Showing posts with label Harlequins. Show all posts
Showing posts with label Harlequins. Show all posts

Monday, January 20, 2025

40K - Aeldari - Faction Update

Since the announcement late last year (at the World Championships in November?) that the Aeldari Codex would be one of the first ones released this year, I've been thinking about doing a bit of a stock-taking of my Aeldari forces... 

Then with the announcement yesterday that the Codex will be going up for pre-order this coming Saturday, and released on 8 February 202, I thought it was about time I got to it!  

There really isn't much ORGANIZING to do for this, as 40K has abandoned force construction rules - other than everything is now set unit sizes and you can't have more than three of any thing (or six, if it's core troops). The point values might change with the release of the new codex... I just hope they don't fuck around with the unit sizes!

This is what I have for Aeldari and what I still need to do as of the beginning of January 2025... 

Painted

These are all the Aeldari I currently have done. 

Assuryani

  • Farseer (1) 80 pts
  • Warlock Conclave(2)  60 pts
  • Dire Avengers (10).140 pts
  • Dire Avengers (10).140 pts
  • Warp Spiders (10) 230 pts
  • Rangers (5) 55 pts
  • Rangers (5) 55 pts
  • Rangers (5) 55 pts
  • Wraithguard (5) 170 pts
  • Wraithlord (1) 160 pts
  • Wraithlord (1) 160 pts
  • Wraithlord (1) 160 pts

Assuryani Total: 1465


Harlequins

  • Troupe Master (1)  55 pts
  • Shadowseer (1) 60 pts
  • Solitaire (1) 115 pts
  • Death Jester (1)  90 pts
  • Death Jester (1)  90 pts
  • Death Jester (1)  90 pts
  • Troupe (6)  90 pts 

Harlequin Total: 590

TOTAL: 2055

Wow... that's already a 2000+ point force! All the other stuff to paint is just OPTIONS, I guess!? 

Oh, and that doesn't even include all those big tanks in the background!  

Titanic Tanks

  • Scorpion (1)  410 pts
  • Scorpion (1)  410 pts
  • Scorpion (1)  410 pts

Titanic Total: 1230

The models are old Armoucast Tempest Heavy Tanks... but they're very similar to the current Scorpion Heavy Tanks, so... that's what I'd use them as! 


Still to DO!

This is all the Aeldari things I still have to do... well... most of them... 

  • Autarch (1) 75 pts
  • Autarch Wayleaper (1) 115 pts
  • Farseer (1) 80 pts
  • Warlock (1)  45 pts
  • Warlock Conclave (2)  60 pts 
  • Warlock Conclave (4)  120 pts
  • Fuegan (1)  115 pts
  • Jain Zar (1) 105 pts
  • Karandras (1) 100 pts
  • Baharroth (1) 125 pts
  • Fire Dragons (5)  85 pts
  • Howling Banshees (5)  85 pts
  • Howling Banshees (5)  85 pts
  • Dark Reapers (5) 80 pts 
  • Striking Scorpions (5)  75 pts 
  • Striking Scorpions (5)  75 pts 
  • Swooping Hawks (10) 150 pts
  • Warp Spiders (10) 230 pts
  • Guardian Defenders (11) 110 pts
  • Guardian Defenders (11) 110 pts
  • Guardian Defenders (11) 110 pts
  • Rangers (5) 55 pts
  • Rangers (5) 55 pts
  • Rangers (5) 55 pts
  • Falcon (1) 140 pts
  • War Walker (1) 110 pts
  • Wraithknight (1) 510 pts
  • Wraithknight (1) 510 pts

Total: 3570

Another 3570!? That's a LOT of options to play around with (or a full second force!?) 

One of the Wraithknights there is fully painted. It was Keiran's and they said they don't want it anymore, so I've taken it. I may or may not repaint it. Maybe... if I ever get the one I own done... and I want them to match...? I'll probably keep it as is... 


TITANIC

I also have a few other Titanic forces which didn't fit into the pictures... 

Phantom Titan - the old Armourcast version - partly painted/partly assembled - I didn't feel like getting it out of the cabinet - it is SO TALL it wouldn't have fit nicely into any of the above pictures anyway!?

I also have two of the old Armourcast Revenant Titans. I also did not feel like assembling them to try and stick them into the picture... One I thought I might paint in wild patterns - like my Harlequins (if/when I ever get to them!)!?

Titanic Forces

  • Phantom Titan (1) 2100 pts
  • Revenant Titan (1) 1100 pts
  • Revenant Titan (1) 1100 pts

Total: 3300 pts

It would be fun to get them together and play some Apocalypse games with them at some point... 


When it's ALL DONE

All the stuff together. 

All of that stuff, together, including the Heavy Tanks, adds up to about 6855 points... If I add in the Titans, that would be 10155 points!? Yikes!? 

Now I need to update the Aeldari Gallery... Or maybe just make a completely new one!


BUT WAIT, THERE'S MORE!?

Somewhere along the line I acquired an finecast Eldrad Ulthran miniature... likely in a lot with other miniatures. Then acquired an assortment of newer (and not-so-newer) plastic aeldari... and then there was the Voidscarred I picked up for Kill Team... and how Keiran has gifted me all their ole Aeldari (which are all plastic or Finecast) and I got it in my head to put together a small contingent of plastic/finecast miniatures from Ulthwe (the craftworld where Eldrad Ulthran comes from...)

I don't know... I have a LOT of the main force (which are all METAL)... when am I ever going to get to THESE!? I should probably just trade/sell them off...  

Also there is a Aeldari aircraft in this box that could be built as either Hemlock Wraithfighter or a Crimson Hunter. it was originally Keiran's as well... I could assemble it an use it with the main force... or use it with the plastic force... or sell/trade it off with the plastic force

I also have the Ynnead (again, was Keiran's) as with the above... But also, could be used with the Drukhari force...? Which is alos all plastic...?

And there are boxes/drawers FULL of Keiran's stuff that they don't want anymore... easily another 1500 points or more... 


Still to GET!?

I need ONE metal Swooping Hawk to have a complete unit of ten. 

I also need TWO (or up to five) metal Harlequins. Two will bring the three troupes to eleven (as they are fielded as 5, 6, 11, or 12..?). Five would bring all three to 12. I guess I could, currently, field them as two units of twelve and one unit of six...? (with one spare left over... but then I'd have to re-repaint the bases on some of them!?) 

Other than that...? Not really anything I can think of!? 

I mean, if I could find some old Armourcast Falcons and Wave Serpants...? But I am definitely not actively looking for those right now... 

Or if ever I stumbled across some old metal jet bikes... or the harlequin metal jet bikes (I had one waaaaaaaay back) that weren't insanely expensive... I would totally pick those up too... 

Part of me just wants to abandon the Ulthwe force of plastic miniatures... sell or trade them all away with most of Keiran's stuff... There's a small part of me that wants to hold onto Keiran's stuff for them, though. When I was their age, I ditched a lot of things that I thought I'd never want again - including SO MANY warhammer miniatures (both fantasy and 40K)... and very much regret having done so now!! I have a feeling that they are actually DONE with 40k for good... or even gaming all together (at least miniature gaming and role-playing... they seem to want to hold on to a few of the boardgames that are theirs...) 


Saturday, June 17, 2023

Warhammer 40,000 - 10th Edition

 There is a new edition of Warhammer 40K in the pipe. The start box is currently in preorder, sort of... it sold out within minutes of it going up for pre-order!? If I really wanted a copy, I'm sure I could get one from my FLGS... but I don't. I may not even buy the main book - at least not straight away. 

GW has released the core rules as a free PDF along with ALL the new datasheets and point costs. Which is nice. Now that the points are out, as of today, I've been looking over my forces and seeing what I can put together. 

WHY!? Am I actually going to PLAY the damned game...? Maybe! There is a tournament coming up in July that I'm seriously considering going to. 

The tournament is Battleforce Recon. It's a smaller event with smaller forces (1000 points!). I attended in 2018 and in 2019 - and it was good fun! I signed up for it in 2020... but.. COVID happened... They ran it last year (2022), but I just wasn't ready for hanging out in crowds at that point. I'm not sure I'm all that exited about it still... but... 

This year, like in 2018, everyone will be playing with brand new forces for a brand new edition. In 2018, Warhammer 40000 - 8th Edition had just come out and none of the new codexes has been released and everyone was playing with Index armies. The armies will change as new codexes get released... but for now everyone has armies with limited abilities and special rules to keep track of. 

So I have been looking at my various forces and pondering how they are to be organized under the new rules. One thing that has really changed with 10th edition is, as far as I can tell, they have completely ditched detachments. The only requirement is that you have at least ONE Character model - to lead your force... and... that's pretty much it...? Beyond that you can take up to three of anything else that isn't a Unique unit or character, and up to six of anything that is labelled "Battleline" - those are generally your bog standard infantry soldiers... 

THIS caused be SOME anxiety as I have Many, MANY Imperial Guard Infantry Squads!? But yesterday they released the new data cards for the Astra Militarum and I'm still, theoretically, going to be able to field up to 12 squads... sort of... Astra Militarum "squads" can now be fielded in 10 or 20 model units... (yikes!).

Also, I have enough tanks to, theoretically, (once they are all painted) field and entire tank squadron! The new construction rules have kind of wrecked that plan as none of those tanks are "Battleline"!? Not even the standard Leman Russ Battle Tank... All of the variants have their own Data Card, so I can take up to three of each - three standard Battletanks, three Vanquishers (bigger gun, better at taking out vehicles), three Executioners (giant plasma cannon), three Punishers (giant gattling cannon), three... you get the idea. It will kind of force me to field way more of the special variants - I'd originally intended to have three platoons of three - each platoon having two Battle Tanks and one of the special variants... Ah well... How many times and I actually going to roll out with that full Tank Squadron. Honestly the time I finish it, there will be at least one new edition out - and it may have entirely changed by then!? 

This will make things a little EASIER for my Aeldari force, however. If you recall with the previous (9th edition) Codex - Dire Avengers, which had been "Troops" in previous editions and formed the core of my Aeldari fighting force, has become Elites and only Rangers and Guardians were allowed as Troops... which meant the corps of my figthing forces would be Rangers (who, technically, aren't even part of any particular Craftworld, they just show up to fight alongside, from time to time) and/or Guardians (who are just ordinary citizens that are pressed into service in dire circumstances)!? 

Now I no longer HAVE to include Rangers OR Guardians - I can have a force made up of entirely Aspect Warriors - the real warfighters of the Aeldari Craft worlds... 

So below is what some of the forces I have might look like - what I can field now... in some cases what I could potentially field if I got all the stuff I have painted... and what I might take to Battleforce Recon. 

Did I mention they got rid of power ratings...? Oh, they got rid of Power Ratings alright... But points have been super streamlined. Units are just; a unit of X include y troops for Z points... not points per model and points per weapon and every different option... which is kind of what they tried to do with Power Rating... but now they're doing it with points (basically the Power Rating x20 = points...) People like the bigger numbers I guess...? 2000 points sounds like a more supstatian force that one that's got a power rating of 100...?

Harlequins

Now, Harlequins have been lumped back in with the craftworlders and can be included as part of any Aeldari force... but I was looking at things and realized I could almost put together a 1000 point force of JUST HARLEQUINS... It might be tough to get them all painted in time for Battleforce Recon... but sometimes a DEADLINE is just what I NEED to do such a thing. 

The Current Troupe - Troupe of the Eternal Lament

What I have done:

  • Troupe Master - 55 points
  • Shadowseer - 60 points
  • Solitaire - 115 Points
  • Death Jester - 70 points
  • Death Jester - 70 points
  • Death Jester - 70 points
  • Troupe (6) - 75 points 

Total: 515 points

BUT I do also have another 26 Troupe players if various states of paintedness. Originally I was going to organize them into four more units of 6 (with two spares left over) ... but that would be five Troupes... and TROUPES are NOT Battleline... No matter I can just reorganize them into THREE TROUPES. Troupes can be fielded in groups of five, six, eleven, or twelve...? (I THINK this is because the current Harlequin box comes with six miniatures... but one of those miniatures can be used to make your Troupe Master - which would leave you only five for a unit).

So I am ONE miniature shy of being able to field three Troupes of eleven. 

OR four miniatures shy of being able to field three troupes of TWELVE!? 

(I think Keiran had some spare metal Harlequins that they had picked up insome used lot... I may be able to steal/buy those from them!)

If so, I would be able to field the force as: 

  • Troupe Master - 55 points
  • Shadowseer - 60 points
  • Solitaire - 115 Points
  • Death Jester - 70 points
  • Death Jester - 70 points
  • Death Jester - 70 points
  • Troupe (11) - 165 points 
  • Troupe (11) - 165 points 
  • Troupe (11) - 165 points 

Total: 935

Which would leave me 65 points... Perhaps they could be joined by a unit of rangers (55 points)

OR (If I did manage to scrounge up four more Harlequin players... 

  • Troupe Master - 55 points
  • Shadowseer - 60 points
  • Solitaire - 115 Points
  • Death Jester - 70 points
  • Death Jester - 70 points
  • Death Jester - 70 points
  • Troupe (12) - 180 points 
  • Troupe (12) - 180 points 
  • Troupe (12) - 180 points 

Total: 980 points - I could make the Shadowseer a Reader of Runes for +20 points and that would be 1000 points even... 

OR maybe I could field two Troupes of 12 and one Troupe of six and add in an Aeldari War Walker - that I could paint up in all sorts of fun Harlequinesque colours!?  


Aeldari

This is the rest of the Aeldari that I have currently painted. I have loads more in various states of completion - including a few units that are VERY CLOSE to being complete... but this is what is DONE and ready to play right now! 


  • Farseer Thymiltelyir (1) - 65 points
  • Warlock Conclave (2 -Adryllewi and Broelwyn) - 60 points
  • Rangers (5) - 55 points
  • Rangers (5) - 55 points
  • Rangers (5) - 55 points
  • Shrine of the Fading Night Dire Avengers (10) - 140 points
  • Shrine of the to-be-named-shrine Dire Avengers (10) - 140 points
  • Warp Spiders of the Shrine of the Mean Red Spiders (10) - 200 points
  • Wraithlord Kloethades (1) - 160 points
  • Wraithlord Phinyndros (1) - 160 points
  • Wraithlord Melynaearian (1) - 160 points

Total: 1150 points

Boom! That right there is a force big enough for Battleforce Recon, right there! I just have to drop one of the Wraithlords and I've got 990 points! 

The Stuff that is closest to being finished include

  • Dark Reapers (5) - 75 points
  • Howling Banshees (10) - 170 points
  • Autarch (1) - 65 points
  • Warlocks (4) - 120 points
  • Farseer (1) - 65 points
  • Guardians (11) - 110
That would be another 605 points, for a total of 1755. Just need another 245 points for a 2000point force.

Of course, I could mix in the Craftworlders and Harlequins... and that would be 1665 points without having to paint a single thing... 

I have SO MANY other things I could paint up to add to the force... Like thousands of points more... But there is little point even considering those at the moment. 


Cadia

I have LOADS of Astra Militarum, but I thought I've had a quick look at what the small force of Cadians might add up to for a smaller tournament. (I'm not SUPER excited about bringing Imperial forces to a tournament, as there are SO MANY other Imperial forces... and it's always a bit lame fighting other Imperial forces... but anyway) 

  • Platoon Command Squad - 60 points
  • Platoon Command Squad - 60 points
  • Cadian Shock Troops - 65 points
  • Cadian Shock Troops - 65 points
  • Cadian Shock Troops - 65 points
  • Cadian Shock Troops - 65 points
  • Commissar - 35 points
  • Commissar - 35 points
  • Regimental Preacher - 35 points
  • Regimental Preacher - 35 points
  • Heavy Weapon Squad - 60 points
Total: 580 points...

Not much, it seems. I'd need a lot more to bring that up to 1000!? The few things I have that I could finish up and add to the force amounts to: 

Platoon Command Squad - 60 points
CREED! (using old model in place of new one) - 55 points
Kasrkin - 120 points
Primaris Psyker - 60 points

Total: +295 points  = 875 points

A Leman Russ Battle Tank is 195 points. I could add that and remove a few of the others to make 1000 points. 


Tallarn Desert Raiders


Stuff that I currently have painted )I'd have to drop ONE of the Platoon Command Squads, above, as I can only have THREE!?): 

  • Platoon Command Squad (5) - 60 points
  • Platoon Command Squad (5) - 60 points
  • Platoon Command Squad (5) - 60 points
  • Infantry Squad (9) - 65 points
  • Infantry Squad (9) - 65 points
  • Infantry Squad (9) - 65 points
  • Infantry Squad (18) - 130 points
  • Infantry Squad (18) - 130 points
  • Infantry Squad (18) - 130 points
  • Commissar - 35 points
  • Commissar - 35 points
  • Primaris Psyker - 60 points
  • Regimental Preacher - 35 points
  • Heavy Weapon Squad - 60 points
  • Heavy Weapon Squad - 60 points
  • Heavy Weapon Squad - 60 points
  • Rough Riders (5) - 80 points
  • Rough Riders (5) - 80 points
  • Rough Riders (5) - 80 points
  • Leman Russ Battle Tank - 195 points
  • Leman Russ Battle Tank - 195 points
  • Leman Russ Vanquisher - 190 points
  • Leman Russ Punisher - 180 points
  • Leman Russ Demolisher - 220 points
  • Scout Sentinel - 50 points
  • Taurox - 65 points
  • Shadowsword - 440 points
Total: 2885

So... lots already done... 

What would 1000 points look like? Looking at what I took to the 2018 Battleforce Recon... 
  • Platoon Command Squad (5) - 60 points
  • Platoon Command Squad (5) - 60 points
  • Platoon Command Squad (5) - 60 points
  • Infantry Squad (18) - 130 points
  • Infantry Squad (18) - 130 points
  • Infantry Squad (18) - 130 points
  • Heavy Weapon Squad - 60 points
  • Heavy Weapon Squad - 60 points
  • Scout Sentinel (1) - 50 points
  • Roughriders (10) - 160
  • Leman Russ Punisher - 180 points
Total: 1080

Close, I'd have to shave off 80 points. I guess I could just take five Rough Riders...? That would make 1000 points, even... 


Chaos Space Marines

This was the force I've been thinking of building up to take to any tournaments... because Chaos Space Marines will fight ANYONE - including EACH OTHER!? 


I don't really have a recent picture of the entire force... this is most of them... 


But there have also been more Noise Marines added since the above picture was taken... 

Currently the full force looks like:

Heratic Astartes Daemon Prince (1) - 180 points
Chaos Lord in Terminator Armour (1) - 100 points
Sorcerer (1) - 60 points
Master of Possession (1) - 70 points
Legionaires (5) - 100 points
Noise Marines (5) - 85 points
Noise Marines (5) - 85 points
Noise Marines (5) - 85 points
Obliterators (2) - 160 points  
Traitor Guardsmen (10) - 70 points 
Traitor Guardsmen (10) - 70 points 
Cultist Mob (10) - 55 points
Venomcrawler (1) - 140 points 

Total: 1160

Again - could go with these and not have to paint a thing! I'd just need to lose 160 points from these...? Maybe lose the Master of Possession and a unit of Traitor Guard and the Cultists...? Add in some Intoxicating Elixers?

I have no end of minis I could paint up to add to this force as well... another 15 Noise Marines, 20 Chaos Space marine Legionnaires, 10 Terminators, 5 Raptors,  and so many cultists and accursed cultists and mutants and Dark Commune... 


Well... I have some options for Battleforce Recon (if I end up going)... and I have lots I could just get playing with, if the mood struck (though I'd have to get creative about where I'd play, as the game room is still out of commission!). Maybe I should stick to Kill Team and Warcry as planned... 

Wednesday, April 13, 2022

Horror, Harlequins, and a Vivandière - a Painting Update

  I have been painting... a little bit... 

The first two items are things I actually painted a couple months ago, but just didn't get around to posting. I was waiting for... something else...? to get finished to post along with them, but that just insn't happeneing and i want them off the workbench. 

Now that I look at them, they probably need some grass tufts to truly be finished... But that isn't done at the painting table, and I just want to get these OFF the painting table... 

Vivandière from Matchlock Miniatures

Horror from Reaper Miniatures. 

All the Harlequins and other Eldar on the workbench. I've got most of the first new troupe of Harlequins done and the other two that I have are well on the way (and the final troupe should be arriving soon!)

These three are pretty much done. 

These three... just about there... just needing a detail or highlight or two...

Ugh... Why did I think harlequins would be a good idea!? 

Sunday, April 3, 2022

I Did a Thing

 In a moment of flagging impulse control...

So I guess I WILL have that 50 Power - Incursion Level Battalion Detachment of Harlequins after all... Y'know... If I EVER get them all painted!? How hard could it be!? It's 24 miniatures... 24 highly-detailed, wildly patterned miniatures... 

Bonus - there are two more than I need for a troupe of six - which means I can swap out a couple of the others I have that are bearing more esoteric weapons that the Harlequins are no longer allowed to use (like the one with a laspistol and weber...!") 

I guess I better get to work on the Harlequins (and other Eldar) that I already HAVE then! 

Tuesday, March 22, 2022

40K - Harlequins - Troupe of the Eternal Lament

I decided, with the new Aeldari Codex including the rules for Harlequins, it might be time to expand the Dance of the Midnight Effusion Kill Team into a full 40K Patrol Detachment - or even a Battalion!? Also, the new White Dwarf (#474) includes revised rules for Harlequin Kill Teams, so that required some reorganization. 

40K

The Current Troupe - Troupe of the Eternal Lament

(The Dance of the Midnight Effusion was the name of the Kill Team - which amounts to a single Troupe of Players. So I thought I'd keep that name for the Troupe of Players and say they are part of the larger Troupe of the Eternal Lament). 

So far, all I've done is re-base miniatures I already had. These are harlequins from the original box set that I bought back in the late 80s. I rebased all of the Character models onto 32mm bases - to differentiate them from the Harlequins of the Troupe dancers. 


Troupe Leader - Dwol'yyk'faldyl'ven'yaksak'de - the Master of Ceremonies - armed with .Shuriken Pistol and Aeldari Power Sword. AS with most of the Character Models in the force, The MAster of Ceremonies will likely be given a Pivotal Role, but I haven't selected one yet. 


Shadowseer - Vylindal'min'zyl'fadyll'wenyl - Vision of the Dark - Shuriken Pistol, Mistave, Hallucinogen Grenader Launcher (This is the biggest "counts as" - as none of the weapons this model is carrying really matches what the current Shadowseer is supposed to be carrying... Ah, well, I probably won't EVER be playing competatively with these, so hopefully no one will care!) 

(Actually, I think this is currently the ONLY "Counts As" - I do have a lot of unpainted harlequins carrying odd weapons - laspistols, WEBBERS, etc!? - Any of those with weird things, I'll just call Shuriken Pistol and Harlequin's Blade - the Standard Gear) 


Solitaire - Klin'fylindil'myrsutyl'zenob - The Lonely Loner - Solitaire's Weapons

Fun thing about the 9E Codex - Solitaires in the previous edition were armed entirely differently than this original Solitaire and so it would have been odd fielding this one, clearly armed with Harlequin’s Kiss and  a Neuro Disruptor when the standard-no-options-loadout was Harlequin’s Kiss and Harlequin’s Caress. But in THIS edition, the standard loadout with no options is "Solitaire's Weapons". I wish MORE troops has more generic sounding weapons listed.... 


Death Jesters - these are all independent Character models (i.e. each is a separate Unit), from left to right: 

  • Mal'wynairfel'Zenvodnyl -- Harvester of Sorrow - Shrieker Cannon, Jesters Blade
  • Reafryln'adyl'prybt - Fearless Reaper - Shrieker Cannon, Jesters Blade
  • Brakyl'dylil'narfatess - Remorseless Scythe - Shrieker Cannon, Jesters Blade


Troupe - Dance of the Midnight Effusion  

  • Wilk'nes'fyl'ori'nos'del'ven - The Bard - Shuriken Pistol and Harlequin's Blade 
  • Me'del'wik'felyk'pard'trum - The Merchant -  Shuriken Pistol and Harlequin's Embrace
  • Wilk'nes'fyl'ori'nos'del'ven - The Bard  - Shuriken Pistol and Harlequin's Blade 
  • El'wisq'vi'gwith'nel'nor - The Queen - Shuriken Pistol and Harlequin's Blade 
  • Dar'lyk'vel'fro'dow'nyel'zen - The Witch -  Shuriken Pistol and Harlequin's Blade 
  • Vok'no'fel'pred'zyl'wen - The Prince -  Shuriken Pistol and Harlequin's Blade 
  • Mya'den'freg'lad'zyp - The Maid -  Fusion Pistol and Harlequin's Kiss 

For now, I can currently field them as a Patrol Detachment:

HQ (1-2)

  • Troupe Master (1) - Shuriken Pistol, Aeldari Power Sword, Plasma Grenades - 4 Power
  • Shadowseer (1) - Shuriken Pistol, Mistave, Hallucinogen Grenader Launcher - 5 Power

Troops (1-2) 

  • Troupe (6) - Assorted Weapons - 4 Power

Elites (0-2) 

  • Death Jester (1) - Shrieker Cannon, Jesters Blade - 3 Power
  • Solitaire (1) - Solitaire's Weapons - 6 Power

This is only 22 Power, but any of the character models can be given a Pivotal Role - which gives them an additional special rule (that only ONE can take in an entire force) for one extra Power Rating. So I can make it a 25PL Detachment by making three of them Pivotal Role characters. 


I do have enough minis to make three more Troupes, which would mean I could field them as a battalion detachment, if ever I got around to PAINTING them!? 

If I had the additional 18 minis painted to make 2-4 more Troupes, they could be fielded as a 40 Power Battalion Detachment:

HQ (2-3)

  • Troupe Master (1) - Shuriken Pistol, Aeldari Power Sword, Plasma Grenades - 4 Power
  • Shadowseer (1) - Shuriken Pistol, Mistave, Hallucinogen Grenader Launcher - 5 Power

Troops (3-6) 

  • Troupe (6) - Assorted Weapons - 4 Power
  • Troupe (6) - Assorted Weapons - 4 Power
  • Troupe (6) - Assorted Weapons - 4 Power
  • Troupe (6) - Assorted Weapons - 4 Power

Elites (0-6) 

  • Death Jester (1) - Shrieker Cannon, Jesters Blade - 3 Power
  • Death Jester (1) - Shrieker Cannon, Jesters Blade - 3 Power
  • Death Jester (1) - Shrieker Cannon, Jesters Blade - 3 Power
  • Solitaire (1) - Solitaire's Weapons - 6 Power
Again, Pivotal Roles could be given to six of them for a total of 46 Power... I guess I need ONE more group of 6 Troupe Players to make 50 Power... (I should probably worry about painting THE ONES I HAVE before seeking out any new ones, though...) 


KILL TEAM

The most recent White Dwarf included new Kill Team rules for Harlequins! So far I have only glanced at the Kill Team organization rules. So, the Dance of the Midnight Effusion Kill Team has been reorganized as follows

  • Wilk'nes'fyl'ori'nos'del'ven - The Bard - Lead Player -  Shuriken Pistol and Harlequin's Blade 
  • Me'del'wik'felyk'pard'trum - The Merchant - Player -   Shuriken Pistol and Harlequin's Embrace
  • Wilk'nes'fyl'ori'nos'del'ven - The Bard  - Player -  Shuriken Pistol and Harlequin's Blade 
  • El'wisq'vi'gwith'nel'nor - The Queen - Player -  Shuriken Pistol and Harlequin's Blade 
  • Dar'lyk'vel'fro'dow'nyel'zen - The Witch - Player -   Shuriken Pistol and Harlequin's Blade 
  • Vok'no'fel'pred'zyl'wen - The Prince - Player -   Shuriken Pistol and Harlequin's Blade 
  • Mya'den'freg'lad'zyp - The Maid -  Player - Fusion Pistol and Harlequin's Kiss 
  • Vylindal'min'zyl'fadyll'wenyl - Vision of the Dark - Shadowseer - Shuriken Pistol, Mistave, Hallucinogen Grenader Launcher
  • Mal'wynairfel'Zenvodnyl - Harveter of Sorrow - Death Jester - Shrieker Cannon, Jesters Blade

Next Up? I have units of Howling Banshees and Guardian Defenders on the workbench (along with a hundred other things - but the Howling Banshees and Guardian Defenders are closest to the front and most likely to be worked on...) that I only need to finish 2-3 minitures for to complete units - and then have a complete Aeldari Force that's useable with the new Aeldari Codex

Sunday, March 6, 2022

40K - New Aeldari Codex

 Well I did pick up the new Aeldari Codex Saturday... I've really only had the briefest of looks through it. 

(TL/DR: Eldar being reorganized, stay tuned for pictures later this week, maybe) 

There are things I like about it, so far.  

Others... well... 

I DO like that the Assuryani and Harlequins and Ynarri and Corsairs are all included in this book. And it looks like there is lots of cool new stuff for narrative Cursade Campaigns. 

There have been some changes to the troop types, however, that are going to throw a BIG OL' SPACE WRENCH into my traditional force composition!? 

A LOT of my troops have suddenly become "Elites" in the new codex. I now have a FEW TOO MANY Elites and not enough Headquarters... or... other stuff... Are least not to field proper core detachments (the ones that refund you the Command Cost of the detachment if your warlord is included in it)... 

Warlocks went from being Headquarters to Elites...

Dire Avengers went from being TROOPS to being Elites...? 

Wraithlords went from being HEAVY SUPPORT to being Elites!? 

Ugh... it's the 8th Edition Astra Militarum Codex all over again. (or was it 7th when the basic Troop element went from being an entire PLATOON to a single infantry squad and EVERYTHING ELSE in the platoon became separate Elite elements!?)  

So... for headquarters... you can now have Farseers.. Autarchs... the GIANT FREAKING AVATAR OF KHAINE... and Phoenix Lords.... In the fluff, these are all commanders of entire ARMIES!? 

If you want a small, up-to-platoon-sized Patrol Detachment, it's going to be a Farseer, Autarch or PHOENIX LORD leading it!?  

If you're wanting to field something between a platoon and company sized force (a "Battalion" detachment), you're going to need at least TWO of them.  

If you want a full-sized/reinforced Company sized force ("BRIGADE" Detachment) you will need at least three!? 

They really seem to want to turn the game into HIGH POWERED HEROES leading around a small host of... other things... and it'll probably come down to a throw-down between those heroes...? 

All we need is CHALLENGES to return. Remember those? Maybe it wasn't a thing in 40K, but I'm pretty sure it was a thing in Warhammer Fantasy where your general could issue a challenge to the opposing general, if they were within a certain distance and the whole battle would stop and the two would fight their own little duel and the winners army would gain a huge morale boost and the losers army would melt away... and if you didn't accept the challenge, pretty much the same thing happened anyway...? Was that Warhammer Fantasy? Am I thinking of something else...? 

I digress... 

Then there are the Dire Avengers. Aspect Warriors are the Professional Warriors of the Craftworlds, and Dire Avengers are the bog-standard, Shurican-Catapult-armed-shooty-bang-bang, foot soldier of the Aspect Warriors. These used to be TROOPS. They made up the core of the warfighting professionals. Well now they are ALSO ELITES...

Troops now have to be made up of Guardians (either Guardian Defenders or Storm Guardians), Rangers or Corsairs. Guardians have been, for the last few editions, just citizens of the craftworlds, that have taken up arms in dire times - usually to defend the craftworld itself!? Rangers are outcasts that technically don't even belong to a Craftworld anymore, wanderers, doing their own thing, but are sometimes called upon to show up on a battlefield if they happen to be in the area or have some specific knowledge and are leading the rest of the army to an objective... 

And then there are the Corsairs - Pirates, that are DEFINITELY NOT part of a craftworld (can can't even be used to fulfill the basic troops requirement, so it's really just Defenders and Rangers...) 

Finally Wraithlords... These three hard-hitting, muthafukkin' wriathbone constructs powered by souls of dead Eldar, pretty much WERE my Heavy Support (along with a single unit of three Dark Reapers) now they are Elites... and each has to be fielded as a separate until 

So... 

I went from having 4-6 units of elites (once all the minis I have are painted), depending on whether two options are fielded as two units of five or a single ten  (all being easily fit into a Battalion or Brigade Detachment). Now I will have 10-18 units when everything is painted (again, depending on whether units are fielded as multiple units of less than maximum size or a smaller number of units at their maximum size. EVEN IF they were fielded at MAXIMUM SIZE, I have TOO MANY for even a BRIGADE Detachement (the largest Core Detachment) and no longer have enough Heavy Support options to field a Brigade... 

I know... I know... WHO CARES!? I could just play Open War games with forces designed around scenarios and completely ignoring "battle-forged" force compositions... 

I do like the idea of being able to field a force that actually conforms to the current rules (but that also fits a narrative and "makes sense" fluff-wise) - just in case I actually played against... someone else outside of my home... or in a league... or if I went to a tournament again someday... 

I'm not crying or making any sort of claim that GW is just doing it to fuck over the older players and making us buy more toys... I can even kind of understand why they made some of those changes. Some having to do with changing fluff as the narrative of the 41st millenium continues to develop... Some having to do with aesthetics and style of play... Its just annoying to have to try and make the shift... I'm NOT going to have to run out any buy ANYTHING new... I just won't be using some units as much as I might have... and other units I thought would only be used in scenarios, if it fit the narrative, are now going to be staples in the army (Guardians).

So given the current situation, what CAN I do... 

Here's what I have painted (or... very nearly painted!): 

  • Farseer x1 - Headquarters
  • Guardian Defenders x10 (one unit of 10 with weapons platform) - Troops
  • Rangers x15 (2-3 units of 5-10) - Troops
  • Warlock Conclave x2 (one conclave of two) - Elites
  • Dire Avengers x20 (2-4 units of 5-10) - Elites
  • Howling Banshees x10 (1-2 units of 5 or 10) - Elites
  • Wraithguard x5 (one unit) - Elites
  • Wraithlords x 3 (3 individual units) - Elites
  • Warp Spiders x10 (1-2 units of 5-10) 
  • Dark Reapers x4 (one unit - need one more to make COMPLETE unit of 5) - Heavy Support

This totals about 96 Power Level. With this what can I field...? A Patrol Detachment! (like the 25-Power Level Biel-Tymm Patrol Detachment I put together last September to potentially start a .. but with a bit of a different make up) 

A Patrol Detachment includes 

  • 1-2 Headquarters
  • 1-3 Troops
  • 0-2 Elites
  • 0-2 Fast Attack
  • 0-2 Heavy Support
  • 0-2 Flyers
  • (up to one dedicated Transport for each Infantry unit taken) 
So, I can't even put together the same Patrol, as THREE of the units in that detachment are now Elites (Warlocks, Dire Avengers, Wraithlord) and a Patrol Detachment limits Elites to two... In addition to that, the Power Ratings of a few of the units have increased and it would now be a 27 Power Level force... 

The Farseer will now be my only Headquarters. 

Currently, Rangers will fill the Troops requirement - 1-3 units of 5 or 10 - They've increased from a Power Rating of 3 per five rangers to 4. I COULD include the Guardians... but I feel like a Combat Patrol, lead by a Farseer, should be made up of professional warriors, not cooks and poets and janitors pressed into service as "Guardians" 

A maximum of two Elites could be chosen from Dire Avengers or Howling Banshees or Wraith Guard or Wraithlords (though the Wraithlord has also increased in Power Rating)... 

Warp Spiders could be taken as a Fast Attack Option

Dark Reapers could be taken as Heavy Support... but the unit is now understrength so I probably won't be taking them at all for a while until I can source one more... 

A few options for 25 Power Level Combat Patrols:

  • Farseer (1) - Headquarters - PR 5
  • Rangers (5) - Troops - PR4 
  • Rangers (5) - Troops - PR4 
  • Rangers (5) - Troops - PR4 
  • Warlocks (2) - Elites - PR 3
  • Warp Spiders (5) - PR5
or
  • Farseer (1) - Headquarters - PR 5
  • Rangers (5) - Troops - PR4 
  • Dire Avengers (10) - Elites - PR6
  • Wraithguard (5) - Elites - PR10
or
  • Farseer (1) - Headquarters - PR 5
  • Rangers (5) - Troops - PR4 
  • Warlocks (2) - Elites - PR 3
  • Wraithlord (1) - Elites - PR8
  • Warp Spiders (5) - PR5
or
  • Farseer (1) - Headquarters - PR 5
  • Rangers (5) - Troops - PR4 
  • Wraithlord (1) - Elites - PR8
  • Wraithlord (1) - Elites - PR8
or
  • Farseer (1) - Headquarters - PR 5
  • Rangers (5) - Troops - PR4 
  • Howling Banshees (10) - Elites - PR8
  • Wraithlord (1) - Elites - PR8
(Technically, I can field THREE Warlocks for PR3, so I could paint up a third to include with the two indicated in two of the options above...) 

I like the first option, as it's basically the Ranger Element of Maesenir's Rangers Kill Team, with a Farseer, Warlocks and a handful of Warpsider. Narratively, it could be seen as Maesenir finding something needing to be dealt with and calling upon the Biel-Tymm Fleet for a little bit of back-up and Farseer Thymiltelyir shows up with his Warlock entourage and a rapid reaction team of Warp Spiders... Yeah. I think that might be the one I use... 

To field ANY larger force, I would now have to finish up the other Farseer that I have (and/or the model I'm hoping I can pass off an Autarch). With that, however, I could instantly field a Battalion Detachment, which increases the number of Elites I can field to six... which, could be MOST of the ones I currently have painted... but not all. Even fielded at their maximum sizes, I'd have EIGHT Elite units: Warlocks (2), 2x Dire Avengers (10), 1x Howling Banshees (10), 1x Wraith Guard (5), 3x Wraithlords (1) 

Incursion Level (Power Level 50) Battalions could look like:

  • Farseer (1) - Headquarters - PR 5
  • Farseer (1) - Headquarters - PR 5
  • Rangers (5) - Troops - PR4 
  • Rangers (5) - Troops - PR4 
  • Rangers (5) - Troops - PR4 
  • Warlock (1) - Elites - PR 2
  • Wraithguard (5) - Elites - PR10
  • Wraithlord (1) - Elites - PR8
  • Wraithlord (1) - Elites - PR8
or
  • Farseer (1) - Headquarters - PR 5
  • Farseer (1) - Headquarters - PR 5
  • Guardian Defenders (10 + Weapons Platform) - Troops - PR5
  • Rangers (5) - Troops - PR4 
  • Rangers (5) - Troops - PR4 
  • Rangers (5) - Troops - PR4 
  • Warlocks (2) - Elites - PR 3
  • Dire Avengers (10) - Elites - PR6
  • Dire Avengers (10) - Elites - PR6
  • Howling Banshees (10) - Elites - PR8
STRIKE FORCE (Power Level 100) would require deciding which Elites to take, which to leave behind, and require a few more NOT-ELITE units to be finished up... but could look like... 
  • Farseer (1) - Headquarters - PR 5
  • Farseer (1) - Headquarters - PR 5
  • Guardian Defenders (10 + Weapons Platform) - Troops - PR5
  • Rangers (10) - Troops - PR8 
  • Rangers (10) - Troops - PR8 
  • Rangers (10) - Troops - PR8
  • Warlocks (5) - Elites - PR 5
  • Howling Banshees (10) - Elites - PR8
  • Wraithguard (5) - Elites - PR10
  • Wraithlord (1) - Elites - PR8
  • Wraithlord (1) - Elites - PR8
  • Warp Spiders (10) - PR10
  • Swooping Hawks (5) - PR4
(This would require painting 15 Rangers, 3 Warlocks, 5 Swooping Hawks) 

(Y'know, instead of just using the Dire Avengers and a third Wraithlord That i COULD have in the previous edition...) 

The Rangers above COULD also be fielded four units of five and one unit of ten

I COULD have fielded a Brigade Detachment in the past - once everything was painted (or even just a few more units were painted) but now I'm going to have a hard time making up that minimum three Heavy support requirements... I'd need second unit of Dark Reapers or another War Walker - if I'm wanting to keep it all METAL... 

Maybe I'll just stick to big battalions and be limited to six Elites - three of whom will be Wraithlords. 

What I WILL have when all the stuff I currently have squirrelled away is painted... 

  • Farseer x2 - Headquarters
  • Autarch x 1 - Headquarters
  • Jain Zar (Phoenix Lord) - Headquarters
  • Fuegan (Phoenix Lord) - Headquarters
  • Baharroth (Phoenix Lord) - Headquarters
  • Karandras (Phoenix Lord) - Headquarters
  • Guardian Defenders x20 (two units of 10) - Troops
  • Rangers x30 (3-6 units of 5-10) - Troops
  • Warlocks x5 (one conclave of up to five) - Elites
  • Dire Avengers x20 (2-4 units of 5-10) - Elites
  • Howling Banshees x10 (1-2 units of 5 or 10) - Elites
  • Striking Scorpions x 10 (1-2 units of 5 or 10) - Elites
  • Fire Dragons x 5 (1 unit of five - unless I find three more) - Elites
  • Wraithguard x5 (one unit) - Elites
  • Wraithlords x 3 (3 individual units) - Elites
  • Warp Spiders x20 (1-4 units of 5-10) - Fast Attack
  • Swooping Hawks x5 (1 unit of five - unless I find one or two more I need to make 10) - Elites
  • Dark Reapers x4 (one unit - need one more to make COMPLETE unit of 5) - Heavy Support
  • War Walker x1 (on unit) - Heavy Support
All of this adds up to about 188 Power Level.. (which is about 3600 points...?) The LARGEST games are "Onslaught" which are played at 150 Power/3000 points. I think most tournaments are built around Strike Forces which are 100 Power/2000 Points? So I have LOADS to play around with... 

The ONLY thing I'm even considering trying to track down would be ONE metal Dark Reaper to finish up a unit of five.  

It doesn't even include the Wraith Knight (another 23 Power Rating) it is a plastic model... buuuuuut, I'd be okay using it (or tanks, if ever I got some) with this force. 

It also doesn't even include my Harlequins - which are included in this book. I haven't read far enough to determine if they have to be included in separate detachments... 

ALSO, I have a SECOND Aeldari force I'm kind of working on... in a large lot that Keiran and I bought off a local guy (for some metal stuff to finish up units) I ended up with a bunch of plastic stuff and a resin Eldrad Ulthran. So I thought I'd try to put together a separate Ulthwe Patrol Detachment, lead by the Big Elf himself! (If ever the Corsairs Ill be getting in the Kill Team box are used in 40K, they will probably show up in THIS detachement!) 
  • Eldrad Ulthran - Headquarters - 8 PR
  • Guardian Defenders (10 + weapons platform) - Troops - 5 PR 
  • Guardian Defenders (10) - Troops - 4 PR 
  • Corsair Voidscarred (10) - Elites - 8 PR
I also have an extra Warlock I could paint as Ulthwe I could add to this... If ever I got all these done and wanted SOME kind of additional options, I might pick up some of those sweet new Storm Guardians! 

Hopefully in the next week, I'll finish up the few final minis I need to finish up the Howling Banshees and Guardian Defenders - as well as the second Farseer, that I apparently now need - and post some pictures of these complete forces... 

Then I need to come up with some opponents - either my own guard, or maybe help Finnegan reorganize/finish up some of his T'au or Orks or Deathwatch... and THEN we can actually try these theoretical options out!? 

(I suppose I should read through the Harlequin options and finish rebasing those, too, at some point!)

Wednesday, September 1, 2021

Kill Team - First Play of New Edition

Sergeant Coranos lead his team into the Kill Zone. Weeks of this relentless assault against the Genestealer Cult of Dalflagos - Xoxigar Tertium’s thrist largest city - had brought them to this point. The Inquisitor, Lord Inquisitor Drusilla Kyros, and her agents, acolytes  and adepts has proven amazingly efficient in there collection of intelligence. Every time Sergeant Coranos and his team returned from one mission, they already the next target and  location for the next. They were never wrong. 

This mission would deliver a crushing blow to the Genestealer Cult that had reduced nearly the entire city to rubble since they first rose up against the local Enforcerers nearly a year ago and gone on to clash with the Xoxigar PDF, and then later the off-world Astra Militarum that had been brought in to contain the uprising. They had had little success.  

If the intelligence proved correct, and it ALWAYS was, they were walking into the Patriarchs Lair. As they moved in, however, they did not encounter any resistance. This labyrinthine warren of tunnels under the shattered city should have been swarming with lookouts and guards.. Teams Factus and Mologhai were on standby - in holding patterns in Corvus Blackstar high above, ready to swoop down when and where they were needed. Teams Danithor and Shal'Dar were in blocking positions, ready to catch any squirters - enemy that attempted to flee the lair via any of the other exits. 

Was this a Trap they’s been lured into? Had the inquisitor and her minions finally and gotten it completely wrong?

Soon it became clear whey they were not meeting any opposition. Bodies and parts of bodies. Everywhere. It was a scene of utter carnage. The deeper they got into the labyrinthine den, the more slaughter they encountered. 

Finally, they entered what should have been the Patriarch throne room at the heart of the lair. The grisly scene was like nothing these veterans of the Death Watch had ever seen before. It was like the Charnel House repository of a Corpse Starch Factorum. It was impossible to tell just how many bodies there had been in here as all had been utterly shredded. The walls were painted thickly with their blood and viscera. In the middle of it all was the still steaming, dismembered body of the Patriarch, dismembered to the point of only being recognizable by the bulk of the detached parts which lay about. 

And amongst it all… were etherial shimmering forms - tall and lithe and almost graceful - the exact opposite of what they expected to encounter and come her to annihilate… but Xenos, just the same… 

One of them spoke in a lilting, sing-songy voice. The word was clear; “Monkeigh…”

Brother Scamedes closed down the conversation by shouting “STOW IT XENOS SCUM” and opened up with his Deathwatch Shotgun!

All Hell broke loose… 

(Well that was the fluff I originally wrote before we sat down to play... but then we couldn't really find a basic Kill-ALL-The-Enemy scenario or a Get-Off-The-Table-Escaping-Past-The-Opposition scenario (like there had been in previous editions)... so we used the Loot and Salvage scenario (Mission 1.1) from the new Kill Team Core Book...)

The Xenos didn't engage, they seemed to be quickly darting around the piles of dead and collecting samples and looting equipment - samples and evidence that the Inquisitor would no doubt want for herself - they had to be stopped! 


SCENARIO

As per Mission 1.1 - Loot and Salvage - there were six Objective markers on the table. If an operative was within [Triangle] of the objective marker and in control of it, they could do a LOOT AND SALVAGE action for 1 Action Point  - each time this was done, that side gained 1 Victory Point - each objective marker could be looted once per Turning Point and a maximum of three times per game and a maximum of 4VP could be gained, per side, per Turning Point. 


FORCES

Kill Team Coranos - Deathwatch Kill Team

Sergeant Laescos Coranos - Deathwatch Veteran Watch Sergeant - Xenophase Blade and Storm Shield

Brother Borealis Issolis - Deathwatch Veteran [Heavy Gunner] - Infernus Heavy Bolter

Brother Nasirdan Cannistus - Deathwatch Veteran [Warrior]- Stalker Pattern Bolt Gun 

Brother Icasos Scamedes - Deathwatch Veteran [Warrior] - Deathwatch Shotgun

Brother Benatos Diodexious - Deathwatch Veteran [Gunner]- Combi-Plasma  


Dance of the Midnight Effusion  - Harlequin Troupe Kill Team

the Master of Ceremonies - Player [Leader] - Shuriken Pistol and Power Sword

The Merchant - Player [Warrior] - Shuriken Pistol and Harlequin's Embrace

The Bard  - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Queen - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Witch - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Prince - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Maid- Player [Gunner] - Fusion Pistol and Harlequin's Kiss 

The Fool - Player [Gunner] - Neuro Disruptor and Harlequin's Kiss 


THE GAME

To be honest, we skipped past a few things - setting up a base of operations, the scouting thing, other stuff - I had watched the How To Play videos (which do a pretty good job of summarizing the basics of how to play the game) and I had started reading the basic core rules - but had only skimmed the Narrative Play scenarios and campaign section. Finnegan had done neither. It was getting late in the day and we just wanted to play... 

All set up and ready to go. 

My team all started with Conceal orders - which, if they could remain in cover, would mean they woulnd't be valid targets for the Deathwatch's brutal distance shooting. The Harlequins only have VERY short ranged weaponry (6" maximum range). 

The Merchant and  The Queen sneaking up to grab... whatever the hell it is they are after amongst the piles of Genestealer cultists they had just finished slaughtering. 

The Master, The Fool, and the Bard sticking to the shadows as well. 

The Witch, The Prince and The Maid, likewise have eyes on their objective. 

All of my Kill Team were within easy reach of one, or in most cases, two of the objectives that they could potentially loot in the first Turning Point. 

Brother  Cannistus and Brother Scamedes advance into the Lair's central chamber on their left flank. 

Brother Issolis and Brother Diodexious, the team's gunners, took up a position in the middle

The Watch Sergeant took the right flank.

Both of us had elite Kill Teams - all of the Operatives had an APL (Action Point Limit) of three (only Space Marines and HArlequins have this many APL - everyone else has two). I was curious to see how this worked out - on the surface it seemed like they would be able to do lots more... but there are a number of actions that you can only take ONCE per activation... and a lot that you can only do if you HAVEN'T taken particular other ones. You cannot charge if you have taken a move or a dash action... which seems odd - one would think this is EXACTLY what Harlequins should be able to do - move, then charge, then fight - dancing across the battlefield faster than anyone can see and ending directly into a brutal melee... seems like their thing...? We shall see. 


TURNING POINT ONE

Or... Act One of The Dance - as the Harlequins would call it!

The game is played in four "Turning Points" 

Normally Scouting would determine who had the initiative for the first Turning Point... we just rolled and Finnegan won... 

I used the Prismatic Blur Strategic Ploy - as I would every Thurning Point, throughout the game - as it essentially would make all the Harlequins harder to hit if targeted after they moved all turn. I figured I'd be moving about a lot, so.... 

I also revealed a Tac Ops card that would score me points if my leader took out his leader. We hadn't had a chance to really look through all the options, so these turned out to be useless for both of us... 

Sergeant Coranos kicked things off by moving to the closest objective and looting it. 

Still having one Action Point remaining, he decided to carry on to the next one - to contest it! 

The witch danced out into the middle of the lair to extract something from the dead Genestealer Primarch. This was a bit of a gamble, as she had little cover there... but I knew the two closest Deathwatch were the gunners and both were carrying Heavy weapons - which meant they would NOT be able to shoot them THIS turn - as neither had LOS to her and would first have to move out. 

Brother Issolis, with his Infernus Heavy Bolter, DID move out - which was a little bit terrifying... 

As the Harlequins had more troops than the Deathwatch team, the Deathwatch would potentially get a couple rounds of Overwatch fire... When it's your turn to activate, and all your troops have already activated, you can take an overwatch shot - this can be done once per turn, per operative and only while your opponent has more stuff to activate. As it IS a separate activation, we figured the gunner WOULD be able to fire the Heavy Bolter as part of an Overwatch activation! Yikes! The Ballistic Skill is reduced... but still! 

The Prince moved up in silence, and extracted dataslates and other paraphenalia from the corpses of the slaughtered Genestealer Cultists. 

Brother Diodexious moved up, stowed his Combi-Plasma, and retrieved his bio-sample kit that the Inquisitor had provided them all with to extract some genetic samples from some of the dead Genestealer Cultists that littered the floors and walls. 

The Queen moved up to a pile of the dead Cultists, opposite the Deathwatch Sergeant... and just stood there, watching him in silence. 

She could not engage, having a conceal order, and couldn't do the Loot action, as she did not control the objective. I figured she was safe to stand there this turn, as the Sergeant was armed with Melee weapons only and had already activated this turn. 

Brother Cannistus, with his Stalker Pattern Bolt Gun, moved out to join Brother Issolis in the open with a clear view of the central chamber... things were looking dire for The Witch. 

I'm not sure WHY the Stalker Pattern Bolt Gun is a "Heavy" weapon... I get it's supposed to be their sniper weapon... but all it has that the other Boltguns have is AP1... it's not Silent or anything...? 

The Merchant moved up to join The Queen, now the Harlequins controlled the objective marker, so the Merchant was able to preform the Loot action... 

Perhaps Brothers Cannistus and Issolis were just a distraction... to draw the Harlequins attention... The Witch spoke to them "Monkeigh..." hoping an accord could be made - they both could extract what they needed and be on their way - there was no need for violence between then... Brother Scamedes ended that possibility, when he turned round the corner and shouted "STOW IT, XENOS SCUM!" and blasted The Witch with his Deathwatch Shotgun!

Finnegan rolled FOUR hits and I only rolled one success on my defence dice - 9 wounds! Enough to take her out!

Scamedes unleashed a volley of blasts from his shotgun and in a blinding light, the Harlequin disappeared!? 

One of many things I like about this edition of Kill Team is it refers to those removed from the board as "incapacitated". So many games refer to those removed from the table as "killed" - even skirmish games with a strong campaign component where characters very rarely actually die... it's odd to remove something as "killed" and then roll for "recovery" or whatever to find out that it was fine, barely a scratch. 

Actually I think the previous Kill Team used the phrase, "Out of Action"...? 

The Maid, hearing the blast and the tell-tale sounds of one of her fellow players extracting themselves from The Dance, moved up to support The Prince and possibly position herself to bring The Dance to the Antagonist! 

As there were no viable targets, the Deathwatch could not perform any Overwatch actions. 

The Bard danced right past the Watch Sergeant and his fellow players to see if there was anything else to find where the Deargeant had previously been searching - did not have enough action points to loot it (and that objective had already been looted this Turning Point...)

Still no viable targets, the Deathwatch could not perform any Overwatch actions again. 

Finally, The Master also moved to a position which would give him cover (and, having a conceal order would make him not a viable target), but positioned to dance out and strike at one of this opposites the following Turning Point. 

Positions at the end of Turning Point One


TURNING POINT TWO

Once again Finnegan won the Initiative Roll. I think I actually rolled a ONE for every initiative roll-off all game...

I used the Prismatic Blur Strategic Ploy again and Finnegan used Bolter Discipline - which allowed him to do TWO shoot actions in an activation (normally only allowed to do one - regardless of how many Action Points you have...) as long as it's a Bolter... Which was really only three of his Operatives.

"Brothers! On me! I am surrounded!" called out Sergeant Coranos.

"On the move!" replied Brother Diodexious, quickly stowing his sample kit (after looting the objective a second time) and rushing to his sergeant's aid. 

Rounding the corner the Deathwatch veteran spotted one of the Xenos and onleashed the power of his combi-plasma at it. For the briefest moment the cavern was filled with the blinding light of a sun - when the smoke cleared, the Xenos was no longer there... (three hits... one successful defence roll... TEN damage!) 

The Queen grabbed another piece of the objective and lept over the pile of corpses to attack the Watch Sergeant, slashing with her Harlequin's Blade... but it was no match for the Sergeant with his Xenophase blade and Storm Shield... (She scored five hits... but the sergeant scorred two crits and two normal hits... she dealt 8 damage to the Sergeant before being taken out of action)

Following up, the Sergeant charged the other Xenos, despite his injuries, before it could strike. (Again, 2 crits and 2 normal hits against 4 hits - the Sergeant dealt 6 damage to The MERchant before being finished off himself!) 

Melee combat... FAST AND DEADLY - especially when two melee powerhouses go toe-to-toe... 

The Merchant danced past the fallen Sergeant over to the next objective and quickly snatched a few items before zinging off a few shots from his Shuriken Pistol at Brother Diodexious (causing 4 damage)

Ah... y'know what...? As I'm writing this I think I may have made a mistake here. The Merchant had been dealt 6 damage which is more than half his wounds and would have reduced his movement enough that I'm not sure he would have been able to make it to the Objective with ONE move - and thus have been able to loot AND shoot... Ah, well... learning game... 

Brother Scamedes, having just blasted The Witch, turned the corner to find The Prince scavenging through Cultists bodies. He blasted a few large holes in The Prince and then started gathering up some of the things the PRince had dropped - not noticing The Maid was standing right there. 

The maid blew a hole through Scamedes Power Armour with her fusion pistol, damaging one of his hearts! 

She then charged right in an thrust her Halequin's Kiss into the hole and launched loops of monofilament wire through his innards, dropping the hulking beast. 

Brother Cannistus moved up to where the Witch had been to see what she'd been rummaging through.

The Fool Finished gathering what he could where he was and then danced out into the open and blasted Cannistus with his Neuro Disruptor, scrambling his brain, before ducking behind some cover before the Heavy bolter could open up. 

The cover wan't much help. Brother Issolis opened up with his Heavy Bolter spraying the area with rounds - it smashed away the boudler The Fool was hiding behind. When the dust settled, The Fool was no longer there.

The Master danced across the cavern and shot Brother Diodexious in the back. He took little notice. 


TURNING POINT THREE

Again Finnegan got the initiative. We used the same old Strategic Ploys - Bolter Discipline, Prismatic Blur... 

Brother Diodexious blasted away at The Merchant - twice - and finally took him down and then rushed forward to see what The merchant had been looking for amongst the corpses of the Cultists

The Maid moved forward and continued to gather that which they were looking for - staying well out of sight of Brother Issolis and his Infernus Heavy Bolter. 

Lacking any targets, Brother Issolis moved forwad to search the corpse of the Patriarch for any useable intelligence. 

The Master charged after Brother Diodexious and cut him down - then gathered some more items from the pile. 


TURNING PONT FOUR

At this point Finnegan had one Deathwatch Trooper and I have two HArlequins on the table. All were out of sight of each other and standing next to an objective marker that could still be looted one more time (or within and easy move of one) there was no avantage to ever TRYING to attack one another, so we just said I looted two more, and he looted one and called it a day. 

In the end The Harlequins scored TEN Victory points and the Deathwatch had scored seven. 


POST GAME

We went through the post game sequence for fun. 

Doing casualty rolls, most managed to recover from their wounds, but The Bard had a Critical Imparement (cannot perform Dash actions and cannot improve APL... IMPROVE!? How can you Imporve it!? what they heck would he DO with four action points anyway!?). The Bard died of his wounds and will need replacing. 

Brother Diodexious also failed the casualty roll and then rolled DEATH on the Battle Scars table... but we noted a Requisition Point could be spent for a Medevac to ignore the effects of a roll on the Battle Scars table. So Finnegan did that - as Brother Diodexious would have gained the most experience points. 

Operatives gain one experience point for each enemy Operative they take out plus one for each Victory Point they secured. Brother Diodexious would have scored FOUR - the most out of everyone... except if you are incapacitated during the action, the most you can gain is three. 

We'll have to figure out Bases of Operation and Strategic Assets and all the other things you can do with Requisition points and Equipment Points and all that soon!


THOUGHTS

I like the game. I am excited to play more. I really like the activation sequence and how combats are resolved. I like the relatively simple force organization and the fact that I no longer have to face four freaking plasma guns. 

A couple things I wish had been done better or that might be problematic... 

We were playing with some pretty bad-ass Kill Teams. Both had Operatives that all had APL3 (most just have two action points) and weapons that dished out some SERIOUS hurt. The Harelquins were a bit brittle, but there were a few more of them. While I like the action point system - use it all the time in Necromunda and I love that game! 

One problem with Operatives with 3 APL, is some of the restrictions and lack of options to spend those action points on... I mean, you can't shoot twice in an activation (Unless you're a marine and use the Bolter Discipline ploy) - and it's the same in Necromunda, BUT in Necromunda, if you don't move, you can spend an action point to AIM, thus improving your chances of hitting. If someone doesn't want or need to move and they just want to shoot someone they don't just lose an action point standing around. 

In the same vein, You cannot use the Charge action in a turn where you have moved or dashed... What are Harlequins to do with all that APL then? That seems like it SHOULD be their thing move-charge-fight - I mean, sure, they can shoot-charge-fight... but the range on their pistols is shorter than their charge move!? 

Also, the experience system feels like it could be a little unbalanced. I mean, Marines are super-killy-murder-machines... They are just going to SHRED lesser forces and gain PILES of experience points for each of the schmoes they wade through - their opponents will have a MUCH tougher time taking down said marines... and still only get one experience point for it, while their own dead casualites are giving up scores of XP to the marines. 

These are relatively minor things, though. I'm hoping that lesser Kill Teams (with more numbers) will be able to SWARM objectives and score victory points (and gain experience) that way... before ultimately being eliminated by the Hard Hitting Marines.