Starting a new saga as I try to focus on beating harlie lists and shoring up the weaknesses of my prior experiments
IMO harlies are one of our hardest match ups and they are a common opponent in the final rounds of a tournament (might be the #1 faction right now)
I won't ever win a tournament without getting through them...so I am going to build for them and trust on my skills and list flexibility to get me through the other matchups
I have also added units to specifically handle hordes (got my ass handed to me facing necron and cultist blobs)
This thread will be for matches specifically against harlies as I try to figure out what does/doesn't work against them
Experiment #1
SW-Harlie hunting with a vindicare v Aeldari mix
Map/Mission-Retrieval Mission
My list
Spoiler
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [111 PL, 12CP, 1,998pts] ++
+ Configuration [12CP] +
**Chapter Selection**: Space Wolves
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment CP
+ Agents of the Imperium [5 PL, 100pts] +
Vindicare Assassin [5 PL, 100pts]: Blind Grenades, Exitus Pistol, Exitus Rifle
+ HQ [20 PL, 390pts] +
Captain on Bike [8 PL, 170pts]: Chapter Command: Chapter Master [2 PL, 40pts], Frag & Krak grenades, Storm shield [10pts], Thunder hammer [20pts], Twin boltgun, Warlord
Chaplain [5 PL, 80pts]: 6. Canticle of Hate (Aura), Boltgun, Crozius arcanum, Frag & Krak grenades, Litany of Hate
Primaris Chaplain on Bike [7 PL, 140pts]: 2. Catechism of Fire, 5. Recitation of Focus, Absolver Bolt Pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Twin Bolt rifle
+ Troops [18 PL, 270pts] +
Blood Claws [6 PL, 90pts]
. 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades
Blood Claws [6 PL, 90pts]
. 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades
Blood Claws [6 PL, 90pts]
. 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades
+ Elites [36 PL, 624pts] +
Aggressor Squad [12 PL, 225pts]: 4x Aggressor [160pts], Aggressor Sergeant [40pts]
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [25pts]: 2x Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher
Company Veterans [3 PL, 44pts]
. Space Marine Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades
. Veteran Sergeant [24pts]: Astartes Chainsword, Frag & Krak grenades, Storm shield [4pts]
Judiciar [5 PL, 85pts]: Absolver Bolt Pistol, Executioner Relic Blade, Frag & Krak grenades
Venerable Dreadnought [8 PL, 135pts]: Great Wolf Claw, Heavy plasma cannon
Venerable Dreadnought [8 PL, 135pts]: Great Wolf Claw, Heavy plasma cannon
+ Fast Attack [4 PL, 85pts] +
Attack Bike Squad [2 PL, 55pts]
. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun
Cyberwolves [1 PL, 15pts]
. Cyberwolf [15pts]: Teeth and claws
Cyberwolves [1 PL, 15pts]
. Cyberwolf [15pts]: Teeth and claws
+ Heavy Support [24 PL, 459pts] +
Long Fangs [11 PL, 213pts]: Armorium Cherub [5pts]
. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]
. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]
. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]
. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]
. Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts]
. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades
. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun
Long Fangs [13 PL, 246pts]: Armorium Cherub [5pts]
. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]
. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]
. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]
. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]
. Long Fang [33pts]: Bolt pistol, Frag & Krak grenades, Missile launcher [15pts]
. Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades
. . Boltgun and Bolt Pistol: Bolt pistol, Boltgun
. Wolf Guard Terminator Pack Leader [2 PL, 58pts]: Cyclone missile launcher [25pts], Lightning Claw, Storm bolter
+ Dedicated Transport [4 PL, 70pts] +
Drop Pod [4 PL, 70pts]: Storm bolter
++ Total: [111 PL, 12CP, 1,998pts] ++
Created with BattleScribe (https://battlescribe.net)
Notes on my list and why I added specific units
Spoiler
Trying to figure out what combination of items help against harlies
1-Assassin
Vindicare picking off a shadowseer or troupe master puts a serious dent in their tricks
Plan B was a callidus to cost them extra CP and potentially popping up and slicing through an exposed character with no invulnerable
I do have the option to spend 2 CP pre game and change the assassin as well...so if I hit a pure psyker artillery build I can grab a culexus as well
2-Aggressors
I need buckets of dakka dice to kill chaff
I had previously experimented with terminators with SB/SS for this type of role but had to choose between super defense or melee fighting
I liked the ability to hit on 2s using fury of the first and I liked the increased defense to stick around and be annoying
However...I found them lacking in games against harder targets and they seemed to be a niche choice
I always had aggressors BELOW terminators b/c of the lack of hitting on 2s reliably
The change to keen senses to help in melee is making me re-evaluate that
I can hit on 2s with the PFs in melee if I use keen senses to shoot (new 9th edition keen senses upgrade can ignore weapon skill modifiers which means no -1 from PF...first round of combat PF hit on 2s)
I lose the storm shield option but get T5 and transhuman as defensive options
This gives me flexibility against hordes and things that ignore AP (necrons...cultists...harlies)
But it also keeps them useful against custodes and other matchups
I went with 5 instead of 6 to avoid blast rules
Gives me 30 + 5D6 shots when I need to throw buckets of dice at a good armor save
Also gets 21 PF attacks
3-LF missile launchers
I replaced my eradicators because good players were taking advantage of their 24" range limit
I also didn't like their single target focus...I mean...ya I could wipe out 1 unit...but against harlies and their large numbers of transports it wasn't an efficient trade.
I discovered splitting fire to pick off multiple transports is a real strength of my LF MM death pod. I put 6 shots in a target and 4 in another target. Using the cherub to fire 2 more and finish off anything that you had bad luck against.
4-Venerable dreads
I love my wulfen dreads and great wolf claws...but if I could change 1 thing it would be giving them CORE for more buffs
I am going to test if I really need that blizzard shield or if I can focus 100% on offense instead
Same exact points but now I have a long range gun that I don't mind overcharging if I need to pop 3 damage on a target
I also have the option to reserve against haywire and potentially come charging out of reserve with 7" rerolling...I like those odds and feel it gives me more usage than wulfen dreads in the harlie specific matchup
5-Double chaplain
With all the above changes I am relying heavily on master of sanctity buffs to shooting
There will be a time I need chaplain buffs to be in 2 separate locations
I replaced a bike smash captain with a foot chaplain so he can go in the DP and always give the LF MM unit their BS2 buff
In other versions I dropped from a battalion to double patrol and swapped a BC for the foot chaplain instead...not sure if the 2 CP or bike captain are more valuable
His army
Spoiler
++ Battalion Detachment 0CP (Aeldari - Harlequins) [88 PL, 1,706pts, 9CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP
Masque Form: The Soaring Spite: Serpent's Blood
+ Stratagems +
Enigmas of the Black Library (1 Relic) [-1CP]
+ HQ +
Shadowseer [6 PL, 115pts, -1CP]: Domino Shroud, Hallucinogen Grenade Launcher, Mirror of Minds, Miststave, Shield From Harm, Shuriken Pistol, Smite, Stratagem: Pivotal Role, Twilight Pathways, Veil of Illusion
Troupe Master [4 PL, 70pts, -1CP]: Choreographer of War, Darkness' Bite, Fusion Pistol, Harlequin's Blade, Plasma Grenades, Soaring Spite: Skystrider, Stratagem: Pivotal Role, The Twilight Fang, Warlord
+ Troops +
Troupe [10 PL, 194pts]
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Troupe [10 PL, 185pts]
. Player: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol
Troupe [5 PL, 119pts]
. Player: Fusion Pistol, Harlequin's Blade, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
Troupe [5 PL, 119pts]
. Player: Fusion Pistol, Harlequin's Blade, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
. Player: Fusion Pistol, Harlequin's Caress, Plasma Grenades
Troupe [10 PL, 194pts]
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Caress, Plasma Grenades, Shuriken Pistol
. Player: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
+ Fast Attack +
Skyweavers [15 PL, 275pts]
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
Skyweavers [15 PL, 275pts]
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
. Skyweaver: Haywire Cannon, Zephyrglaive
+ Dedicated Transport +
Starweaver [4 PL, 80pts]: 2x Shuriken Cannon
Starweaver [4 PL, 80pts]: 2x Shuriken Cannon
++ Patrol Detachment -2CP (Aeldari - Drukhari) [16 PL, 293pts, -3CP] ++
+ Configuration +
Detachment CP [-2CP]
Fixed Combat Drug Selections
Obsession: Ynnari
+ No Force Org Slot +
Court of the Archon [3 PL, 48pts]
. Ur-Ghul: Claws and talons
. Ur-Ghul: Claws and talons
. Ur-Ghul: Claws and talons
+ HQ +
Archon [4 PL, 70pts, -1CP]: Blast Pistol, Huskblade, Shadowfield, Stratagem: Exalted of Ynnead, Walker of Many Paths
Yvraine [6 PL, 120pts]: 1. Gaze of Ynnead, 4. Unbind Souls, Kha-vir, the Sword of Sorrows.
+ Troops +
Wyches [3 PL, 55pts]: Hypex (Combat Drug)
. Hekatrix: Hekatarii blade, Splinter pistol
. 4x Wych: 4x Hekatarii blade, 4x Splinter Pistol
++ Total: [104 PL, 6CP, 1,999pts] ++
Created with BattleScribe (https://battlescribe.net)
Pre-game & Deployment
Spoiler
I see he has NOT spammed fusion boats so I am happy
Never seen the drukhari variant he has so kind of unsure how they will play
If I can pop transports I feel good about my chances
His choices
Engage
Assassinate
Deploy
My choices
Engage
Deploy
Warrior pride
Chapter master gets rites of war + hunter + armor of russ
Primaris chaplain gets recitation of focus + canticle of hate + wise orator + wulfen stone
Foot chaplain gets recitation of focus
LF-MM-PL gets morkai bolts
4 CP on WL traits/relics
Reserves
Dread1 + cyberwolf
Dread2
BC (pure outflank instead of strategic reserves)
Vindicare
DP with LF-MM + Vets + Chaplain
3 CP on reserves
5 total CP to start the game
We both deploy out of LOS as best we can
I have a judiciar inside the middle of the aggressors to prevent a harlie charge
Cyber wolf and BCs ready to run out and get objectives

He puts his odd Ur-gur units on the front line and bikes far back

BATREP
Spoiler
I win and take 1st turn
*this was not an easy decision...I am a counter punch army and like when the enemy moves first and comes closer. However going first means my reserves come in faster and maybe give me an edge. This army is specifically built to use reserves against harlies so I decided to test that out. He said he would have given me first turn if he had won the roll
I move the cyberwolf and BC onto objectives...not much else moves
I deploy scramblers in my DZ
Do NOT want to bring in my DP...he has me zoned out nicely
His turn
He advances and moves things towards me
1 troupe gets twilight path and goes to kill my BCs on the objective
He super buffs them to a 3++
He kills 4/5 BCs
He also consolidates and touches my LF-ML unit to prevent me from shooting
I pile in with the LFs and get lots of swings off killing a handful of harlies...I use my consolidate for free movement to start pushing out of my deployment zone
I take the first hit but I still get 10 as my primary points
If he had gone after the wolf to deny me points it would open him up to a counter attack
Honestly I was happy either way...this is the whack a mole style you can expect with harlies and their bag of tricks

Turn 2
I still can't bring my reserves in...those damn Ur-gur models are doing a great job zoning me out
I decide to buff my aggressors with recitation and chapter master rerolls to start clearing bodies
They shoot the wyches to clear midfield and charge the harlies near my BC
He doesn't even make me roll for the wyches and just pulls them
In combat the aggressors wipe out the last last of the harlies and I reclaim the objective and form up a defensive mob
The judiciar has also run in for LOS protection and to provide his aura protection to my aggressors
Although harlies are dead I also charged with attack bike to get warrior pride points (need 2 charges a turn)
I advance BCs to take over the right side objective and the cyberwolf moves forward to score me engage points
I leave bike HQs as the only things holding my DZ objective...if he comes in I can HI and fight and at the very least he will lose what he commits even if he manages to take it
I bring 1 venerable dread as bait on the right flank and overcharge to shoot his single model off objective 3 and clear it
I also force him to use his free movement relic on the shadowseer. She was standing out in the open where my venerable could shoot her and used it immediately after I came in from reserve. Now he can't pull that later in the game so I am happy.
He has zoned me out very well so I need to draw him out before I come in next turn

His turn
He moves a transport to objective 3 and his troupe master pops out to kill my cyber wolf
He kills the dread with haywire (as expected)
He then charges into the BCs on the objective
His skyweavers only kill 2 BCs after charging...we kill 1 skyweaver in return (very good result for me)
He sends his next large unit of harlies and does sneaky stuff to steal the objective from me...once again they are super charged with a 3++
he stays out of judiciar range but tempts me with a HI from aggressors...I decline
He only puts 1 unit in fighting range of the BC...the single model with a generic no AP weapon
He puts 1 wound on me but does NOT kill the BC
He then surrounds me and his OBSEC takes me off objective 4

Turn 3
Time for a big push...i don't have many options to drop deep in his territory but there are things I can see
I need to clear his blob on objective 4 and start pushing up hard...I also want to kill as many of his skyweavers as I can reach since they are all exposed
In command phase I think long and hard and decide I will NOT buff the LF MM squad coming in...they will have to rely on 4s
Primaris Chaplain gets recitation of focus on my LF-ML squad and canticle of hate is active
He turboboosts left and gives EVERYONE in that area the full charge buff combo
Chapter master gives aggressors full rerolls to hit and then turbo boosts to objective 5 to reinforce the 3 man BC and kill off the skyweavers or charge troupe master as plan B
BCs fall back from combat so I can shoot his skyweavers
Attack bike goes back to sit on my DZ objective and get LOS on his skyweavers near the BC
Aggressors move to 18" of his skyweavers near the BC
Vindicare takes the TINY little hole in his back corner with LOS to troupe master and archon...this will get me engage points
DP comes mid field in a hole he left and I have clear shots to his backfield skyweavers and his transport on objective 3
Company veterans deploy a scrambler midfield
Last BC comes in on the left to try and help clear that mass of harlies
Cyberwolf pops out there as well
My last dread pops out on the right flank basically replacing my previous dread...he can shoot and maybe get a 9" charge into the skyweavers if they live
Shooting time...
Only 4 aggressors are in range...the 5th is close to the blue harlies for a safe and easy charge
44 shots
36 hits
24 wounds
They annihilate the entire 4 man skyweaver squad
I then use the LF-MM squad and give signum boost to the PL with morkai bolts
He misses the skyweavers needing a 3
10 MM shots go into the starweaver needing 4 to hit and 3 to wound...I am in bonus damage range so just 1 could pop it
I put 3 wounds on the starweaver and he rolls 3 6's for his invulnerable saves
Crap...
I use the cherub on the PL and hit with morkai bolts on skyweavers this time
LF-ML fire at skyweavers needing 2's to hit but no captain reroll
I also need 2s to wound and reroll 1s
I manage to blow up 3/5 Skyweavers and he loses the last 2 to morale failure
I managed to get through all the shooting without blowing a CP so now it is time for the vindicare
He naturally rolls a 1 to shoot the troupe master
I use a CP reroll and he kills the troupe master with 3 straight bonus damage wounds (I literally rolled 3/4/5 and just manage to kill him)
I get a CP for killing a character and spend it to fire at a second target
I put 3 wounds on his archon but don't kill him
Time for the fight phase
BC fail charge but everyone else is in
Judiciar shuts them down and everyone swings
I have HORRIBLE luck and 2 harlies survive the attacks and kill the BC in return
He uses auto pass morale on harlies
He steals the objective with 2 models v a horde b/c the power of OBSEC...this move gets him 15 on the primary...CRAP!!!

His turn
Smites vindicare to death
Sends one of his starweaver boats after chapter master
Fusion pistols my chapter master...lands all 5 hits/wounds
I fail 2 saves even with CP and die...nooooooo
He then uses fire and fade to drive onto my DZ objective and contest it (only have an attack bike here)
On the left flank he sends a 5 man fusion pistol forward with his shadowseer
He kills 2 aggressors with smite/fusion
Big combat on left is tricky...I need to clear these OBSEC guys off or I only score 5 on primary
He avoids my judiciar bubble and wants to bait my aggressors...I do HI 6" this time because I need this objective
He also falls back with his 2 man squad and charges back into the LFs
I overwatch and use blast mode
When all the dice are done I do manage to kill 1 so only 1 model survives
If you want to know WHY he did that it has to do with OBSEC.
He was not touching the objective and I had based him with LFs. He had to pull this trick to get back and touch the objective again.
He puts only 2 wounds on my aggressors with his fusion pistol squad and doesn't kill any models
I intervene with the LF-ML squad and swing into both units
LFs kill 3/5 from fusion squad and the combo of PL and WGPL kill the single survivor in the other squad
Aggressors then swing and wipe the last squad
I use consolidate to push towards his lines
Mid field his last giant harlie blob has killed 4/6 LFs and consolidated into the DP so I can't shoot him...this unit gets the super 3++ buff as well
I lose the last 2 LFs to morale

Turn 4
I NEED to reach his DZ or I won't get deploy scramblers
I prioritize the aggressor flank and do NOT chant anything. I need to guarantee the canticle of hate is active so I spend a CP for that and turboboost primaris chaplain to give wulfen stone rerolls as well
Aggressors kill shadowseer with bolters and make the charge into his Ur gur in combat...I use the charge to sling shot into his DZ
If I survive I can deploy next turn
The company vets advance with a 12 and set themselves up as plan B to deploy...but I make a massive mistake I am not even aware of yet. I have pushed them to the left thinking I need a mass of bodies to slow him down. If I had gone RIGHT I score engage points and force him to chase me instead of having a chance to go after ALL my units in the same location
The LFs form a blockade on the objective and hope to slow down and delay his last harlie unit
Meanwhile I make a series of moves to remove his starweaver threat in my DZ
BCs move closer to charge but daisy chain so I still hold objective 5 if I fail charge
Dread and attack bike line up shots
Attack bike pops the starweaver and his harlies come out (1 melta shot made it through and bonus damage did the trick)
BCs make their long charge and wipe out the fusion pistol squad to secure my backfield

His turn
He rolls low on charges and can't stop the aggressors from deploying scramblers with his harlie unit
They try killing the LFs but I tank and hold the line to prevent him from consolidating and being a pain
He also fails to kill the company vet squad but does have it tied in melee so they can't deploy scramblers
He sends his starweaver in as a hail mary but the aggressors punch it to death

Turn 5
My scoring is over so I focus on denying him points
I fall back from combat with the company vet survivor and stand on his objective to deny points...all he has is yvraine back there and she doesn't have OBSEC...this drops him to 5 primary only
Aggressors deploy scramblers
My HQs all flee to avoid giving him assassinate points
I kill off his stupid Ur-gur model in the bottom left corner with shots from the chaplain and attack bike
I had totally forgotten about this guy and he got a few free engage points because of this
His turn he auto advances his harlies to just barely get engage points...a move I did NOT see coming or predict would happen
If I had seen this in advance I could have moved my units sitting on objective to try and kill them off with judiciar/HI combo

Final
Spoiler

77-78
SW loss
I'm slowly figuring out how to solve the harlie puzzle...even though I lost I feel real good about this result
Things I liked
The new aggressors were an amazing MVP unit in this match up
They were shooting and punching all game long. I loved their buckets of dice
Giving them chapter master rerolls is so rewarding b/c they are active in shooting AND fighting phases
I laughed at how the LF-ML pack spent most of the game punching harlies in combat...the chainsword and LC pack leaders claimed their fair share of harlie heads
Got the benefit of the plasma guns on the venerable dreads but wasn't able to get a 7" charge trick due to him zoning me out
The foot chaplain did nothing but that is ok. He is an insurance policy and this just wasn't the right game for him
The vindicare was surprisingly effective. He got me engage and managed to pick off a character and draw a ton of attention.
Things I did wrong
I did NOT expect him to zone me out so well...I really screwed up by not having my cyberwolves available from turn 1 to pick up cheap engage points. He told me in the post game chat to consider them disposable and just put them on the line and run for that turn 1 point scoring
I did NOT kills his lone ur-gur model in my bottom left corner because I honestly overlooked it. That got him a few free points
The OBSEC steal of objective 4 to give him hold more was a MAJOR blow...maybe I didn't need to send my chapter master far to the right flank...if he had stayed I have obsec from rites of war and reroll 1s may be the difference in killing things
I also lost him to assassinate by moving him
At the time I thought I needed to kill the skyweavers and troupe master...but honestly my BCs are OBSEC so they would have had it at least 1 more turn
His list had an interesting twist on the harlies
The drukhari detachment gave him CP regen (a big issue for harlies)
It also gave him 3 disposable Ur-gur models who can perform actions...including a single model deep strike for an EASY deploy scramblers point
I am happy with this match...was exciting and competitive to the last turn
Edited by TiguriusX, 19 December 2020 - 03:02 PM.