Post-Nerf Harlequins v Tyranids

It's Troupes v  Tyranids: who will come out on top?

Welcome back to the third round of my Harlequin v Tyranid series! This time around, everything is different: I’m now playing the ‘Nids while Owen is playing the ‘Quins, there’s been a massive Balance Dataslate, and the clowns have pivoted to a horde of Players with nary a Voidweaver in sight! Can the Troupes do what the boats could not? Read on and find out…

Harlequins

That's a lotta clowns

Light Saedath Battalion

Troupe Master (Foot in the Future/Player of the Light/Cegorach’s Rose, with fusion pistol) 90

Shadowseer  (Webway Dance/Mirror of Minds, The Shadow Stone, neuro disruptor ) 100

Death Jester (Harvester of Torment) 70

Death Jester (Lord of Crystal Bones)                                                      75

Solitaire               110

6*10 Players, each squad with 2 fusion pistols, a kiss and an embrace      900

 

Light Saedath Patrol

Shadowseer (Veil of Tears/Twilight Pathways, Laughing God’s Eye)                           100

2*10 Players, each squad with 2 fusion pistols, a kiss and an embrace      300

5 Players with 2 fusion pistol                                                                   75

Starweaver                        95

Webway Gate                                  80

 

Total: 2000

 

This Harlequin list went through several iterations before we made it to the field. It had started out Dark, with very few fusion pistols and a lot more close combat. But when we started talking about the matchup, we realised that it was going to be a brutal slaughter. Dark Troupes are pretty deadly, but how on earth are they going to kill a Maleceptor, let alone a whole Monster Mash army? At that point we decided Owen should pivot to Light and bring back the fusion, going back to something much more similar to what I ran this battle report. It worked well then, and it has a lot going for it, with massive numbers of ObSec combat units, bonkers mobility and more durability than you’d expect. But will its 19 fusion pistols be enough against the might of Hive Fleet Behemoth?

Tyranids

Yeah, all those monsters are ObSec. No biggy

Behemoth Patrol

Winged Hive Tyrant with lashwhip and bonesword and Maw-Claws           190

Neurothrope with Synaptic Tendrils                                       100

5 Tyrant Guard                                 200

3 Warriors with deathspitters and dual boneswords                         75

3 Zoanthropes                   150

Maleceptor                                       170

 

Behemoth Patrol

Winged Hive Tyrant with Reaper of Obliterax and lashwhip                          190

3 Warriors with deathspitters and dual boneswords                         75

3 Venomthropes                              105

2 Harpies with heavy venom cannons                     340

3 x 1 Carnifex with heavy venom cannon, scything talons and enhanced senses                      360

Maleceptor                                       170

Total: 2000

 

This list is my take on the Behemoth list that Owen pipped me with last time around. It’s got access to Lurk to make all those monsters ObSec/super ObSec, it’s got some terrifying shooting to force the enemy to come to me and it’s got the massive psychic energy of the brain bugs to blast them once they get closer. Of note, I’ve finally pivoted to the double Flyrant build. The Walkrant is awesome, but I think he relies on the double HVC build to be competitive, and who knows if that will stick around? With two Flyrants, the Tyrant Guard are more important to keep them safe, so I’m running a big blob as my third TtL target. It may not be quite as tough as three Carnifexes (now run individually), but it gives me a potential two extra points and lets me throw the ‘Fexes forward more recklessly.

Mission and Secondaries

The whole board is underwater! Fun!

Today we’re playing The Scouring, which is probably a difficult mission for me. The longer board edge may make it harder for Owen to reach me early, but it also makes it much easier for him to pin me into my own side of the board and continually flip my objectives. That will make it difficult for me to do the Tertiary actions, which could come back to haunt me in a tight game.

Stranglehold/Bring it Down/Deadly Performance v Stranglehold/Warp Ritual/Assassination

For Secondaries, I had a surprising amount of good choices. Assassinate looks great here, with four characters which want to be operating relatively close to me and two more I can maybe reach out and kill. The Scouring is a great Stranglehold mission (plus I have 7 ObSec monsters), and Warp Ritual seems surprisingly achievable here. Yes, Owen has psykers to deny me, but Neurothropes love flexing on enemy psykers, and there will be a lot of other important spells Owen will want to deny. Like massive Smites. Lots of them. I could have picked To the Last, but this is the kind of matchup where I might actually lose a Tyrant, so I played it safe with Ritual instead.

Owen’s first two choices were similarly easy, with Bring it Down being pretty ubiquitous against Tyranids and Stranglehold playing well with his 85 fast ObSec models. Finally, he opted for A Deadly Performance, reasoning that TtL was super risky, I can potentially screen him out to prevent RND, and Warpcraft Secondaries were just asking for trouble against my list. Hopefully he’ll be in my deployment zone by Turn 2, giving him a relatively easy 12 in any close game.

Deployment

This board has waterfalls on it! Awesome!

Owen starts by plonking the Webway Gate down near the centre of the board, ready to dominate the central objective and threaten my left flank. Lovely. He sticks a pair of Troupes in it, while otherwise just hiding behind his ruins to deny me any nice targets Turn 1. 

Sneaky clowns hiding behind cover

I decline to do the same, realising that Owen lacks the long range shooting to really threaten me. So all the big monsters get to hang out in the open, ready to make a big push for the centre. The Neurothrope is ready to advance and Warp Ritual, while one Carnifex and the Maleceptors act like oversized bodyguards. A motley crew of medium ‘Nids (including my actual Bodyguards) hang out behind cover, while the Flyrants and Harpies are carefully placed behind my lines. With that, I picked my Adaptive Trait (ObSec on the monsters, because, well, my whole list is built around it) and we were ready to rumble. Fingers crossed that I go second and get to fry some ‘Quins Turn 1!

 A good honest 'try it, mate' kind of deployment

Tyranid Turn 1, 16:10

Sneaky Spore Mines screen for the big boys

Ah well, could be worse. I storm forward with my monsters, trying to place them so everyone except the front Carnifex is just a little too far away to be reliably engaged. The Harpies dart forward a little, drop their Spore Mines then dart back again. Then, because Spore Mines don’t exist at the start of the battle and thus aren’t deployed as Reinforcements (at least by our interpretation) the Mines float ominously forward to try and screen off my models from Harlequin charges. I love these little bombs! Otherwise, Warp Ritual easily goes off and the front Carnifex gets Catalyst and the benefit of the Maleceptor and Venomthrope defensive auras. It’ll still probably die, but at least now it’ll take some work.

Harlequin Turn 1, 16:13

Owen doesn’t want to commit too soon into my gauntlet of mortal wounds and melee bugs, so it’s a pretty quiet turn from him. One Troupe goes darting forward to flip the central objective, although their fusion pistols dissipate off the Carnifex’s tough hide. Meanwhile, a Shadowseer decides to show off that they aren’t bad casters, they just really hate me. It successfully gets off Webway Dance through my deny attempt, before inflicting a massive 5 wounds on my Carnifex with Mirror of Minds! That’s more than my Shadowseer has inflicted in all his games put together! 

What? Why don't they work like this for me?

On the plus side, the attacking Troupe fails their charge roll thanks to the difficult terrain, before failing it again on a reroll.  The Carnifex lives! The beauty of this is that Owen could have moved closer to make the charge easier, but didn't want to risk the Spore Mines decimating his unit before he could shoot them.

Spore Mines all dead, but they did their job

Owen also exposed both the Death Jesters to take some potshots and hopefully lure a Harpy or Flyrant into an exposed position, but their shooting comes to naught.

I’ll quickly note here that both of us spend the first two turns Scanning our backfield objectives, and neither successfully interrupts the other. 6 Primary is 6 Primary.

Tyranid Turn 2, 37:13

Game starting alright for the 'Nids

At the beginning of my turn I’m umming and ahing about which Flyrant to send forward, hoping to use Onslaught to make the charge on the Death Jesters then Encircle the Prey to escape. It’s at this point that we almost simultaneously remember that the Harpy can also use Encircle the Prey. So it flies forward, wounds one Jester with Spore Mines (dropped, moved and exploded) before gunning him down with the stinger salvo, while forcing the other Jester to burn several Luck rerolls to survive an HVC volley. Then it disappears into the sky. Owen is not happy.

Harpies are in no way overtuned

At least Harlequin saves are still fire

Nor does his mood improve when the other Harpy flits forward, unloads its Spore Mines then darts backwards. The Spores float into the exposed Troupe and promptly kill 7 of them with some spiked rolling. It doesn’t really matter, because that Troupe dies this turn no matter what, but it’s certainly fun.

Spore Mines goooooooo!

Thanks to the Maleceptor Imperative being active, the remaining three Players die in the Psychic Phase to the Neurothrope’s Smite, even as it powers through my second Warp Ritual over the top of the Shadowseer’s deny. 

Good to give my Neurothrope a chance to get in on the Smiting. 

The other excitement in my Psychic Phase is that the rightmost Maleceptor can actually get within 12” of Owen’s ruin to blast the Troupe inside through the wall. Neuroparasite is denied by the Shadowseer, but Psychic Scream, Encephalic Diffusion and the Behemoth psychic power all go off to throw a bunch of mortals onto Owen’s concealed Troupe. Thankfully the Eye of the Laughing God comes through clutch, saving the lives of many Players.

Psychic Overload go Brrrrrr

Otherwise, I mostly just screen up to try and ensure Owen’s attack next turn isn’t too damaging.

Flyrants and other Harpy held back to counterattack
Spore Mines screening Pyrovores screening Warriors

Harlequins Turn 2, 37:31

Harlequins prepare to strike

My Maleceptor might not have killed that many of Owen’s models last turn, but what it did do is change the dynamic of the battle. Owen now knows that if he doesn’t commit this turn, I could feasibly pick up a whole Troupe almost for free without exposing myself any further. That means it has to be go time, with a huge number of Harlequins surging forward to bring down some big bugs. In total, Owen commits 35 Players, including 10 from reserve, alongside both Shadowseers, the Troupe Master, the Starweaver and the Solitaire. This is the big play, and a lot will ride on how much damage it does.

That's a lot of clowns charging in

Things start well, with the wounded Carnifex being downed by a combination of Smites and fusion guns. Owen then unleashes a brutal hail of fusion and shuriken fire into my visible Maleceptor, hoping to cripple it or maybe even take it down. But a combination of -1 to hit, -1S, its 4++ and Catalyst see it through the bombardment almost untouched!

Maleceptors absolutely laugh at fusion pistols

Undeterred, Owen presses into combat. One Troupe flits through the building to charge the Pyrovores and flip my backfield objective, although they lose several models to the Corrosive Viscera of the slain Pyrovore and two exploding Spore Mines en route. They then consolidate into the Warriors in order to be in my deployment zone for A Deadly Performance.

Swings back from the Warriors down a couple of Players, but nothing too serious

Elsewhere, the leftmost Troupe go in with the Solitaire and Shadowseer. Between them they pop all the unique weapon strats and do massive damage, reducing that Maleceptor to a mere 1 wound. 

Big boy not quite dead

Sadly, their friends in the centre aren’t as successful, failing to do more than chip damage to the other Maleceptor as it wounds the Shadowseer with its claws.

They also rolled snakeyes to charge and barely made it in

Finally, the Troupe Master nearly kills the Neurothrope, before I CP reroll and clutch the 3+ save I need to survive. Unperturbed, the clown backflips into the nearby Starweaver with The Curtain Falls.

Troupe Master disappears back into the transport, hopefully safe for now

That turn really needed to go a little better for Owen. The crippled Maleceptor won’t do me too much good next turn, but the other one being basically untouched is a huge blow. Encephalic Diffusion is strong, who knew?

 

For some reason we forget to tally either player's Stranglehold this turn. Weird!

Tyranid Turn 3, 51:31

Much now rides on how hard I can counterattack here. To that end I activate the Neurothrope Imperative, hoping to do some big damage in my Psychic Phase. Movement starts alright, with the Harpy on the field bombing a 10-Elf Troupe but only killing 3, while the other returns to the board in my backfield. Almost everything else surges forward, ready to rend and tear at these irritating Aeldari.

My Psychic Phase is properly devastating. The healthy Maleceptor starts by rolling up an 11 on a super Smite, obliterating all 7 remaining Players in the Troupe it’s facing. It then kills three more Players from a hidden unit with Neuroparasite, as well as obliterating the wounded Shadowseer with the Psychic Overload! Finally, a Psychic Scream chips a few wounds onto the Starweaver, although Owen’s 5+++ saves run hot to save most of them. 

This Troupe is about to pay for its sins

The other Maleceptor chips a few models off the Troupe tagging it, before the Zoanthropes obliterate the Starweaver with a devastating blast. 

Brain bugs are rolling hot today!

More Smites from my other psykers kill most of the disembarked Troupe  as well, including another super Smite from my Neurothrope. That’s nearly 20 Players, a Starweaver and a Shadowseer dead from psychic alone!

Shooting is less exciting, as the remaining Players from the Starweaver are obliterated but the Troupe Master uses Luck rerolls to remain untouched through 12 HVC shots. 

What an absolute madman

I press my advantage in combat though, with the Reaper Flyrant obliterating the clown with ease before using Overrun to return to a nice safe location behind my lines.

Turns out dealing 5 mortal wounds is a good solution to most problems 

Combat from my other Flyrant, the Warriors and the Pyrovore manage to clear the ‘Quins off my left objective, although the Troupe survives just long enough to deny my Flyrant the kill, and thus the extra attack. 

Flyrants counterattack to clean up this wave of clowns

The Solitaire manages to dodge and weave to survive a Trampling Charge Carnifex, taking a couple of mortal wounds but avoiding all the D3 talon attacks. He strikes back to wound the ‘Fex three times, while the Shadowseer finally brings down the injured Maleceptor in combat.

Solitaire passes his saves with ease

Still, at the end of the turn it’s been an absolutely devastating Tyranid counterattack. As some final salt in the wound, the Troupe next to the Solitaire fail their morale test and lose 3 out of their four remaining Players. There’s one final Harlequin push to come, but things are looking pretty bad for the Aeldari.

 Way less 'Quins on the field than before. Brutal

That's certainly a casualty pile

Harlequins Turn 3, 49:54

Still missing three points apiece on Stranglehold. Still no idea why

That final push comes in hot. The surviving Shadowseer falls back to hold one of Owen’s objectives while the Death Jester holds the other. Released from objective-holding duty, the 4 surviving Troupes storm forward to try and break the Tyranids. One Troupe, led by the Solitaire, dive into my backfield to assault the Warrior squad, Neurothrope and Tyrant Guard. Another two launch a frontal assault, aiming to slaughter my Venomthropes and finally bring down the Maleceptor. The last one attempts to sweep around and kill the last Pyrovore to zero me on Primary.

Still so many clowns on the field

This latter attempt runs into some immediate difficulties. Because of the placement of the Harpy, Owen can’t get enough Players onto the objective to flip it without entering the Heroic Intervention range of my Flyrant. He decides to take the risk and try to just kill the Flyrant, but while he does do 5 wounds the counterattacks reduce him down to just one Player remaining. This leaves the objective securely in my hands, and Owen down a critical asset.

Flyrant in the bottom right is about to clear up most of a squad

Nor does the rest of the attack go smoothly. Fusion fire successfully kills another Carnifex, and the ‘mortals when charging’ strat half kills the Neurothrope (it had healed fully after the Troupe Master’s attempt last turn). 

Another big boy falls

But I interrupt with my Tyrant Guard, boost them up with my Hive Tyrant and slaughter nine of the Troupe that had foolishly tagged them. 

Before combat...

The two surviving Players on that flank manage to finish off the Warriors to flip my right objective, but they have paid for it heavily. The last survivor of the mauled Troupe flees at the end of the turn.

After combat

Elsewhere, the Venomthropes force their Troupe to fight last and kill several, before losing one of their number to the Harlequin attack. Finally, the Troupe fighting the Maleceptor manage to deal five wounds, but are unable to bracket it. That Psychic Overload is going to hurt….

Well, that basically couldn't have gone any worse

This turn went catastrophically for Owen. He got Stranglehold and my Primary continues to be perilously bad, but he paid for it far too heavily. This was probably game over.

 

Tyranids Turn 4, 71:49

We're both still missing that Stranglehold, but at this point it probably doesn't matter

The Tyranids surge forward, ready to deal the final blow to the Aeldari. Both Harpies speed into Owen’s backfield, dropping off Spore Mines which kill both the Solitaire and Death Jester! 

Drop Spore Mines, they advance and explode, kill character, repeat

Their firepower also manages to gun down the final Shadowseer, as well as the lone Player on my right objective. 

Shadowseer disappears beneath a torrent of HVC fire

Psychic is as brutal as ever, wiping out the last Player on my left objective and the whole 10-Elf Troupe engaged with the Maleceptor. 

More Players die like their fellows, beneath torrents of Tyranid psychic power

That leaves just one Troupe remaining, who are swarmed by both Flyrants, the Tyrant Guard and most of the rest of my army. The Reaper Tyrant alone is enough to wipe out the clowns, tabling Owen for a decisive Tyranid victory!

 Tyranids victorious!

Still missing 3 Stranglehold for Owen lol

Post-Game Analysis

Oof. After the last two finely-balanced games, this one did not feel good. Those ‘Quins just bounced, and then watching my Maleceptors shred hundreds of points every turn was just brutal. The Harlequin list is built around asking the question ‘Can you kill ~90 Harlequins?’ The Tyranids answered ‘Yes.’

Harlequin casualty pile speaks for itself

As far as in-game mistakes, both of us agreed there were some things we would have done differently. Owen tagging the Tyrant Guard was unnecessary, and he paid for it with a whole Troupe. 

Turns out those guys kinda slap

Similarly, that Troupe on the right that got Heroic’ed by my Flyrant should never have committed there in the first place. Owen should have just added them to the attack against the Maleceptor, where they would have done more damage to it and not been cheaply massacred by the Flyrant. On my part, there were a number of positioning errors (not getting everyone important in range of both Maleceptors in case one fails to perform its action, that kind of thing), and my Flyrants could have been more aggressive with their Heroic Intervention bubble. If I’d moved my Tyrant Guard up further I could have really constrained Owen with the Flyrants while remaining pretty safe, an opportunity I missed. I honestly played most of this game thinking I had taken To the Last, only to remember near the end that I don't actually care if my Tyrant Guard die. Not smart play from me. 

In saying all that, I think this matchup is a tough one for the ‘Quins. They’re eventually going to have to commit, and once they do so it’s really hard to get damage through. Encephalic Diffusion and the Spore Clouds really neuter the fusion shooting, and in combat they're almost all wounding on sixes. The stratagems really helped, but once the CP ran dry Owen struggled to kill my monsters. On the counterattack, my extra mortal wound output really paid off this game, it made the Maleceptors feel unstoppable.

The brain bugs posing atop a horrendous pile of Harlequin corpses

Speaking of the Maleceptors, they were likely my MVPs of the battle. Both soaked up a heinous amount of punishment, especially the left one which casually laughed off Troupes every turn. And their output was breathtaking in a way it hasn’t been in most previous games. Even the right one which did much less before its untimely demise— still did the initial damage through a wall to force Owen to commit a turn earlier than he would have liked.

The other contenders for MVP were clearly the Harpies. We’re going to keep playing their Spore rule as written, because I think it’s pretty unambiguously worded, but man it did not feel balanced this game. Against an army without the long-ranged firepower to snipe them out these flyers are some of the most powerful models in the game, hands down.

Speaking of long range firepower, the Harlequins need some. It really showed at deployment, where I was able to casually plonk all my most valuable tools down in the open to march onto the objective immediately. 

'Cover is for people without T8 or stacking defensive buffs'

Admittedly, I might have done that even if Owen had more guns (these ‘Nids are absurdly tanky) but I should at least have to be worried about it.  When we next run a horde Harlequin list, it definitely needs at least one squadron of Voidweavers. If I’m being honest, the better route is probably 6 Voidweavers, backed by 50 or so Players, rather than the ‘whoops all Troupes’ plan we tried out today. Tyranids just aren’t the kind of faction you can rely on fusion pistols to deal with, so back in go the Voidweavers. Alas.

As for the rest of the Tyranid list, it’s feeling pretty great. Running as Behemoth for Lurk (and thus ObSec) is awesome, the Carnifexes are good semi-expendable tanks, the support elements all do their job well and the Flyrant/Maleceptor/Harpy core is pretty oppressive. I loved the big blob of Tyrant Guard, they felt pretty invincible and gave the Flyrants a lot of protection, even with the nerf to Bodyguard. The Venomthropes were as excellent as ever, the Pyrovores and Warriors did fine, and even the Zoanthropes had a great game. I haven’t been as excited about them as I expected to be, but they were really consistent performers in this matchup. No Voidweavers to kill them I guess!

Next week, a fairly similar ‘Nid list will be taking on one of the big winners from the Dataslate: Grey Knights. Will the Armour of Contempt be able to withstand the big bugs, or will the Tyranids be proven the superior psykers? Let me know who you think will come out ahead there, and what you thought of this report. Was it just a bad matchup, or is this Harlequin build too crazy to work? What Hive Fleet are you liking for your Tyranids? Are you playing your Harpies RAW on the Spore Mines, or expecting/hoping/praying that GW realise their mistake and neaten up their rules?

Until next time, may your Maleceptors always have expensive, one-wound infantry to blast!

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