Grown Men Playing With Toys

They said we were too old. We said "Hold our dice!"

Join us as two best friends, strategic / stoic “Erik” and observant / energetic “Steve”, as they embark on this passion project to discuss topics and experiences that surround their world of Warhammer gaming.

Raven Guard Shadowmark Talon vs Harlequins Serpent’s Brood

JUMP TO:

Matchup

Mission

Lists

Harlequins Specific Strategies

Raven Guard Specific Strategies

Round by Round Recap

Result

Game Review

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

10th Edition, 2025 – 2026 Chapter Approved

March 2026 Balanced Dataslate and MFM Points Update

MATCHUP:

Faction:Detachment:
HarlequinsSerpent’s Brood
VS
Faction:Detachment:
Raven GuardShadowmark Talon

MISSION:

GW MissionJ
PrimaryLinchpin
Terrain LayoutGW Terrain Layout 6
DeploymentSearch & Destroy

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

Raven Guard:

List

Space Marines

Raven Guard

Shadowmark Talon

Strike Force (2,000 Points)

CHARACTERS

Aethon Shaan (110 Points)

  • Warlord

  • 1x Claws of Severax

  • 1x Heavy bolt pistol

Judiciar (70 Points)

  • 1x Absolvor bolt pistol

  • 1x Executioner relic blade

Kayvaan Shrike (100 Points)

  • 1x Blackout

  • 1x The Raven’s Talons

Lieutenant with Combi-weapon (115 Points)

  • 1x Combi-weapon

  • 1x Paired combat blades

  • Enhancements: Coronal Susurrant

OTHER DATASHEETS

Assault Intercessors with Jump Packs (170 Points)

  • 1x Assault Intercessor Sergeant with Jump Pack

     ◦ 1x Plasma pistol

     ◦ 1x Power fist

  • 9x Assault Intercessors with Jump Packs

     ◦ 9x Astartes chainsword

     ◦ 7x Heavy bolt pistol

     ◦ 2x Plasma pistol

Ballistus Dreadnought (150 Points)

  • 1x Armoured feet

  • 1x Ballistus lascannon

  • 1x Ballistus missile launcher

  • 1x Twin storm bolter

Bladeguard Veteran Squad (170 Points)

  • 1x Bladeguard Veteran Sergeant

     ◦ 1x Master-crafted power weapon

     ◦ 1x Neo-volkite pistol

  • 5x Bladeguard Veteran

     ◦ 5x Heavy bolt pistol

     ◦ 5x Master-crafted power weapon

Inceptor Squad (240 Points)

  • 1x Inceptor Sergeant

     ◦ 1x Close combat weapon

     ◦ 1x Plasma exterminators

  • 5x Inceptor

     ◦ 5x Close combat weapon

     ◦ 5x Plasma exterminators

Inceptor Squad (240 Points)

  • 1x Inceptor Sergeant

     ◦ 1x Close combat weapon

     ◦ 1x Plasma exterminators

  • 5x Inceptor

     ◦ 5x Close combat weapon

     ◦ 5x Plasma exterminators

Incursor Squad (80 Points)

  • 1x Incursor Sergeant

     ◦ 1x Bolt pistol

     ◦ 1x Occulus bolt carbine

     ◦ 1x Paired combat blades

  • 4x Incursor

     ◦ 4x Bolt pistol

     ◦ 1x Haywire Mine

     ◦ 4x Occulus bolt carbine

     ◦ 4x Paired combat blades

Incursor Squad (80 Points)

  • 1x Incursor Sergeant

     ◦ 1x Bolt pistol

     ◦ 1x Occulus bolt carbine

     ◦ 1x Paired combat blades

  • 4x Incursor

     ◦ 4x Bolt pistol

     ◦ 1x Haywire Mine

     ◦ 4x Occulus bolt carbine

     ◦ 4x Paired combat blades

Infiltrator Squad (100 Points)

  • 1x Infiltrator Sergeant

     ◦ 1x Bolt pistol

     ◦ 1x Close combat weapon

     ◦ 1x Marksman bolt carbine

  • 4x Infiltrator

     ◦ 4x Bolt pistol

     ◦ 4x Close combat weapon

     ◦ 1x Helix Gauntlet

     ◦ 1x Infiltrator Comms Array

     ◦ 4x Marksman bolt carbine

Repulsor Executioner (230 Points)

  • 1x Armoured hull

  • 1x Heavy laser destroyer

  • 1x Heavy onslaught gatling cannon

  • 1x Icarus rocket pod

  • 1x Ironhail heavy stubber

  • 1x Repulsor Executioner defensive array

  • 1x Twin Icarus ironhail heavy stubber

  • 1x Twin heavy bolter

Scout Squad (70 Points)

  • 1x Scout Sergeant

     ◦ 1x Astartes chainsword

     ◦ 1x Bolt pistol

     ◦ 1x Close combat weapon

  • 4x Scout

     ◦ 4x Bolt pistol

     ◦ 4x Boltgun

     ◦ 4x Close combat weapon

Scout Squad (70 Points)

  • 1x Scout Sergeant

     ◦ 1x Astartes chainsword

     ◦ 1x Bolt pistol

     ◦ 1x Close combat weapon

  • 4x Scout

     ◦ 4x Bolt pistol

     ◦ 4x Boltgun

     ◦ 4x Close combat weapon

FACTION SPECIFIC STRATEGIES:

Harlequins:

I am very excited to see this detachment on the table again, as the last game featuring it was a blast. It has so many mobility tricks and seems to be the best way to play “mono Quins”. 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 want to be constantly Charging out of Starweavers, only to jump back into them after killing something in melee. The list is then rounded out with 1 max sized Troupe unit to be a “hammer” unit. Lastly, the Solitaire and Death Jester are in the list because of the cool rules and flexibility that they bring. It’s not a meta pick but offers a very unique play pattern that has a history of leading to good games.

Win Condition: This one is tough because both armies seem pretty evenly matched and the Raven Guard have the advantage in guns, toughness, and ability to score Primary points. They also have the ability to keep up with the Harlequins via their Jump Pack units and access to “uppy downy” on multiple units. Similar to the last game, the Harlequins will need to play a disciplined and evenly tempo’d trading game. Ideally, they would like to go second, keep the score as low as possible to mitigate what will be a struggle to score Primary, and will need to use their superior unit count to control their Deployment Zone (DZ) in order to keep the Raven Guard in front of them. They also will need the take the Repulsor Executioner down early as it has the sheer volume of fire to do significant damage into the Harlequins.

What I Want to Work On This Game: Keep working on my patience, board control and 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 Raven Guard. 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.

CategoryDescription
Leader / Bodyguard Combos:2 x Troupe Master with 5 model Troupe
1 x Troupe Master with 12 model Troupe
Transport / Infantry Combos:2 x Troupe Master + Troupe in Starweavers
3 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. Bonus if you also use the Fangs of the Brood stratagem to buff up the Troupe to ensure that you can kill your target and get back into the Starweaver.

Raven Guard:

This list was very slightly nerfed during the last Balanced Dataslate thanks to a points increase to the Combi-weapon Lieutenant, which resulted in me dropping an enhancement.

The idea behind the list is to use cheap scoring units to play the scoring game while keeping the bigger guns back to take advantage of the army rule that gives all units outside of 12 inches Benefit of Cover and Stealth. The list then focuses on cycling the Inceptors and JPI’s in and out of Reserves to threaten the opponent’s weak spots and ability to score. It’s not a list that is designed to achieve big differential scores. Instead, it is a list that is designed to be very difficult to beat or blow out.

Win Condition: Similar to Harlequins’ Win Condition, this matchup is tough because both armies are trying to do similar things. Both have access to rules that make interacting with them via ranged shooting from afar more difficult than usual and access to “uppy downy” stratagems. They also seek to win in similar ways by investing just enough to sit on primary while they use their main units like scalpels that slice in and out to take out key units. The big difference is that the Raven Guard have much better long range shooting with the RepEx and Ballistus, while the Harlequins have more consistent anti-Vehicle shooting with Haywire. Unfortunately, that ranged shooting advantage is somewhat offset by the board layout and terrain. Based on this, the Raven Guard will need to try to press and bully the Harlequins, which will be an odd fit because it’s now how this list prefers to play. They’ll have to win the Primary battle and score just enough on Secondaries. They’ll win if they can get aggressive and start dictating the tempo of the game to the Harlequins while also scoring Primary.

What I Want to Work On This Game: Being very strategic with the positioning of the ranged shooting units. This board layout isn’t great for long lines of site, so Raven Guard will have to pick the right alleys for the RepEx and Ballistus strategically and will have to make sure to protect them once they get there.

CategoryDescription
WarlordAethon Shaan
Leader / Bodyguard Combos:Judiciar with Bladeguard Veterans
Kayvaan Shrike with JPI’s
Transport / Infantry Combos:Judiciar with Bladeguard Veterans in RepEx
Strategic Reserves:2 x Inceptors
Key Strategems:Raptorial Vigilance – Used in your opponent’s Movement Phase just after an enemy unit ends Normal, Advanced, or Fall Back move within 9 inches of your unit to make a Reactive Move of D6 inches, or 6 inches if the unit has the Phobos or Scout keywords.

Rapid Ingress – Used in your opponent’s Movement Phase to deploy one unit from your army from Reserves. Note that units with the Deep Strike ability can Deep Strike as if it were your Movement Phase.
Feint & Thrust – Used in your Movement Phase to give one unit Fall Back & Shoot/Charge. If the unit is Scout or Phobos, it can also Advance and Charge.
Into Darkness – Used at the end of your opponent’s Fight Phase to put one Infantry unit, or up to two Phobos or Scout units, not in Engagement Range of an enemy unit into Reserves.
Key Combos:
Kayvaan Shrike + Echo of the Ravenspire ability + Trifold Path of Shadow ability + JPI’s + Hammer of Wrath ability + Rapid Ingress stratagem

This is used to create a unit that can Rapid Ingress more than 12 inches away from the enemy, gain the Lone Op ability, and then Charge in during your turn to do Mortal Wounds on the Charge, kill something, and then become a Lone Op again to hopefully go back up into Reserves to repeat the process next turn. Its somewhat niche, but means that the opponent can never leave their Home or Natural Expansion Objectives lightly guarded.
Aethon Shaan + Inceptors + Meteoric Descent ability + Oath of Moment army rule + Unparalleled Tactician detachment rule + Into Darkness stratagem

This is the reason to play this detachment as you can use Into Darkness to keep cycling one unit of Inceptors into Reserves for it to drop down 6 inches away from a new target that it blows up using Oath of Moment for hit re-rolls and +1 to wound while also getting re-rolls to wound thanks to Twin Linked on their guns.

ROUND-BY-ROUND RECAP:

The game starts with Raven Guard 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 RepEx and Ballistus.

Raven Guard deploy fairly aggressively and position both Scout units plus the Combi-weapon Lieutenant in the midfield because of their Infiltrator ability. Their goal is to push into the midfield early and to try to engage the Harlequins early. They can do this because the 12 inch “no Deep Strike” aura from the Infiltrators on their Home Objective takes up a lot of space on this deployment map.

Harlequins deploy much more conservatively and deeply into their DZ. They castle up around their home objective with the Skyweavers, Death Jester, and Solitaire, while distributing the Starweavers around their DZ and hiding the big Troupe brick in terrain. Unfortunately, the Raven Guard’s massive amount of Infiltrate units allows them to shut down the Starweaver with Scout on it, so they deploy it aggressively with plans to Scout backwards if they go second.

Raven Guard wins the roll off to go first and both sides make their Scout moves. The Combi-weapon Lieutenant then picks Objective 4 for re-roll 1’s to Wound. The board state at the start of the game is shown below.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: Raven Guard
Score at Start10
CP at Start0
Command-Draw No Prisoners and Establish Locus for Secondaries
-Oath of Moment on Skyweavers 3
Movement-Scouts 1 move block near Objective 5
-Incursors 1 to Objective 5
-Incursors 2 move towards Objective 3
-Combi-weapon Lieutenant to Objective 3
Shooting-Scouts 2 Establish Locus for 2 VP
Charge-None
Fight-None
End of Turn-Score 2 on Secondaries
-Drop No Prisoners for 1 CP
Score at End12
CP at End2

Boring first turn for the Raven Guard. The good news is that they didn’t have to expose a lot of units in order to score some Secondary points and are positioned to dominate all of the midfield primary. The bad news is that the board layout basically makes it so that they couldn’t get many shots on the Harlequins. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1

Phase: Go Second: Harlequins
Score at Start10
CP at Start2
Command-Draw Sabotage and Area Denial for Secondaries
Movement-Troupe Master + Troupe 1 use a Battle Focus Token to setup a Charge into Scouts 1
-Starweaver 1 follows Troupe Master + Troupe 1
-Troupe 4 disembark and use a Battle Focus Token to move onto Objective 4
-Scouts 2 use Raptorial Vigilance stratagem to Reactive Move back 6 inches
-Starweaver 4 follows Troupe 4
-Death Jester moves up to Shoot Scouts 2
-Skyweavers 3 move towards Objective 3
-Starweaver 5 into midfield terrain to Sabotage
-All others screen
Shooting-Starweaver 5 Sabotages
-Troupe 4 roll hot and kill 4 models in Scouts 2
-Starweaver 4 whiffs
-Death Jester uses Cruel Amusement ability and Fanged Leer enhancement to select Sustained Hits 3 and Ignores Cover and kills Scouts 2
-Troupe Master + Troupe 1 kill 2 models in Scouts 1
-Starweaver 1 whiff
-Skyweavers 1 whiff
Charge-Troupe Master + Troupe 1 into Scouts 1
Fight-Troupe Master + Troupe 1 use Dance of Death ability to pick re-roll 1’s to Hit
-Troupe Master + Troupe 1 kill Scouts 1
End of Turn-Starweaver 1 uses Rapid Embarkation ability to re-embark Troupe Master + Troupe 1
-Troupe 4 get back into Starweaver 4
-Score 5 on Secondaries
Score at End15
CP at End2

A good first turn for the Harlequins as they draw good Secondaries and start playing the kind of tempo and trade game that they need to win. They still have a lot of their bigger units castled up in their DZ and didn’t leave much space for the Raven Guard to Deep Strike into, which was the goal, while still being able to kill 2 scoring units. Raven Guard will get good Primary next turn, but so far so good for the Harlequins. The board state at the end of Round 1 is below.

Board State: End of Round 1

ROUND 2:

Phase: Go First: Raven Guard
Score at Start12
CP at Start3
Command-Draw Assassination and Extend Battle Lines for Secondaries
-Oath of Moment on Skyweavers 3
-Score 13 on Primary
Movement-Ballistus moves fully into terrain footprint to Shoot Starweaver 4
-Shrike + JPI’s move to Charge onto Objective 4
-Judiciar + Bladeguard disembark to stage in terrain that Shrike just vacated
-Incursors 2 to Objective 3
-Incursors 1 move up to Shoot Starweaver 1
-Inceptors 1 Deep Strike in to Shoot Starweaver 1
-Inceptors 2 Deep Strike in to shoot Skyweavers 3
Shooting-Incursors 1 use Multi-Spectrum Array ability to “mark” Starweaver 1 for +1 Hit against it for all Raven Guard ranged attacks
-Incursors 2 mark Skyweavers 3
-Inceptors 1 do 4 Damage to Starweaver 1, who makes a lot of 4+ Invulnerable Saves
-Inceptors 2 do 10 Damage, killing 2 models, to Skyweaver 3
-Ballistus does 4 Damage to Starweaver 2, who also make most of its Invulnerable Saves
-JPI’s use Grenade stratagem to kill Starweaver 4
-1 model in Troupe 4 dies disembarking
-Shrike + JPI’s kill 3 models in Troupe 4
Charge-Shrike + JPI’s into Troupe 4, doing 7 Mortal Wounds thanks to Hammer of Wrath ability and killing Troupe 4
-Incursors 1 into Starweaver 1
Fight-Incursors 1 use Haywire Mine wargear ability to kill Starweaver 1
-1 model from Troupe 1 dies disembarking
-Incursors 1 Pile In to Troupe Master + Troupe 1
-Incursors 1 kill 2 models in Troupe Master + Troupe 1
-Troupe Master + Troupe 1 kill 4 models in Incursors 1
End of Turn-Skyweavers 3 use Skyward Lunge stratagem to go into Reserves
-Score 4 on Secondaries
-Drop Assassination for 1 CP
-Harlequins score 3 on Secondaries
Score at End29
CP at End3

Decent turn for the Raven Guard that round. They could complain about 4+ Invulnerable Saves throwing off what “should happen”, as they really wanted to pop Starweaver 1 and the Troupe Master 1 that turn, but it is a dice game so that stuff happens. Otherwise the turn went pretty according to plan as they blew the Harlequins off of all midfield objectives and are positioned to start dictating the game as the Harlequins now have to react to the threat of Shrike + 10 JPI’s on their DZ doorstep. Board state in the middle of Round 2 is below.

Board State: Middle of Round 2

Phase: Go Second: Harlequins
Score at Start18
CP at Start3
Command-Draw Secure No Man’s Land and Overwhelming Force for Secondaries
-Score 3 on Primary
Movement-Skyweavers 2 move towards Inceptors 2
-Skyweavers 1 use a Battle Focus Token to move up to Shoot at the Ballistus
-Troupe 5 disembarks from Starweaver 5 and moves onto Objective 3
-Starweaver 5 follows right behind Troupe 5
-Solitaire uses Blitz ability and a Battle Focus Token to move to pin Shrikes unit while ignoring Overwatch
-Shrike + JPI’s use Raptorial Vigilance stratagem to move off of Objective 4
-Troupe Master + Troupe 2 move up to Charge Shrike + JPI’s
-Starweaver 2 follows Troupe + Troupe Master 2
-Max sized Troupe Master + Troupe 6 stage in terrain
-Skyweavers 3 deploy near the Raven Guard DZ to shoot Ballistus
Shooting-Troupe Master + Troupe 1 kill Incursors 1
-Troupe 5 use Grenade stratagem to do 3 Mortal Wounds to Inceptors 2
-Troupe 5 do 2 Damage to Inceptors 2
-Skyweavers 2 whiff into Inceptors 2
-Skyweavers 3 does 3 Damage to Ballistus
-Skyweavers 1 low roll and completely whiff into Ballistus
-Starweaver 2 kills 2 JPI’s
-Troupe Master + Troupe 6 shoot with 3 models and kill 1 JPI
-Troupe Master + Troupe 2 whiff into JPI’s
-Death Jester chooses Ignores Cover and Sustained 3 and kills 2 JPI’s
Charge-Troupe Master + Troupe 2 into Shrike + JPI’s
-Skyweavers 2 into Inceptors 2
-Troupe 5 into Incursors 2
-Troupe Master + Troupe 1 fail into Inceptors 1
-Skyweavers 3 fail into Inceptors 1
Fight-Troupe Master + Troupe 2 use Fangs of the Brood stratagem and Dance of Death ability to pick -1 to Hit against and re-roll Hit and Wound rolls of 1
-Troupe 5 pick -1 to Hit against
-Shrike + JPI’s use Armour of Contempt stratagem
-Incursors 2 use Haywire Mine wargear ability but whiff by rolling a 1
-Solitaire does 4 Damage to Shrike
-Incursors 2 use Counter Offensive stratagem but low roll to only kill 2 models in Troupe 5
-Troupe Master + Troupe 2 roll hot and kill Shrike + JPI’s as the Troupe Master picked up the JPI’s by himself
-Skyweavers 2 kill 2 models in Inceptors 2
-Inceptors 2 do 3 Damage to Skyweavers 2
End of Turn-Use Weaver’s Coil stratagem on Skyweavers 1 to move onto Objective 5
-Troupe Master + Troupe 2 get back into Starweaver 2
-Score 5 on Secondaries
-Drop Overwhelming Force for 1 CP
Score at End26
CP at End1

Busy turn for both sides that leaves both walking away wondering “what if” over what could have been a couple of micro-tactics mistakes on both sides.

From a Harlequins perspective, they are delighted to kick Shrike + JPI’s “off their lawn” and feel really clever for pulling off a delayed “move, shoot, move” to get Skyweavers 1 onto Objective 5 to score Secure No Man’s Land. They’re also grumbling about Raven Guard using a Reactive Move to deny them Overwhelming Force and the inability to kill Incursors 2 to secure that flank. Lastly, they took a big risk with the sequencing of the Fight phase around Shrike + JPI’s because they got tunnel vision over how cool the Solitaire is and fought with him first. Hindsight 20/20, they should have fought with the Troupe Master + Troupe 2 first and then Consolidated the Solitaire onto Objective 4.

NOTE: there was a misplay here by both sides as the Harlequins should have still received credit for Overwhelming Force as the Secondary stipulates that it is scored if a unit “started the turn on an Objective”. Lesson Learned….check the secondary card and not just the blurb in the score keeping app that you are using (I use Tabletop Battles) as little details like that matter and may be omitted from the app.

From a Raven Guard perspective, the decision to use Counter Offensive on the Incursors 2 instead of on Shrike + JPI’s will haunt them. They were betting on Shrike + at least 1 JPI to survive the Troupe Master + Troupe, but did not account for the Troupe Master rolling for 3 Sustained Hits and wiping the JPI’s by himself. The Incursor 2 choice did annoy the Harlequins, but I’m not sure it was worth the 2 CP.

Board state at the end of Round 2 is below.

Board State: End of Round 2

ROUND 3:

Phase: Go First: Raven Guard
Score at Start29
CP at Start1
Command-Draw Storm Hostile Objective and Recover Assets for Secondaries
-Oath of Moment on Skyweavers 1
-Score 3 on Primary
Movement-RepEx into shooting lane to attack Objectives 3 and 4
-Ballistus to Objective 4
-Shaan to Objective 5
-Inceptors 1 into terrain to gain Line of Sight to Skyweavers 1
Shooting-Ballistus split fires to do 3 Damage to Skyweavers 1 and 2 to Solitaire
-Shaan whiffs into Skyweavers 1
-Inceptors 2 kill 2 models in Skyweavers 2
-Inceptors 1 kill 2 models in Skyweavers 1
-Incursors 2 whiff into Troupe 5
-RepEx does only 4 Damage to Starweaver 5 thanks to rolling snake eyes with its big gun
-Infiltrators and Combi-weapon Lieutenant Recover Assets for 3 VP
Charge-Shaan into Skyweavers 1
-Inceptors 1 into Skyweavers 1
-Ballistus into Solitaire and uses Tank Shock stratagem to kill him
Fight-Troupe 5 uses Fangs of the Brood stratagem to pick all 3 abilities
-Shaan solo’s Skyweavers 1
-Troupe 5 kills 3 models in Incursors 2
-Inceptors 2 do 2 Damage to Skyweavers 2
-Skyweavers 2 do 2 damage to Inceptors 2
-Incursors 2 whiff into Troupe 5
End of Turn-Score 7 on Secondaries
-Harlequins use Skyward Lunge stratagem to pickup Skyweavers 3
Score at End39
CP at End0

Decent turn for the Raven Guard as they gain full control of Objective 4 and mostly control their left flank and Objective 5. They also scored decent on Secondaries and continue to be ahead of the Harlequins on the scoreboard. Meanwhile, one of the funnier 40K “pillow fights” that I have seen is occurring in the bottom right corner of the board as 2 units that want nothing to do with tarpitting or ongoing melee combat, Inceptors 2 and Skyweavers 2, continue to be locked in a slap fight with no end in sight. I can’t tell if it’s frustrating or hilarious (or a bit of both). Board state in the middle of Round 3 is below.

Board State: Middle of Round 3

Phase: Go Second: Harlequins
Score at Start26
CP at Start1
Command-Draw Cleanse and Marked For Death for Secondaries
-Raven Guard mark Infiltrators, Bladeguard, and RepEx
-Harlequins mark Incursors 2
-Pass all Battle Shock
-Score 8 on Primary
Movement-Troupe Master + Troupe 1 to Objective 5
-Troupe Master + Troupe 6 move up to stage closer to the midfield
-Starweaver 3 moves up to position for a late game midfield push
-Troupe Master + Troupe 2 disembarks and uses Battle Focus Token to move onto Objective 4 while ignoring Overwatch
-Starweaver 4 uses a Battle Focus Token to move to follow Troupe Master + Troupe 2 while also getting onto Objective 4
-Starweaver 5 shifts to hide behind terrain while staying on Objective 5
-Skyweavers 3 deploy from Reserves to Shoot Ballistus
Shooting-Starweavers 2 and 5 Cleanse for 5 VP (pending maintaining control of Objective 4)
-Skyweavers 3 do 6 Damage to Ballistus
-Troupe Master 2 pops off and kills Ballistus
-Troupe 5 kill Incursors 2 for 2 VP
-Troupe Master + Troupe 1 whiff into Inceptors 1
Charge-Troupe Master + Troupe 1 into Inceptors 1
Fight-Troupe Master + Troupe 1 use Fangs of the Brood for all 3 abilities
-Troupe Master + Troupe 1 low roll and only kill 1 model in Inceptors 1
-Incepters 2 kill 1 model in Skyweavers 2
-Skyweavers 2 kill 2 models in Inceptors 2
-Inceptors 1 kill Troupe 1, but not Troupe Master
End of Turn-Troupe Master + Troupe 2 get back into Starweaver 2
-Troupe 5 get into Starweaver 5
-Score 7 on Secondaries
-Raven Guard use into Darkness for 0 CP on Shaan
Score at End41
CP at End0

Have you ever had a moment mid turn where you realize you messed something up and start kicking yourself for it? That was the Harlequins mid Shooting phase when they realized that at the end of the Raven Guard turn, they should have used Weaver’s Coil to execute a Normal Move instead of Skyward Lunge to go back into Reserves on Skyweavers 3. If they had done that, they could have still shot Ballistus and then been in position to threaten Objective 1 with a Charge. This would have forced the Raven Guard to react as that objective is key to Linchpin (one might even say that it is the “linchpin”).

That bone headed mistake aside, it was a great turn for the Harlequins as they positioned well for a late game surge while also continuing to tarpit the Raven Guard’s mobile shooting units. Board state at the end of Round 3 is below.

Board State: End of Round 3

ROUND 4:

Phase: Go First: Raven Guard
Score at Start39
CP at Start2
Command-Draw Overwhelming Force and Engage On All Fronts for Secondaries
-Pass all Battle Shock tests
-Oath of Moment on Starweaver 2
-Score 8 on Primary
Movement-Combi-weapon Lieutenant to Objective 3
-RepEx to midboard
-Judiciar + Bladeguard to Objective 4
-Shaan Deep Strikes into Harlequin DZ
Shooting-Inceptors 1 kill Troupe Master 1
-Inceptors 2 whiff
-Combi-weapon Lieutenant uses Grenades stratagem to kill Starweaver for 3 VP
-1 model in Troupe 5 dies disembarking
-Combi-weapon Lieutenant whiffs into Troupe 5
-RepEx split fires to kill Starweaver 2 for 2 VP and Skyweavers 3
-Troupe Master + Troupe 2 disembark on the far side of Starweaver 2 to maximize the distance the Bladeguard need to Charge
-Judiciar + Bladeguard kill 1 model in Troupe 2
Charge-Judiciar + Bladeguard roll an 8 to get into Troupe Master + Troupe 2
Fight-Troupe Master + Troupe 2 pick -1 to Hit ability
-Bladeguard use Bladeguard ability to pick re-roll Hit rolls of 1 ability
-Judiciar uses Precision to kill Troupe Master 2
-Bladeguard kill 3 models in Troupe 2, leaving 1 remaining
-Skyweavers 2 do 2 Damage to Inceptors 2
-Inceptors 2 whiff into Skyweavers 2
End of Turn-Score 9 on Secondaries
Score at End56
CP at End2

OK….so the Skyweavers 2 vs Inceptors 2 pillow fight has now officially crossed the threshold into being hilarious. It’s hilarious because of how long it has been going on and how pitiful each unit feels, but also because each unit is also doing a valuable job by tying up the other.

That aside, that was a great turn for the Raven Guard and they may have swung the game in their direction as they now have a large brick of Fights First sitting in the middle of the board staring at the Harlequins. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4

Phase: Go Second: Harlequins
Score at Start41
CP at Start2
Command-Draw Bring It Down and No Prisoners for Secondaries
-Pass all Battle Shocks
-Score 8 on Primary
Movement-Troupe 3 uses Battle Focus Token to setup an un-failable Charge into Shaan, while also pinning him in the corner to prevent a Reactive Move
-Starweaver 3 follows Troupe 3
-Death Jester positions to shoot the Bladeguard
-Troupe Master + Troupe 6 use 2 Battle Focus Tokens to setup an un-failable Charge into Bladeguard while also ignoring Overwatch
-Troupe 5 move to rescue Skyweavers 2 from their misery and Charge Inceptors 2
Shooting-Death Jester picks Sustained 3 and Precision and does 2 Damage to Bladeguard
-Troupe Master + Troupe 6 use Grenade stratagem to do 4 Mortal Wounds to Bladeguard
-Troupe Master + Troupe 6 roll hot and kill Bladeguard thru a CP re-roll for 2 VP
-Troupe 3 and Starweaver 3 whiff into Shaan
Charge-Troupe Master + Troupe 6 into Judiciar, who has lost Fights First
-Troupe 3 into Shaan
-Starweaver 3 into Shaan
-Troupe 5 into Inceptors 2
Fight-Troupe Master + Troupe 6 pick re-roll 1’s to Hit ability
-Troupe 5 picks re-roll 1’s to Wound ability
-Troupe 3 uses Fangs of the Brood stratagem to pick all 3 abilities
-Troupe 3 kills Shaan through Armour of Contempt for 2 VP
-Troupe Master 6 kills Judiciar for 1 VP
-Troupe 5 kills Inceptors 2 and Consolidates back onto Objective 3
End of Turn-Score 5 on Secondaries
-Drop Bring It Down for 1 CP
Score at End54
CP at End1

Hilarious ending to the Skyweavers vs Inceptors pillow fight as a 2 model unit of Troupe have to come and save their bike riding peers. Besides that, it was a great turn for the Harlequins as they got rid of the Shaan threat in their backfield and Judiciar + Bladeguard threat on their doorstep. The maxed out unit of Troupe Master + Troupe 6 are about to be on the wrong end of a RepEx tank’s sights, but that is acceptable for getting 5 VP on Secondaries and denying the Raven Guard 5 VP on Primary in Round 5. Board state at the end of Round 4 is below.

Board State: End of Round 4

ROUND 5:

Phase: Go First: Raven Guard
Score at Start56
CP at Start3
Command-Draw Cleanse and A Tempting Target for Secondaries
-Harlequins pick Objective 3
-Oath of Moment on Troupe Master + Troupe 6
-Score 8 for Primary
Movement-RepEx to Objective 4
-Combi-weapon Lieutenant to Objective 3
Shooting-Inceptors 1 Cleanse for 2 VP
-RepEx kills Troupe Master + Troupe 6
-Combi-weapon Lieutenant uses Grenades to do 2 Damage to Skyweavers 2
-Combi-weapon Lieutenant whiffs, with a CP re-roll, into Troupe 5
Charge-Combi-weapon Lieutenant into Troupe 5 and Skyweavers 2
Fight-Troupe 5 uses Fangs of the Brood for all 3 abilities
-Combi-weapon Lieutenant split fires, with a CP re-roll, and does 1 Damage into Skyweavers 2 and 2 into Troupe 5, which leaves both units on 1 Wound
-Skyweavers 2 kill Combi-weapon Lieutenant
End of Turn-Score 2 on Secondaries
-Drop A Tempting Target for 1 CP
-Harlequins use Skyward Lunge stratagem to pickup Starweaver 3
Score at End66
CP at End1

So close for the Raven Guard, but I don’t think it will be enough. They really needed just a bit more from the Combi-weapon Lieutenant in order to take Objective 3 and score A Tempting Target. Hindsight 20/20, they probably should have Oath’d the Skyweavers 2 or Troupe 5, but even then I’m not sure it swings the game enough as that introduces the potential problem of Troupe 6 surviving to run amok in the mid board next turn. It’s going to be close and come down to what Secondaries the Harlequins draw. Board state in the middle of Round 5 is below.

Board State: Middle of Round 5

Phase: Go Second: Harlequins
Score at Start54
CP at Start2
Command-Draw Display of Might and Engage On All Fronts for Secondaries
-Pass all Battle Shock tests
Movement-Troupe 2 uses Battle Focus Token to ignore Overwatch and move towards Objective 5
-Starweaver 3 deploys from Reserves into the Raven Guard DZ
-RepEx Overwatches Starweaver 3 but whiffs
Shooting-None
Charge-None
Fight-None
End of Turn-Score 8 on Secondaries
-Score 8 on Primary
Score at End70
CP at End2

The game ends with a score of 70-66 for the Harlequins. They barely squeak it out with a good Secondary draw. What a game! Board state in the end of Round 5 is below.

Board State: End of Round 5

RESULT:

Singles Format: 70 – 66 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. In fact, Steve is the one who requested this matchup, so kudos to him.

From a Harlequins perspective, this game was insanely fun and went almost perfectly. There are a few mistakes to clean up, specifically the Round 2 Fight Phase sequencing issues and the Round 3 to 4 brain lock with Skyweavers 3, but this continues to be a super fun list to see on the board.

From a Raven Guard perspective, it is also a game of “what if’s?”. What if they had used Counter Offensive on Shrike + JPI’s instead of Incursors 2? What if the Combi-weapon Lieutenant had taken Objective 3 in Round 5? What if they led with the Bladeguard instead of Shrike + JPI’s in Round 2 (would have required a deployment change)? Lots to think on here, but still a ton of fun.

WHAT I WOULD CHANGE NEXT TIME:

  • Harlequins
    • The Grey Knight player in me sees Skyward Lunge and wants to use it every round. I need to keep reminding myself that Weaver’s Coil is actually the more powerful and useful stratagem.
  • Raven Guard
    • Deploy the Bladeguard Veterans on the board instead of in the RepEx and lead with them instead of Shrike + the JPI’s. By doing this, the list loses some early game mobility but gains a lot more late game shenanigans.

EARNED THEMSELF A NAME:

The minimum sized Troupe units. All of them seemed to trade up in this game and to do just enough to keep the Raven Guard off balance and having to over-commit in response. That is a recipe for a Harlequin win in most games.

MAGNUS OF THE GAME:

Shrike + JPI’s. They got traded for what was essentially 165 points of bait from the Harlequins early in the game and that loss really set the Raven Guard back. It was a really bad usage of the “hammer unit” for the Raven Guard.

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