Played two games this weekend using my blob list (army list link)
First game was against a friend's Harlequins:
Large Harlequin Troupe w/Death Jester, Shadowseer and smattering of Harlequin Caresses
Large Harlequin Troupe w/Shadowseer, smattering of Harlequin Caresses (Farseer and Autarch join this squad)
5 model Harlequin Troupe in a Starweaver Transport
2x 3 Eldar scatbikes
1x 3 Eldar Jetbikes
3 Farseers (one on divination, one on telepathy, one on elder powers)
Bastion w/Escape Hatch
Mission was ITC Mission #6 (link), Dawn of War deployment, Primary objective crusade, Secondary objective modified maelstrom, tertiaries were first blood, line breaker and slay the warlord.
Psychic powers I rolled Prescience, Precognition, Misfortune for Coteaz; Scriers Gaze and Prescience for the Inquisitor; Shrouding + Shriek on one Psyker, Terrify + Shriek on another Psyker and Invisibility + Shriek on the last Psyker.
Eldar had a whole list of powers, big one being that they got fortune, invisibility, shrouding and prescience.
I rolled the warlord trait master of ambush that grants outflank/infiltrate to Warlord and 3 non-vehicle units.
Objectives were concentrated on the right side of the board. One objective placed in the middle because we were using a really cool piece of ruin terrain. The other three were placed one in his deployment zone on the right side of the board, one middle of the right side of the board, and one in my deployment zone on the right side of the board
I won the roll to deploy first and elected to let my opponent to take the turn to deploy first and subsequently go first. He seized initiative on a 2+ due to his warlord trait "Narrator of Wars" (+4 to seize), and I wanted to have the final turn to score objectives due to his jetbikes.
Only area for him to place the bastion was on the far left flank. Harlequin troupe with the farseer and autarch, sky weavers, star weaver, void weaver and two squads of bikes were deployed on the right side of the board. One squad of bikes was deployed alongside the bastion, pathfinders were outflanking.
I deployed the VSG on my right side and placed the knight, penitent and blob with all of the characters under the VSG cover. Henchmen squads were deployed along near to the VSG in a group of ruins. The Henchmen psyker with Invisibility was deployed close to the blob squad.
Harlequins Turn 1:
Maelstrom Objectives: Harlequins were required to hold the objective in their deployment zone and have a unit in the enemy deployment zone
Harlequin troupe on the right flank advanced to the halfway line of the table. Harlequin troupe in the middle of the board did the same thing. Jetbikes near the bastion turbo boosted into my deployment zone on my left flank.
Psychic phase he cast shrouding and fortune on the right side harlequins and veil of tears on the center of the board harlequins. During the shooting phase he managed to drop all three void shields.
Sisters Turn 1:
Maelstrom Objectives: I rolled capture Objective 1 (held by one of the henchmen squads in my DZ) and kill an enemy unit
Inquisitor puts counterattack on the blob squad from the liber heresius
Blob advances forward ready to accept charges from both of the harlequin troupes. (This was a mistake, I should have deployed one squad of Seraphim on the board to act as a chaff unit and block the charge from one of the Harlequins). Penitent advance as support. Knight advances slightly but stays within the VSG.
Celestine jumps out of the Blob squad to nobly engage the harlequins in the middle of the board, hoping to tie them up.
Psychic phase I managed to put invisibility on the blob but my psyker blew himself to smithereens in the process.
Shooting the knight's only valid target was the shrouded harlequins in the ruins. Doubletapping the battle cannon caused 26 wounds due to them being bunched to benefit from the cover, opened up with the stubbers and avenger gatling cannon. When the smoke cleared 5 clowns were on the ground twitching.
Celestine flames the clowns in the middle of the table, killing 3.
In the assault phase Celestine charges the harlequins, issues a challenge to the troupe master and kills him, but goes down to vengeful rending hits from the remaining harlequins.
At the end of the turn VSG recovered one shield.
Harlequins Turn 2:
Harlequins score both of their maelstrom points from last turn, maelstrom is 2-0
Harlequin maelstrom objectives for this round: Kill and enemy unit and capture objective 1
Rangers arrive from reserve and outflank onto the left side of the board behind some ruins near the centre of the table. Both harlequin troupes advance ready to attack the blob.
Psychic phase he manages to cast Invisibility on the right side harlequin blob with the far seer and prescience.
Shooting he fails to drop the recharged void shield but does destroy the penitent engine on the left side of the blob.
Both harlequin units charge into the blob. It's a messy affair, both squads rerolling all the things. I learned that harlequin caresses are dangerous, and due to rushing during my wound allocations have some wounds carry over to my priest, killing him and losing the re-rolling to wound benefit. Both sides take some casualties and the blob hits and runs (thanks Cypher!) towards the left side of the board. Harlequin squad with the death jester consolidates back into the middle of the table onto Objective 2. Harlequin squad with the far seer consolidates backwards into the ruins at midfield on the right side of the board.
Sisters Turn 2:
I score kill an enemy unit from last turn, Maelstrom score is now 2-1 for Harlequins
Maelstrom this turn is: Kill a unit, get a unit within the enemy deployment zone
Celestine comes back to life, one Seraphim squad arrives on either side of the board. Seraphim squad one outflanks on the far right side of the board beside his jet bikes hiding in his DZ on his objective. Seraphim squad two outflanks right next to the rangers.
Both the knight and the remaining penitent advance towards the Harlequins with the far seer on the right side of the board. Celestine hops over to them as well within range of the reduced Harlequin deathstar on the right side of the board.
Psychic phase is ineffective.
Shooting sees the knight kill both the Starweaver and the Voidweaver. Seraphim flame the rangers, wiping the squad. Seraphim on the right side pop their AoF and flame the two bike squads parked side by side. Two bikes die from the closest squad. They fail their Ld and flee off the board. Celestine flames the harlequins blob in front of her with the farseer, killing one.
Assault phase sees the Penitent Engine and Knight assault the harlequins with the farseer, both fail the charge. Celestine assaults the harlequins as well, she takes one wound and kills a few harlequins in return, they hit and run further back into the ruin, Celestine follows.
The blob assault the other Harlequin troupe in the middle of the board. Pop the hymn to re-roll saves. Kill some harlequins, lose some girls, harlequins hit and run towards my table edge and I consolidate towards the ruins with Objective two in the middle of the table.
Harlequins Turn 3
He scores both of his maelstroms again.
Jetbikes in my deployment zone move towards the ruins near my VSG hiding the two henchmen squads. Harlequins that were forced out of their transport move towards the blob in the middle. Characters from the depleted Harlequin troupe in the middle join this newly disembarked squad.
Psychic phase again he gets prescience and another power off to buff the harlequin squad in the middle of the board.
Shooting sees him killing two of the Seraphim in the far right corner of the board with his jetbikes. Seraphim fail their Ld test and fall back towards my board edge. He shoots at my henchmen hiding in the ruins with his other jetbikes but it is ineffective.
Assaulting he assaults the falling back Seraphim with his Skyweavers. Two Seraphim are killed but one plucky girl holds on to continue the fight.
Celestine is assaulted by the Harlequin Troupe on the right. She loses another wound but kills another few harlequins in return. They flee but Celestine does not catch them and she moves further into the ruins.
The blob is beset again by Harlequins. I pop the hymn to reroll saves. More girls die, and the troupe master kills both the rad inquisitor and the Warlord Seraphim Superior. I hit and run (thanks again Cypher!) back towards the ruin in the center with Objective #2. Harlequins consolidate after me.
Sisters Turn 3
It’s at this time we decide to finish the turn and call it because my friend needs to leave.
Maelstrom I can’t recall what I rolled but I think he was already 3 pts ahead so it didn’t matter. I hoped to go for primary. If I could kill the jetbikes on the far back right objective, force the harlequins off the midfield right side objective and get the blob (obsec) within range of the center objective I would win as I already controlled the objective in my deployment zone.
Movement I jumped Celestine out of the ruins into my opponents deployment zone to threaten the remaining jetbikes on the objective. The penitent and Knight advanced to get into charge range of the harlequins still in the right side middle ruin near the other objective. I also jumped the Seraphim on the far left side of the board into his DZ for linebreaker.
Psychic phase I shrieked into the jetbikes near my backfield objective, killing two of them.
Shooting. Made a critical error. Shot with the knight battlecannon without declaring all of his weapon targets at once. I wanted to shoot the stubbers into the harlequins, the battlecannon into the jetbikes and the avenger into the jetbikes. Even though my friend and I play friendly games, for the sake of learning we usually play tournament rules where if you make a mistake, not take backsies. That way you learn not to make the same mistake again.
So because I didn’t shoot the harlequins, the knight could no longer charge them…annnd I ended up killing the only jetbike in LOS, so Celestine could no longer charge the jetbikes…big mistake. Celestine was still in range of the midfield right side Harlequins, so she flamed them instead.
Henchmen squads poured fire into the remaining jetbike in my deployment zone, but the flashlights plinked off.
Blob shot bolt pistols, Cypher’s pistols and the priest’s laspistol into the center Harlequins. I forgot the Coteaz has an attack raven otherwise I would have shot that too.
Seraphim on the left side of the board ran to get into opponent DZ.
Assault phase, Celestine charged the harlequins pulling them off of the objective in the right midfield. More clowns died, Celestine held on. By this point there was only one, maybe two harlequins left in the squad. Celestine hit and run back to the objective.
Henchmen assaulted the remaining jetbike, beating him to death via fisticuffs.
Blob assaulted the harlequins in the middle of the board and…failed their charge…keeping them just out of 3” from the objective. Unfortunate because the girls had obsec.
Primary (worth 4 points): 2-2 Draw (I held objective in my deployment and right midfield, he held the objective in his deployment and the center)
Maelstrom (worth 4 points): Harlequins
Tertiary (1 point each):
First Blood/Slay the Warlord – Harlequins
Line Breaker – Sisters
Final score: 6-3 Harlequins
The Blob. The blob is great, buuuut it needs to be supported. The best move I made all game was jumping Celestine out to engage the harlequins in the middle of the board. But a better move, would have been to park her right in front of the blobs flank, forcing the Harlequins to charge her and freeing the Blob to engage the Harlequins on the right flank, instead of the blob being assaulted twice.
Celestine is a great piece for this, she could jump up, flame. Get charged, flame again via overwatch, if she dies, great she’ll stand back up, but it would tie up one of the harlequin troupes while the blob tackles the other.
Allocating wounds, losing that second priest in the first combat hurt! Rerolling wounds is huge for the blob, should have been more careful when rolling for mixed unit saves.
The knight, ALWAYS declare all targets first before firing! Also, Coteaz has psyk-out grenades! Need to remember to use them to drop those shadowseers and farseers to I1 at the beginning of combat.
Positioning. Had I positioned my units better I could have stolen the middle objective with objective secured on the blob.
Things that worked great, henchmen. So cheap, so disposable and surprisingly fighty. Three attacks each if they get the charge. They’re guardsmen lite but against weak units appearing on the back rank, work great.
Outflanking Seraphim were great! And those handflamers…I wish I had the points to take two twin hand flamers in each squad!
Cypher...Hit and run on the blob at I8 was a lifesaver. His other rules (shrouding) didn't really come into play, but the high initiative was nice for getting off some quick attacks before the harlequins struck back.
Biggest Take-away from this game: The importance of chaff units. The blob will almost always be difficult to position and likely in a position to be multi-assaulted. There needs to be something to block or eat one of those charges while the blob deals with another threat. Moving forward, Celestine will likely be my go-to for this.
Ideal positioning will be blob with Celestine at the middle front-ish, penitent on either flank, or perhaps double them up across from the whichever unit is scarier, whichever unit Celestine will tie up so they can advance up and flame...will have to play test where to position the penitent. But Celestine at the front of the blob, then she can hope out to go to whichever side she needs to be on to intercept charges.
Edited by bkde, 06 December 2016 - 05:37 PM.