After getting in a solid half-dozen games with the new Harlequins this week, I thought I’d try them out against the other new faction on the scene: the Asuryani. This veritable clash of the titans (the factions, not the players wielding them) will be a case of unstoppable force meets immovable object. On the one hand the Harlequins are brutally fast, hit like bricks at range and up close, and can take way more punches back than you’d expect. On the other Owen’s Asuryani list is packed full of teleporting shooting units, massed indirect and sheer psychic might. Who comes out on top? Read on to find out…
Harlequins List
Largely unchanged from the last few games, this list
basically relies on the Starweavers and Troupes to claim objectives and provide
short ranged firepower, while the Voidweavers blast the enemy off the field and
the murder characters take out key enemy models. It’s fast, it’s mean and it’s
an incredibly easy list to play. I know that last part is true because it’s
been doing well while I’m piloting it, which is normally a tricky feat. Turns
out having 22” of movement to fix all my positioning errors helps with that.
Asuryani List
You may have noticed that both lists are 5 points over the
limit. Each could easily make that work by cutting a single upgrade (and
obviously would in a tournament), but for this friendly game it’s just simpler
not to have to keep track of which Troupe squad is the one without the Neuro
Disruptor. Sometimes we’re lazy like that.
Otherwise, this list looks pretty brutal. An absolutely crazy amount of indirect fire is the first thing that stands out, with two types of scary Spinners at 48” that then get joined by their friends the D-Cannons once I get closer. Ouch! Swooping Hawks and Warp Spiders are also effectively indirect fire with how difficult they are to shoot back at, and everything is backed up by a massive contingent of scary characters. 4 Psykers will be Smiting my boats off the table real fast, Karandras is more than a match for any of my characters, and Baharroth may be the most underpriced model in the game right now. I say that as someone running 9 Voidweavers, so watch out. Finally, some Banshees and Scorpions provide strong melee counterattacking for a fairly minimal price, running MSU with the best Exarch powers to make me sweat. Scary stuff.
We rolled up the Scouring, which on balance probably favours me. Anything that incentivises fighting over the middle of the table is much better for my durable Harlequins than those fragile Asuryani (I know, it sounds weird to me too). On the other hand, Will of Asuryan means that I’m at a distinct disadvantage when it comes to doing the scenario unique action, as unlike the Asuryani I have to give up a unit’s shooting to do so.
Stranglehold, To the Last and Assassinate
Leaning into the scenario’s drive to the middle, I picked
Stranglehold: if I’m not nearly maxing this, things have gone badly wrong. I
also nervously picked To The Last; my list is built with scoring it in mind,
but this Asuryani force is much better equipped to hunt down lone Voidweavers. Finally, I opted for Assassinate, as there are enough
characters running around to max it and I basically need to kill them to win
anyway.
Deployment was about what one would expect. Owen castled up
behind his LoS blockers, trying to deny me good shots at his artillery, while I
basically deployed straight on the line. Those Night Spinners are going to hit
me no matter what I do, so I might as well give myself the best chance to take
them out in return. The most exciting part of our deployments is the Rangers squad
deployed within 9” of my Voidweavers. If Owen goes first he’ll be able to
charge me, take my objective for Stranglehold and force me to spend CP to fall
back and shoot. If I go first he can Phantasm, or just accept that those
Rangers were probably going to die fast in this matchup anyway.
On your marks, get set, go!
Harlequins Turn 1:
Winning first turn is a big deal here. I really want to take out at least those Nightspinners before they get to fire, and I reckon I can get some good angles on them with my Voidweavers. Plus, the aforementioned Rangers.
Turns out I’m right about those angles (we premeasured during deployment and there was no way Owen could completely hide the Spinners AND the Support Platforms) so I zoom up, taking out the left Spinner with massive overkill before whiffing against the right one after I split my fire to kill a Support Platform. Ah, hubris.
Owen goes hard this turn, knowing he can’t endure my firepower for long, nor hide from my mobility. Throwing forward the Nightspinner, Banshees and Swooping Hawks, he’s keen to charge my three Voidweaver squadrons to disable some of their firepower next turn.
The centre Voidweavers use the Light stratagem to dart out of reach of the Banshees, while the Hawks on the right flank get so hammered by Overwatch they fail their charge. The Nightspinner does manage to tie down the last Voidweaver on the left, but a Heroic Intervention from the Solitaire strips 4 Wounds from it in return. The Banshees do succeed in flipping the centre objective to secure Stranglehold, as well as badly damaging both Starweavers in the centre.
Finally, Baharroth had taken advantage of some super sneaky
tech to dart forward, shoot the Solitaire, teleport into the backfield then
charge a Starweaver. This seemingly illegal move is actually perfectly
legitimate, because while there are plenty of restrictions on Battle Focus
(including not charging after using it), Baharroth’s special rule is explicitly
used instead of Battle Focussing. i.e. because he didn’t actually Battle
Focus, the limitations attached to it never trigger. I’d expect this to be FAQ’ed
soon, but it seemed perfectly clear RAW so we decided to run with it. So Baharroth
slams into the backfield Starweaver, before teleporting all the way back to
safety (because, again, there’s only a restriction on multiple Battle Focus
moves, not multiple Skyleaps). He’s a monster.
Harlequins Turn 2:
The turn starts with me scoring 7 points on Primary, having only held one objective but completed the mission-specific action on the middle objective. Realising that the game was totally in the balance, I decide to go for the throat this turn. I do my usual rearrangement of Starweavers, with the two that got tagged last turn disengaging to hold my back objectives, while the rest of my force presses forward. The Troupe Master and the Troupes from the disengaged Starweavers all disembark, with one Troupe darting to the left to clear the Swooping Hawks off the objective while the other charges towards the Seer Council on the right.
Harlequins surge around the flanks to get line of sight and gun down some Aeldari
The Nightspinner is quickly obliterated in a hail of
Fusion fire, while it takes all the shots of 4 Voidweavers to strip three Wounds
off Baharroth. The other Voidweavers take out a pair of Support Platforms on
the left as well as injuring Eldrad, while Karandras has his first three Wounds
stripped by another Fusion Pistol. In the centre, the Death Jester secures a
quadruple kill, wiping the four remaining Banshees with ease to leave me in
control of 3 objectives and about to charge onto the remaining two.
The Troupe Master and Solitaire strike
In combat, I start with the Troupe Master into Baharroth. 7 attacks translate into 6 hits, then five wounds, any of which would be enough to kill him. Owen passes his first two 4++ saves, before CP rerolling to pass the third and then ignoring the last two through Fate Dice. Baharroth lives!Elsewhere things go somewhat better, with the Solitaire using the stratagem to ignore invulnerable saves to massacre the Farseer (although the Warlock passes just enough saves to survive the onslaught). Baharroth reduces the Troupe Master to a single wound before disappearing to my backfield again, while the lone Phoenix Plume Exarch is left alive and injured on the far-left objective.
In
the end I decide it’s worth the 3 CP to use War Dancers and fight again with the Troupe he's in combat with,
massacring him with a br25 attacks. It’s massive overkill, but I
don’t want to have to deal with another hyper-mobile unit disappearing into my
empty backfield next turn.
Asuryani Turn 2:
Battlefield at start of Asuryani Turn 2
I’d managed to zero Owen on Primary this turn, leaving him behind on points and materiel and needing a huge counterattack this turn. It starts well, with Eldrad Smiting away the Solitaire at last, and the Troupe Master falling to a hail of fire from the Shadow Weavers.Eldrad also manages to cast Will of Asuryan on the Warlock Skyrunner, who zooms into the middle to flip that objective.
The outnumbered Asuryani launch a desperate final strike
The D-Cannon and recently-arrived Warp Spiders also roll excellently, eliminating the last Voidweaver from the damaged squadron before blowing away two more from the uninjured group. Baharroth snipes out the Starweaver he’d injured last turn, before charging the other one in my backfield to flip that objective. That Elf is so obnoxious. Karandras also had a good turn, absolutely obliterating a Troupe to flip their objective back and secure Stranglehold again.
There’s still fight left in these Aeldari!
Harlequins Turn 3:
At last Eldrad is left alone, and when he fails his Invulnerable save against a Fusion Pistol he doesn’t need his fabled foresight to predict the future.
Difficult to see how you're getting out of this one, Eldrad
In the end there is just one Support Weapon still alive when we call it.We talk through the points and I drop five points from To The Last
but max Primary, while Owen scrapes a handful of points together from
Stranglehold and Psychic Interrogation. It’s a brutal final scoreline, that
probably doesn’t reflect how close the game actually was.
Post-Game Analysis
The battlefield at the end of my turn 3
Well, that was brutal. Talking it over after the game, Owen and I agreed that the decisive turn was Aeldari turn 1. Like in so many other Harlequins games, that first strike needed to land a lot harder than it actually did. Once I made it through that round I was free to take most of Owen’s army off the table in my second turn, and no amount of good luck or clever play was capable of pulling things back from there. The one thing we agreed Owen could have done differently was not throwing away the Rangers so cheaply. A set of big first turn charges could have been decisive (maybe from the Scorpions as well), but once that was out they should have been pulled back to flip an objective or start an action later.Overall, I think my plan worked fairly well. I definitely needed
to rush Owen down and take out some of his artillery, and that was helped a lot by going first. I think I’d still have been okay going second, as
I’d probably only have lost a couple more boats before hitting back pretty hard. It
would have definitely been a much closer game though, especially after those
Rangers tied up a squadron of Voidweavers.
Owen’s Aeldari of the match was pretty obvious: Baharroth was an absolute menace, flipping objectives and killing stuff left, right and centre, while resisting a truly infuriating amount of damage.
Fate Dice: also pretty strong
For me, I think
the Troupes were the stars, flipping objectives, charging down fragile Asuryani
units and blasting everything else with Fusion Guns. These guys are just so
efficient and so incredibly versatile, and I’m honestly contemplating dropping
some Voidweavers to fit more in. I probably won’t though, because those things
are ridiculously underpriced for their damage output and durability.
As far as the matchup goes, I definitely think it favours
the Harlequins. Both sides have so much speed that it’s hard to hide from the other’s
attacks, but the Harlequins are a lot more capable of taking a hit and fighting
back. Owen threw a lot of damage at my boats, but he just didn’t quite have the
muscle to put them down through their stacked defences.
I hope you enjoyed this battle report! The Harlequins are definitely
a wild ride, I can’t imagine them making it through the next Balance Dataslate
untouched. Until then though, at least they’re super fun to play.
Till next time, may your opponent’s Smites never roll sixes!
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