score at Start | 38 |
| Command | -Draw Behind Enemy Lines and Recover Assets for Secondaries -Pass all Battle Shock tests -Score 5 on Primary |
| Movement | -Disembark Troupe Master + Troupe 3 from Starweaver 2 and stage them in the midfield -Starweaver 2 to Objective 3 -Crowe + Purifiers Overwatch for 2 Damage (oof, that was a bad whiff for the Grey Knights) -Skyweavers 1 use Battle Focus Token to get to Objective 4 -Troupe 5 moves to Objective 4 -Skyweavers 2 deploy into the Grey Knights DZ to shoot the NDK and get Behind Enemy Lines |
| Shooting | -Troupe Master + Troupe 3 and Troupe 6 Recover Assets for 3 VP -Skyweavers 1 use CP re-roll to kill GMNDK 2 -Skyweavers 2 do 12 Damage to NDK -Starweaver 2 does 2 Damage into Librarian 3 -Troupe Master + Troupe 2 kill 1 model in Crowe + Purifiers -Death Jester whiffs into Purifiers 1 |
| Charge | -None |
| Fight | -None |
| End of Turn | -Skyweavers 1 use Reavers Coil stratagem and Battle Focus Token to move back into cover -Starweaver 2 uses Rapid Embarkation ability to have Troupe Master + Troupe 2 get back into it -Score 6 on Secondaries -Grey Knights pickup Librarians 1 and 3 and Purifiers 2 |
| Score at End | 49 |
Not the most high scoring of turns, but the Harlequins continue to score decently and struck the first blow in the NDK vs Skyweavers dual that both sides have been trying to setup. Board state in the middle of Round 3 is below.

Board State: Middle of Round 3
| Phase: | Go Second: Grey Knights |
| Score at Start | 23 |
| Command | -Draw Behind Enemy Lines and Area Denial for Secondaries -Drop Behind Enemy Lines for A Tempting Target -Harlequins choose Objective 3 -NDK fails Battle Shock -Score 10 on Primary |
| Movement | -Purifiers 1 and Strikes 1 to Objective 5 -NDK moves to Charge Skyweavers 2, who use Overwatch to kill it -GMNDK 1 moves to Charge Skyweavers 2 -Purifiers 2 use Hallowed Beacon stratagem to Deep Strike near Crowe’s unit and onto Objective 3 -Librarians 1 and 3 Deep Strike near Objective 3 |
| Shooting | -GMNDK 1 kills 2 models in Skyweavers 2 -Skyweavers 2 use Battle Focus Token to fade back 5 inches -Strike 2 do 2 Damage into Skyweavers 2 -Purifiers 2 Grenade Starweaver 2 for 1 Damage -Librarians 1 and 3 kill Starweaver 2 -Purifiers 2 kill Troupe Master + Troupe 2 |
| Charge | -Crowe + Purifiers into Troupe 5 on Objective 4 -GMNDK 1 into Skyweavers 2 -Strike 2 fail into Skyweavers 2 and then use CP re-roll to fail again |
| Fight | -Crowe + Purifiers kill Troupe 5 -GMNDK 1 kills 1 model in Skyweavers 2 -Skyweavers 2 whiff |
| End of Turn | -Score 10 on Secondaries |
| Score at End | 43 |
Finally a good push turn for the Grey Knights as they do some decent damage into the Harlequins and grab complete board control. Now they just need to hold it for 1 more turn and they’ll be able to claw back the scoreboard and solidify a win. Board state at the end of Round 3 is below.

Board State: End of Round 3
ROUND 4:
| Phase: | Go First: Harlequins |
| Score at Start | 49 |
| Command | -Draw No Prisoners and Secure No Man’s Land for Secondaries -Pass all Battle Shock tests -Score 5 on Primary |
| Movement | -Crowe + Purifiers use Fires of the Covenant stratagem to dissuade Harlequins from coming after Objective 4 -Skyweavers 1 use Battle Focus Token to setup a Charge into Purifiers 1 -Skyweavers 3 use a Battle Focus Token to setup a Charge into Purifiers 2 -Troupe Master + Troupe 3 stage behind terrain and 6.1 inches from Crowe + Purifiers -Solitaire uses Blitz ability and 2 Battle Focus Tokens to Advance 25 inches while being un-Overwatchable to setup a Charge into both Librarians or Purifiers 2 -Skyweavers 2 Fall Back onto Objective 1 to prevent the Grey Knights from picking up Strike 2 -Troupe 6 stage for a Round 5 Charge to the middle |
| Shooting | -Death Jester kills 2 models in Strike 1 -Skyweavers 1 kill 2 models in Strike 1 -Skyweavers 3 whiff into Librarian 1 |
| Charge | -Skyweavers 1 into Purifiers 1 -Skyweavers 3 into Purifiers 2 -Solitaire into both Librarians |
| Fight | -Solitaire uses a CP re-roll and kills both Librarians for 4 VP -Purifiers 1 use Counter Offensive and do 3 Damage to Skyweavers 1 -Skyweavers 3 kill Purifiers 2 for 1 VP -Skyweavers 1 kill Purifiers 1 and take Objective 5 for 5 VP |
| End of Turn | -Score 10 on Secondaries -Grey Knights pickup GMNDK 1 |
| Score at End | 64 |
And there’s the Harlequins’ “go turn” as they take away 4 units and drastically reduce the Grey Knights scoring ability and board control. They chose not to Charge Troupe Master + Troupe 3, which could end up being a mistake, but otherwise that turn went great for the Harlequins. The Grey Knights have now gone from feeling like they had the game in the bag to doing math to see if they can even win. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4
| Phase: | Go Second: Grey Knights |
| Score at Start | 43 |
| Command | -Draw Display of Might and Extend Battle Lines for Secondaries -Pass all Battle Shocks -Score 10 on Primary |
| Movement | -Strike 2 setup Charge into Skyweavers 2 -GMNDK 1 Deep Strikes near Objective 5 |
| Shooting | -Crowe + Purifiers kill the Solitaire -GMNDK 1 kills 2 models in Skyweavers 1 -Strike 1 Grenades Skyweavers 1 for 1 Mortal Wound -Strike 2 does 3 Damage into Skyweavers 2 -Strike 1 whiffs |
| Charge | -Strike 2 into Skyweaver 2 -Strike 1 into Skyweaver 1 -Crowe + Purifiers into Troupe Master + Troupe 3 -GMNDK 1 fails, with CP re-roll, into Skyweavers 1 |
| Fight | -Troupe Master + Troupe 3 pick -1 to hit ability -Crowe + Purifiers kill Troupe + Troupe Master 3 and Consolidate back onto Objective 4 -Strike 1 whiffs -Strike 2 kills Skyweavers 2 -Skyweavers 1 whiff |
| End of Turn | -Score 8 on Secondaries |
| Score at End | 61 |
Good turn for the Grey Knights and we have ourselves a close game. It’s going to come down to the wire here and its looking like the choice of not Charging Troupe Master + Troupe 3 into the Crowe brick could be what decides it if the Grey Knights end up winning. Board state at the end of Round 4 is below.

Board State: End of Round 4
ROUND 5:
| Phase: | Go First: Harlequins |
| Score at Start | 64 |
| Command | -Draw Cleanse and Extend Battle Lines for Secondaries -Drop Cleanse for Overwhelming Force -Pass all Battle Shocks -Score 10 for Primary |
| Movement | -Troupe 6 uses 2 Battle Focus Tokens to Advance to Charge into Crowe’s brick while also denying Overwatch -Death Jester uses Battle Focus Token to drop down onto Objective 2 while also gaining Line of Sight onto Objective 5 -Skyweavers 1 Fall Back to deny Overwhelming Force or Storm Hostile Objective while also screening a Deep Strike onto Objective 5 |
| Shooting | -Death Jester kills Strike 1 for 3 VP -Troupe 6 whiff |
| Charge | -Troupe 6 uses Striking Stride stratagem to Charge into Crowe + Purifiers |
| Fight | -Troupe 6 kills 7 Purifiers -Crowe + Purifiers kill 5 Troupe in crack back -Crowe + Purifiers use Flames of Sanctity stratagem to do Mortal Wounds that kill 3 more Troupe models |
| End of Turn | -Score 6 on Secondaries to max out Secondary scoring -Grey Knights pickup Strikes 2 |
| Score at End | 80 |
This one is going to come down to the wire. Harlequins have maxed out their score at 80 and Grey Knights have an easy path to 10 on Primary with a potential for 15 if Crowe can wipe out the Troupe 6. Looks like it is going to be a brawl in the middle to see who wins. Board state in the middle of Round 5 is below.

Board State: Middle of Round 5
| Phase: | Go Second: Grey Knights |
| Score at Start | 61 |
| Command | -Draw Assassination and Storm Hostile Objective for Secondaries -Pass all Battle Shock |
| Movement | -GMNDK 1 to Objective 5 -Strikes 2 Deep Strike near Objective 4 |
| Shooting | -None |
| Charge | -Strikes 2 fail into Troupe 6 |
| Fight | -Troupe 6 uses Fang of the Brood stratagem to gain all 3 Dance of Death abilities -Troupe 6 kills Purifiers with Crowe -Crowe kills 3 of 4 in Troupe 6 -Crowe uses Flames of Sanctity stratagem and it fails |
| End of Turn | -Score 5 on Secondaries -Score 10 on Primary |
| Score at End | 76 |
The game ends with a score of 80-76 for the Harlequins. It came down to the Grey Knights rolling a 1 on their Flames of Sanctity roll which, had they made it, would have resulted in a 9 point swing. What a game! Board state in the end of Round 5 is below.

Board State: End of Round 5
RESULT:
Singles Format: 80 – 76 Harlequins WIN
WTC Teams Format: 10 – 10 DRAW
GAME REVIEW:
What a game! This is exactly the kind of game that I was going for when Steve and I talked through how to setup a “good game” recently.
From a Harlequins perspective, this game was insanely fun and went almost perfectly. There are a few mistakes to clean up and some tactical things that I would change, but for my first go with the list, I am thrilled.
From a Grey Knights perspective, the little mistakes made the difference. Specifically, marking Crowe’s unit and then overkilling in shooting in Round 2. Had those mistakes not happened, this game probably swings to the Grey Knights by 4-5 points. It’s a good learning experience but still stings.
WHAT I WOULD CHANGE NEXT TIME:
- Harlequins
- Hindsight 20/20 – I should have Charged the Troupe Master + Troupe 3 into the Purifiers in Round 4. They don’t kill the unit, but chipping it down would have really helped make Round 5 less stressful. I’m also debating whether I should switch Troupe Master 3, who has the Weaver’s Wail enhancement to leading the 12 model Troupe instead, as that would have helped at the end as well.
- Grey Knights
- The tactical mistakes above are what cost me. Grey Knights have so little margin for error these days and making careless mistakes like those will always come back to haunt you.
EARNED THEMSELF A NAME:
The Skyweavers, all 3 units of them. They were amazing all game long and were the reason the game swung the way that it did. They did serious work on my “go turn” and also were surprisingly tanky.
MAGNUS OF THE GAME:
Castellan Crowe. This one hurts me, but rolling a 1 into Flames of Sanctity when there is a 67% chance that it goes off and you win the game isn’t great. His unit was great for most of the game, but that last one stings.






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