Harlequins go 5-1 at the Hellstorm GT

Hey everyone and welcome to Roll That Six, im Rob and here today to run through my 5-1 finish at the Hellstorm GT with pure Harlequins this past weekend.



Before running through my list and the 6 games I wanted to give a massive shout out to my 6 opponents who where all great people and the Hellstorm crew who put together a thoroughly enjoyable event especially Mikey! I had a blast!! 

Mikey has produced a mission pack like no other, its using 4 different terrain layouts per mission, it had GW Terrain, WTC Terrain, Gamemat Terrain and London GT Terrain with your table being the deciding factor as to which terrain set you'll be playing on and then the mission has its own layout. 

My list:

Soaring Spite Battalion and Patrol 

Troupe Master with Fang, fusion, Choreographer of War, Darkness bite, warlord Skystrider 

Troupe Master Choreographer of War, fusion, Power sword, Domino Shroud 

Troupe Master Choreographer of War, Fusion, Kiss 

5 players 5 fusion
5 players 3 kiss 5 fusion 
5 players 3 caress 5 fusion
5 players 3 caress 5 fusion
5 players 4 kiss 4 fusion 
5 players 4 caress 4 fusion 
5 players 5 caress 
5 players 5 embrace 
5 players 4 embrace 

death jester humbling cruelty 

2 skyweavers 2 haywire 2 zephyrglaives 
2 skyweavers 2 haywire 2 zephyrglaives 

7 starweavers 

1998pts and start with 8cp 

I've had a few questions about the list so will do my best to answer them at the end of this post! 

Strap yourselves in! 

Game1 Scorched Earth; John, Necrons (WTC)

Johns List: 

++ Patrol Detachment 0CP (Necrons) [106 PL, 11CP, 1,990pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Dynasty Choice: Dynasty: Nihilakh

+ No Force Org Slot +

Bound Creation [2 PL, 40pts]
. Cryptothralls
. . 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

Bound Creation [2 PL, 40pts]
. Cryptothralls
. . 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

Dynastic Advisor [4 PL, 90pts]
. Chronomancer: Entropic Lance

+ HQ +

Catacomb Command Barge [9 PL, 160pts]: Gauss Cannon, Relic: Voltaic Staff, Staff of Light, Warlord, Warlord Trait (Codex 1): Enduring Will

Chronomancer [4 PL, -1CP, 90pts]: Dynastic Heirlooms, Entropic Lance, Relic: Veil of Darkness

+ Troops +

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Reaper): 20x Gauss Reaper

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Reaper): 20x Gauss Reaper

+ Elites +

C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Sky of Falling Stars

Lychguard [14 PL, 280pts]: 10x Lychguard
. Hyperphase Sword and Dispersion Shield

+ Fast Attack +

Canoptek Wraiths [10 PL, 140pts]
. 4x Canoptek Wraith (Claws): 4x Vicious Claws

Canoptek Wraiths [10 PL, 140pts]
. 4x Canoptek Wraith (Claws): 4x Vicious Claws

+ Heavy Support +

Lokhust Heavy Destroyers [4 PL, 60pts]
. Lokhust Heavy Destroyer (Gauss Destructor)

Lokhust Heavy Destroyers [4 PL, 60pts]
. Lokhust Heavy Destroyer (Gauss Destructor)

++ Total: [106 PL, 11CP, 1,990pts] ++

The round1 draw was made about 5days prior to the event so I had plenty of time to worry and plan how to play this game.

My Secondaries: Engage, ROD, No Prisoners 

Johns Secondaries: Banners, Grind, Stranglehold 

John deployed pretty much as expected, hiding all but a unit of Wraiths due to their height over the smaller ruin, the Warriors and the Nightbringer, with each Warrior block baby sat by a Chronomancer and all of these units where deployed centrally, the only surprise was the Lychguard which were deployed to my right flank, I expected them centrally as well.

I deployed split behind my 3 ruins, Skystrider Troupe Master on the right flank, Domino Shroud Master centrally and the Kiss Master on the left.

John won the roll off for first turn, pushed the midfield heavy turn1, he moved and advanced pretty much all but Cryptothralls which planted Banners. My turn1, I was able to kill both Wraith squads with Fusion and the Skystrider Troupe Master and 5 or so Warriors from the squad pushing my left flank while hiding best I could from the Nightbringer and keeping the Lychguard engaged on the right flank with a couple of units (Troupe squad in Starweaver and a unit of Skyweavers) which were placed in a way that a mutli charge was risky play. 

Into the mid game my opponent didn't push past midfield and kept the Lychguard on the right cleaning up Skyweavers and a Troupe squad over a couple turns from a striken Starweaver. 


I was able to clear up the mission scoring units of Johns like the Cryptothralls and Destroyers, while clearing enough Warriors to get into both Chronomancers and destroy the Command Barge meaning I denied Grind for a turn. This meant as long as I could keep primary scoring close, my secondaries would win me the game. In the end I had cleared my left flank of Necrons and enough Warriors from the right to score a decent No Prisoners, I was tempted pre game to take Assassinate but didn't want those Chronomancers getting back up and denying me points so went the fairly save 5 or 6 point No Prisoners and scored a 7 so I was okay with that.

We both had little left at the end of the game,  it my secondaries and a cheeky 15 turn 5 primary meant I won by 11pts.

The score ending 89-78 to me 

I felt I managed this game well, keeping the Nightbringer and Lychguard occupied on the right while tackling the rest of Johns army on the left.
Game2 Andrew; Overrun, Knights and Custodes (Gamemat)

+++ The Chainsword Andrew Bourbon (Warhammer 40,000 9th Edition) [103 PL, 1,999pts, 5CP] +++

++ Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [72 PL, 1,440pts, -2CP] ++

+ Configuration +

Detachment Command Cost

Household Choice: Questor Mechanicus
. House Krast: Household Tradition: Cold Fury

+ Stratagems [-2CP] +

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait [-1CP]

Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom [-1CP]

+ Lord of War [72 PL, 1,440pts] +

Questoris Knight Magaera [24 PL, 480pts]: Character (Knight Lance), Heirloom: Armour of the Sainted Ion, Lightning Cannon, Phased Plasma-Fusil, Titanic Feet, Warlord, Warlord Trait (Krast): First Knight
. Hekaton Siege Claw and Twin Rad-Cleanser: Hekaton Siege Claw, Twin Rad-Cleanser

Questoris Knight Magaera [24 PL, 480pts]: Character (Exalted Court), Lightning Cannon, Phased Plasma-Fusil, Titanic Feet, Warlord Trait: Ion Bulwark
. Hekaton Siege Claw and Twin Rad-Cleanser: Hekaton Siege Claw, Twin Rad-Cleanser

Questoris Knight Magaera [24 PL, 480pts]: Character (Heirloom of the House), Heirloom (Krast): The Headsman's Mark, Lightning Cannon, Phased Plasma-Fusil, Titanic Feet
. Hekaton Siege Claw and Twin Rad-Cleanser: Hekaton Siege Claw, Twin Rad-Cleanser

++ Patrol Detachment -2CP (Imperium - Adeptus Custodes) [31 PL, 559pts] ++

Shield Host: Shadowkeepers

+ Stratagems [-1CP] +

Open the Vaults [-1CP]: Open the Vaults: 1 Extra Relic [-1CP]

+ HQ [9 PL, 178pts, -2CP] +

Shield-Captain on Dawneagle Jetbike [9 PL, 178pts, -2CP]: Auric Aquilas, Captain-Commander [-1CP], Hurricane Bolter, Indomitable Constitution, Interceptor Lance, Misericordia [3pts], Superior Creation, Ten Thousand Heroes [-1CP]

+ Troops [22 PL, 381pts] +

Custodian Guard Squad [11 PL, 187pts]
. Custodian [45pts]: Guardian Spear
. Custodian [45pts]: Guardian Spear
. Custodian [45pts]: Guardian Spear
. Custodian [52pts]: Sentinel Blade [2pts], Storm Shield [5pts]

Custodian Guard Squad [11 PL, 194pts]
. Custodian [45pts]: Guardian Spear
. Custodian [45pts]: Guardian Spear
. Custodian [52pts]: Sentinel Blade [2pts], Storm Shield [5pts]
. Custodian [52pts]: Sentinel Blade [2pts], Storm Shield [5pts]

My Secondaries: Engage, ROD, Titan Hunter 

Andrews Secondaries: Grind, Bring it down, Banners 

My plan was to go all in to kill one knight, move block the others and tackle the Custodes so I can win primary and scrap for secondaries.

Andrew deployed with all the Custodes centrally, one Knight on the left flank and 2 Knights on the right, perfect. I won the roll off for going first and flung 5 out of 7 Starweavers forwards and move blocked the 2 Knights on my right flank with an empty Starweaver. I didn't get the Skystrider Troupe Master out just incase the Knight exploded in my face, after all the fusions and haywire the Knight had 1 wound left.... oh how I wish I had got the Troupe Master out to auto kill it with 2 mortals in combat at the very least.

At this point I thought it was over. 


Andrew then went to town wrecking 4 Starweavers and a couple Troupe squads, I was then able to wreck the knight in my following turn and put a lot of hurt into the Custode Commander and wipe out a Custode unit. But again the Custode commander surviving on 1 or 2 wounds was another blow.

Essentially the rest of the game is me throwing Starweavers to move block the two knights on my right flank for another turn while Troupes tried to deny objectives for as long as possible... while the Commander kept tanking my combats and shooting, in combat turning off my re rolls and saved the 1 or 2 hits on its 3++/5+++. But I was denying primary.

photo credit Hellstorm Wargaming 💜

In the end though I made a big mistake and thought about scoring engage over denying my opponents primary. Start of turn 4, we were both sat on 3 objectives (10primary points). With a knight about to walk round a ruin to wreck a Troupe squad i decided to remove the Troupe squad from the field and then deepstrike it next turn to score engage, that gave my opponent a 15 instead of a 10 and then another 15 at the end of the game, which was expected. Meaning my opponent won by 2 points. Cracking game and great opponent. But essentially giving my opponent 5pts was silly. A big learning moment.

73-75 Loss

Much the same as game one, I was controlling the game quite well, pinning 2 Knights in a corner and restricting movement a fair bit. But a very costly mistake cost me 5 points and the game. 

Game3 vs Vital Intelligence, Matt, Orks (WTC)

Matts list 

  [b]++ Battalion Detachment 0CP (Orks) [82 PL, 11CP, 1,508pts] ++[/b] [b]+ Configuration +[/b] [b]Battle Size [12CP]:[/b] 3. Strike Force (101-200 Total PL / 1001-2000 Points) [b]Clan Kultur / Specialist Mobs:[/b] Deathskulls [b]Detachment Command Cost[/b] [b]+ HQ +[/b] [b]Warboss [4 PL, 83pts]:[/b] Attack Squig, Kustom Shoota, Power Klaw [b]Warboss on Warbike [6 PL, 115pts]:[/b] Brutal but Kunnin, Da Killa Klaw, Power Klaw, Warlord [b]Weirdboy [4 PL, -1CP, 75pts]:[/b] 4. Fists of Gork, Deathskulls: Maniacal Seizure, Warphead [b]+ Troops +[/b] [b]Boyz [12 PL, 245pts]:[/b] 3x Tankbusta Bombs . Boss Nob: Big Choppa, Slugga . 29x Ork Boy W/ Slugga & Choppa: 29x Choppa, 29x Slugga, 29x Stikkbombs [b]Boyz [4 PL, 85pts]:[/b] Tankbusta Bombs . Boss Nob: Big Choppa, Slugga . 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs [b]Boyz [12 PL, 245pts]:[/b] 3x Tankbusta Bombs . Boss Nob: Big Choppa, Slugga . 29x Ork Boy W/ Slugga & Choppa: 29x Choppa, 29x Slugga, 29x Stikkbombs [b]Gretchin [6 PL, 105pts][/b] . 21x Gretchin: 21x Grot Blaster [b]+ Elites +[/b] [b]Kommandos [3 PL, 45pts]:[/b] Tankbusta Bombs . 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs [b]Kommandos [3 PL, 45pts]:[/b] Tankbusta Bombs . 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs [b]Painboy [3 PL, 65pts][/b] [b]+ Fast Attack +[/b] [b]Stormboyz [3 PL, 70pts][/b] . Boss Nob: Power Klaw, Slugga . 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs [b]Stormboyz [3 PL, 65pts][/b] . Boss Nob: Big Choppa, Slugga . 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs [b]+ Heavy Support +[/b] [b]Mek Gunz [3 PL, 40pts][/b] . Gun: Smasha Gun [b]Mek Gunz [3 PL, 40pts][/b] . Gun: Smasha Gun [b]Mek Gunz [9 PL, 120pts][/b] . Gun: Smasha Gun . Gun: Smasha Gun . Gun: Smasha Gun [b]+ Dedicated Transport +[/b] [b]Trukk [4 PL, 65pts][/b] [b]++ Patrol Detachment -2CP (Orks) [24 PL, -3CP, 490pts] ++[/b] [b]+ Configuration +[/b] [b]Clan Kultur / Specialist Mobs:[/b] Goffs [b]Detachment Command Cost [-2CP][/b] [b]+ HQ +[/b] [b]Ghazghkull Thraka [15 PL, 300pts][/b] [b]Weirdboy [4 PL, -1CP, 75pts]:[/b] 2. Warpath, 3. Da Jump, Warphead [b]+ Troops +[/b] [b]Gretchin [2 PL, 50pts][/b] . 10x Gretchin: 10x Grot Blaster [b]+ Elites +[/b] [b]Painboy [3 PL, 65pts][/b] [b]++ Total: [106 PL, 8CP, 1,998pts] ++[/b]


Matt was rocking a horde of Orks backed by Smasha Gunz, Characters and Ghaz! This event is running the old Ork codex.

My Secondaries: Engage, No Prisoners and Assassinate 

Matts Secondaries: Engage, Warp Ritual, ROD

Deployment was a fairly simple affair, stick the army on the line and out sight where possible, Matt Deployed in a similar fashion, but deep struck 3 of the Smasha gunz and the two units of Kommandos. 

I won the roll off for first turn and went fairly aggressive with the fusion starweavers to get into range of a plethora of units with the Skystrider Troupe Master jumping out its Starweaver. Shooting went as planned, wrecking the Trukk, destroying the 10 Boyz in a hail of Shuriken fire, putting 4 wounds on Ghaz, taking out 2 Smashagunz and a squad of Stormboyz in the process. The Troupe Master charges into Ghaz does its 4 wounds in another phase, 8 in total this turn and falls back into the Starweaver.

Matts response is to push forwards with Ghaz and the Bike Warboss, the other Warboss goes to charge a Starweaver on my right flank, Matt finds a nice spot to Da Jump into my backfield and hits a Troupe squad on foot with 30 Boyz. The charges go well and clear off the Troupe squad and wrecks two Starweavers with the two characters.

My turn2 is pretty brutal, Ghaz is killed by the Skystrider Troupe Master which survives Ghaz's fight on death. The Starweavers, Skyweavers and a few Plasma grenades whittle down the Da Jumped Boyz squad enough that they're brought down to manageable size ready to be finished off in combat, the flanking Troupe squads on my right and left disembark, move to shoot and charge the Warbosses and Grots plus the pain boys and a Weird Boy, this is pretty much the killing blow to Matts army.

By the end of the turn pretty much all of Matts army has been removed with the reserves and 30 Boyz left to play the game. The reserve units come in on Matts turn2 but do little more than try to score secondaries and the Smashagunz whiff horribly the 30 Boyz do kill a Troupe squad or two. My turn3 finishes almost all of these units off in shooting and combat leaving Matt with a Smashagun in combat with a Starweaver. At this point my opponent calls it quits.

I don't think this game could have gone any better. 

97-19 Win!!

Ending day1 on a 2-1 record 

Overnight pairings where released and id face old codex Thousand Sons in the morning.

Game4 Joe: Thousand Sons, Battle Lines (Gamemat)

Joes list:

++ Battalion Detachment -3CP (Chaos - Thousand Sons) [92 PL, -4CP, 1,535pts] ++

+ Configuration +

Cults of the Legion: Cult of Duplicity

Detachment Command Cost [-3CP]

+ HQ +

Ahriman on Disc of Tzeentch [9 PL, 170pts]: Glamour of Tzeentch, Prescience, Weaver of Fates

Sorcerer in Terminator Armour [6 PL, -1CP, 118pts]: Dark Matter Crystal, Duplicitous Tactician, Familiar, Gift of Chaos, Infernal Gaze, Inferno Combi-bolter, Magister

+ Troops +

Rubric Marines [24 PL, 288pts]
. Aspiring Sorcerer: Inferno Bolt Pistol, Tzeentch's Firestorm
. 15x Rubric Marine w/ Inferno Boltgun: 15x Inferno boltgun

Rubric Marines [12 PL, 180pts]
. Aspiring Sorcerer: Inferno Bolt Pistol, Tzeentch's Firestorm
. 9x Rubric Marine w/ Inferno Boltgun: 9x Inferno boltgun

Rubric Marines [6 PL, 90pts]
. Aspiring Sorcerer: Inferno Bolt Pistol, Temporal Manipulation
. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun

Rubric Marines [6 PL, 90pts]
. Aspiring Sorcerer: Inferno Bolt Pistol, Temporal Manipulation
. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun

+ Elites +

Decimator [9 PL, 180pts]: 2x Soulburner petard

Decimator [9 PL, 180pts]: 2x Soulburner petard

+ Fast Attack +

Chaos Spawn [5 PL, 115pts]
. 5x Chaos Spawn: 5x Hideous mutations

Chaos Spawn [1 PL, 23pts]: Chaos Spawn

Chaos Spawn [1 PL, 23pts]: Chaos Spawn

+ Dedicated Transport +

Chaos Rhino [4 PL, 78pts]: Combi-bolter

++ Supreme Command Detachment +3CP (Chaos - Thousand Sons) [24 PL, 3CP, 465pts] ++

+ Configuration +

Cults of the Legion: *No Cult*

Detachment Command Cost [3CP]

+ Primarch | Daemon Primarch | Supreme Commander +

Magnus the Red [24 PL, 465pts]: Bolt of Change, Doombolt, Infernal Gateway, Warptime, Warlord

++ Total: [116 PL, -1CP, 2,000pts] ++

Psykers! Lots of psykers, Magnus and 2 decimators. 

My Secondaries: Engage, ROD, Abhor 

Joes Secondaries: Engage, ROD, Grind 

I had no idea how this battle would go, with lots of redeploy, deepstriking and all kinds of mobility tricks Joe could employ, mortal wounds really negate a lot of the Harlequin unique abilities.

I deployed very defensively, Joe deployed on his back board edge with his important units, Magnus, 2 Decimators, Ahriman, but kept a few units threatening the two midfield objectives the Rhino with 10 Rubrics embarked and 2x 5 Rubrics. 

I wasn't sure if I wanted first or second turn I wanted to take the 2 midfield objectives but also deny space to deepstrike, but also with how defensive Joe had been i wouldn't have anything in range of Fusion. I won the roll off and went first... 


I pushed hard with the Skyweavers to tie down the 2 smaller Rubric squads on the flanks along with the Rhino which was about 2 inches behind a 5 man Rubrics squad on the left flank, Haywire did a few wounds to the Rhino knocking it down a bracket, on my right flank I pushed 2 Starweavers upto the objectives, the charges went okay with the Skyweavers, making both and both Skyweavers squads where reduced to 1 bike by the Rubric squads in combat while chipping away a couple Rubrics in each squad. Joe response then flung forward a single decimator which shot into a Troupe squad and Starweaver not finishing either off. The rest of Joe's forces stayed back and finished off the Skyweaver squads which had pushed forwards.

Joe made a positional mistake or was trying to bait me forward, im not sure, but either way, Ahriman was left exposed and the Skystrider Troupe Master took aim and flew forwards, jumping out, shooting and not doing any damage but killing Ahriman in combat, before jumping back into the Starweaver. The rest of my turn was pretty simple, move up to the midfield with Fusion in Starweavers on my left flank, to start tackling the units that came forwards last turn, so that's 3 units of fusion into Decimator on my left flank and on the right flank one Starweaver is in range with a normal move, but a second needed a cheeky fire and fade to get into range of the second Decimator. Both Decimators are wrecked which really limits Joe's ability to open my Transports easily.

Joes response was to try and surround the Skystrider Troupe Master Starweaver with the ten Rubrics which jumped out the Rhino and 5 Spawn, but a slowed move due to moving through terrain and low charge roll left a gap big enough to get out and surround the Troupe master with Troupe so it couldn't be charged, Magnus wrecked the Starweaver in the psychic phase with his last power. I surround the Troupe master but I roll 3 1s so no longer able to surround, Rubrics charge the Troupe and Spawn charge Troupe master. At this point I make the Troupe Master-1 to hit and it survives on 3 wounds from a lot of attacks from the Spawn. The Rubrics wreck the Troupe squad, the Troupe master then takes out a few Spawn and falls back into a near Starweaver. On the right flank Magnus wrecks a Starweaver in combat.


The rest of the game boils down to the Troupe Master a Troupe taking out Rubrics on the left flank and the units that fell out of the Starweaver on the right flank running from Magnus, scoring me retrieve octarious data and killing the single spawn and a couple Rubrics, then being smited and doom bolted then charged by Magnus.

This went on for a turn or 2 when the game ended Joe had Magnus on 1 wound and I had a number of Troupe squads dotted around in table quarters hiding and scoring points. 

96-40 Win 

Transports and mobility win the game, Joe got unlucky at times with powers not going off or rolling low on D3 mortals etc. I felt target priority was correct and the Skystrider Troupe Master is amazing, i cannot give enough superlatives as to how good it is!! 


Game5 vs Dawid, Space Wolves Sweep and Clear (WTC)

Dawids army list 

 ++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [34 PL, 10CP, 710pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

+ Stratagems +

A Trophy Bestowed [-1CP]

+ HQ +

Chapter Master [8 PL, -1CP, 180pts]: Chapter Command: Chapter Master, Hunter, Jump Pack, Rites of War, Storm shield, Stratagem: Warrior of Legend, The Armour of Russ, Thunder hammer, Warlord

+ Troops +

Infiltrator Squad [6 PL, 130pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

+ Fast Attack +

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [67 PL, -5CP, 1,290pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Detachment Command Cost [-3CP]

+ HQ +

Librarian in Phobos Armour [5 PL, 100pts]: 2. Murderous Hurricane, 5. Storm Caller

Lieutenants [5 PL, 90pts]
. Primaris Lieutenant
. . Neo-volkite pistol, Master-crafted power sword and Storm Shield: Neo-volkite pistol

+ Elites +

Relic Contemptor Dreadnought [8 PL, -1CP, 150pts]: 2x Twin volkite culverin

Relic Contemptor Dreadnought [8 PL, -1CP, 150pts]: 2x Twin volkite culverin

Servitors [2 PL, 30pts]: 4x Servo-arm

Wolf Guard [7 PL, 140pts]: Jump Pack
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard Pack Leader: Lightning Claw, Storm shield

Wolf Guard [7 PL, 140pts]: Jump Pack
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard Pack Leader: Lightning Claw, Storm shield

Wolf Guard [7 PL, 140pts]: Jump Pack
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard Pack Leader: Lightning Claw, Storm shield

+ Heavy Support +

Long Fangs [7 PL, 140pts]
. Long Fang: Multi-melta
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang Pack Leader: Astartes Chainsword
. . Boltgun and Bolt Pistol

Long Fangs [7 PL, 140pts]
. Long Fang: Multi-melta
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang: Grav-cannon
. Long Fang Pack Leader: Astartes Chainsword
. . Boltgun and Bolt Pistol

+ Dedicated Transport +

Drop Pod [4 PL, 70pts]: Storm bolter

++ Total: [101 PL, 5CP, 2,000pts] ++

Dawid rocking the Space wolves with a scary amount of combat threats backed by a lot of fire power! 

My Secondaries: Engage, Rod, Direct Assault 

Dawids Secondaries: Direct Assauly, Stranglehold, ROD

I deployed very defensively with lots of premesures to make so I was out of sight of the Dreads unless they deployed on the line and well within Fusion range. Dawid deployed out of range if my Fusions turn1 should I go first.

Dawid wins the roll off which is lucky for me and moves up with some Infiltrators to score direct assault and stranglehold and the Contemptors which deployed in my extreme right move up and towards the midfield and the Redemptors move around the central ruin they deployed behind. 

Dawid then measures and a Starweaver which has a fin sticking out behind a ruin so it can be seen cross map and takes 6 wounds in total, as its a squad toting Fusions in reroll and pass the save  lucky. My turn and I fly in with Fusion boats, the Bikes stay fairly defensive just getting into range of a Contemptor. My shooting phase goes okay until I leave a Redemptor on 2 wounds, a Contemptor on 1 wound and the Skystrider Troupe Master leaves the 3rd Contemptor on 4 wounds, I have better luck in the centre with a squad of embrace Troupe taking out the Incursors centrally that scored Direct Assault in Dawids turn, this scores me Direct Assault.

Davids turn and he moves to score his stranglehold and shoot Transports which he does, wrecking 2 or 3 Starweavers, then charging 3 Wolf guard units into the contents and kills them. My turn and now they Dawids committed I go all in with my remaining Starweavers and Troupe, when my turn had finished there were no more Dreads and 2 squads of Wolf Guards had perished. 

photo credit to Glasshammer gaming 💜

This was a big swing, when the drop pod landed centrally it was all about the Multi-meltas as Grav cannons don't do too much, both Multi-melts shoot twice and didnt Destroyer a Starweaver. This was a big game changer as this meant Dawids remaining units where charging Transports and not the units that will ultimately win me the game.
 
Predictably the Starweavers where wrecked by the Wolf Lord and remaining Wolf Guard, but id not lost any of my fire power and combat prowess. My turn was fairly decisive as the last Wolf Guard until was slain as was the Wolf Lord, Lieutenant, both Devastator squads, both cyber wolves leaving Dawid with a pod and Librarian. So Dawid called the game there. 

97-46 win 

What a slog! not many Harlequin's survived this one, but once again Starweavers were amazing for protecting the Troupe shooting and charges. Skystrider Troupe Master MVP once again! 


Game6 Will Deathguard Sweep and Clear (GW)

Wills army list


++ Battalion Detachment 0CP (Chaos - Death Guard) [99 PL, 7CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Gametype

Plague Company: Mortarion's Anvil

+ Stratagems +

Gifts of Decay [-2CP]: 2x Additional Relics

+ HQ +

Lord of Contagion [6 PL, 120pts]: Gloaming Bloat, Plaguereaper, Warlord, Warp Insect Hive

Malignant Plaguecaster [5 PL, 95pts]: 1. Miasma of Pestilence, 4. Putrescent Vitality

+ Troops +

Poxwalkers [2 PL, 50pts]
. 10x Poxwalker: 10x Improvised weapon

Poxwalkers [2 PL, 50pts]
. 10x Poxwalker: 10x Improvised weapon

Poxwalkers [2 PL, 50pts]
. 10x Poxwalker: 10x Improvised weapon

+ Elites +

Blightlord Terminators [20 PL, -1CP, 410pts]
. Blightlord Champion: Bubotic Axe, Champion of Disease, Combi-bolter, Plague Skull of Glothila
. Blightlord Terminator: Bubotic Axe, Reaper autocannon
. Blightlord Terminator: Bubotic Axe, Reaper autocannon
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Balesword, Combi-bolter
. Blightlord Terminator: Balesword, Combi-bolter
. Blightlord Terminator: Balesword, Combi-bolter
. Blightlord Terminator: Balesword, Combi-bolter

Deathshroud Terminators [7 PL, -1CP, 150pts]
. Deathshroud Champion: Champion of Disease, Plaguespurt gauntlet, Reaper of Glorious Entropy
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Deathshroud Terminators [7 PL, 150pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Deathshroud Terminators [7 PL, 150pts]
. Deathshroud Champion: Plaguespurt gauntlet
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlet

Foul Blightspawn [5 PL, -1CP, 85pts]: 4. Arch-Contaminator, Plaguechosen, Revolting Stench-vats, Viscous Death

Tallyman [4 PL, 70pts]: Tollkeeper

+ Fast Attack +

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

Foetid Bloat-drone [7 PL, 135pts]: Fleshmower

+ Heavy Support +

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

Plagueburst Crawler [9 PL, 175pts]: 2x Entropy cannon, Heavy slugger

++ Total: [99 PL, 7CP, 2,000pts] ++

Deathguard with an Heroic intervene strat is the ultimate nightmare for me, lots of flamers, big durable units and Plagueburst Crawlers I can see why Will was doing so well as we both sit 4-1! 

My secondaries: Engage, ROD, Priority Targets 

Wills secondaries: Engage, Priority Targets, To The Last

We both deployed pretty much out of sight of each other with Will deploying the Blightlords, 2 units of Deathshrouds, Tallyman, Lord of Contagen, Plaguecaster, 2x10 Poxwalkers and a Plagueburst Crawler on the left and 10 Poxwalkers, 3 Deathshrouds, both Bloatdrones and a Plagueburst on the right flank.

I went with a 4-3 split of Starweavers towards the right flank and 2x2 Skyweavers on the left with an aim of taking Wills right flank and then pushing up towards his left.

Will won the roll off and flew forwards as fast as possible with the Deathshrouds and 10 poxwalkers on the left flank, the Blightlords pushed the centre and on the right the units shuffled about in the ruin, with the Bloat-drones moving to grab objectives with a Poxwalker tagging the objective.

My turn and I pushed up with the Fusion Starweavers on the left flank and a unit of Skyweavers, on the right I went pretty much all in to charge the Deathshrouds with the Skystrider Troupes Master and fusion the Bloat-drones, both Bloat-drones fall but Will rolls like a champ and keeps 2 Deathshrouds alive, the Troupe Master scampers falling back into a Starweaver. Over on the left flank the Fusions take out 2 out of 6 Deathshrouds...

Wills response is pretty deadly with the Blightlords just tagging the central objective, the remaining Deathshrouds moving into range of the Starweavers even if Troupe fall out they will be in charge range. Wills shooting pops off and I lose 4 Starweavers all 3 on the left and one on the right. The 3 Troupe units on the left are destroyed. 

My turn2 and I need to clear the left flank of the forward units as Will is now threatening my Priority objective and clear the right objective so I don't give up too many primary points. On the right flank Fusion wrecks the Plagueburst and the Skystrider Troupe Master finishes off the Deathshrouds with the Starweavers and a Plasma Grenade taking out the 10 Poxwalkers, meaning the right flank objective is now mine. Over on the left all I can do is take out the last few poxwalkers pushing forwards and a single Deathshroud and hunker down on the objective with 2 Skyweavers. Finally I sacrifice 5 Troupe to take the central objective as the blightlords are touching only one side of the objective.

Wills turn and he pushes forwards with the Deathshrouds walking to the ruin wall near my priority objective and moves the Blightlords to engage the Troupe that took the objective last turn, Wills shooting a psychic wreck more Starweavers a the Deathshrouds flame a Troupe squad squad. The blightlords clear the central objective and now fully surround it. 

I score a healthy 15 point primary and then look to cross from the bottom right objective to the top left with the units that were holding that objective, a Troupe Master stays back to man that. The remnants of the units that were already top left move and trap the Plagueburst crawler against the ruin wall. The Skyweavers are left to hold my priority objective, I don't think I really do any damage? Fusion does 2 wounds I believe to a Plagueburst as Will passed 4 or 5 invuls. 

Turn4 and Will moves to clear his priority but does little as Starweavers survive on a wound, but he does free the Plagueburst Crawlers with the 10 poxwalkers, the Deathshrouds now clear my Priority objective and score Will a 5 and I give up trying to score that again, im now trying to clear his priority objective.

My turn and I want to get the Plagueburst and kill off Poxwalkers so I disembark the Skystrider Troupe Master, and position to fusion the Plagueburst, but again little is done to it... maybe 1 or 2 wounds and then I charge in the Troupe Master and im told im in aura range of a "you don't count as charging". So the Troupe Master is smothered in mortals from the Poxwalkers. 

Turn5 and Will kills the remnants of the Starweavers and a few smaller squads, with time running low, I take a second I try to figure out how to maximise my points. As it stands I've won the game. But want to try and podium, I have 2 choices try to kill the poxwalkers which are behind a wall of characters and a physical wall then take the heroic intervenes or shoot and kill 2 characters then out objective secured, with time so short I had to do the easiest move which was to shoot fusion into characters and then assault them, I got it all wrong in hindsight and in the end didn't score direct assault. It wouldn't have made a difference in the end but its still a shame not to max my score. 

90-81 win! 

Great game by Will, my favourite of the weekend, very tactical and swingy at times, like when Will refused to fail a 5++ on a Plagueburst or when the Skystrider Troupe Master tanked 10+ wounds on overwatch.


Wrap Up!

I finished up 4th, 3pts off a podium which was a shame, my aim was to go 3-3, so to go 5-1 with Pure Harlequins! I'm extatic and blew my expectations away.


The list served me very well, going forwards I will likely tweak this version as we move into the big events at the end of the year. Some weapon load outs will be changed, 3 combat weapons with a single squad of 5 Caresses felt about right. Death Jester felt like waste in most games, I need to work on improving my play or dropping it. Any combat weapon drops will be reinvested back into Fusion Pistols.

Thanks for reading! Well done if you've got this far!

/Rob