Played a game against my buddy Fred the other day.
I brought my Harlequins (Battalion and Supreme command Detachment)
Troupe Master (x3)
Shadowseer x2
Death Jester x3
Solitare
x3 5 man troupes
x2 Skyweaver squads
x3 star weavers
x1 unit of two Void Weavers
He had a similar set up (I think)
Orikan the diviner
Cryptek
Overlord
Nightbringer
x20 warriors
x10 immortals
x10 immortals
x2 doomsday arcs
x3 heavy destroyers
x3 Wraiths
big 'ol unit of scarabs.
The mission we rolled, was the Relic!
We are playing ITC Format, so there is a roll for first turn, but the player who finished deploying first gets +1 to the roll.
So, we both had 12 drops, and I started deploying first, so I ended first. I won the roll for first turn, but was seized on (lol).
He deployed his characters in the middle, with immortals behind the warriors.
I set up the troupes and troop masters in transports, with everything else behind those.
T1
So, Necrons won the first turn. Most of the units advanced towards the objective (warriors getting there T1). His shooting was pretty brutal. The Heavy Destroyers took down two Star Weavers and brought one void weaver to 1 hull point.
Harlequins
My Turn 1 was a bit silly.
First, solitaire Blitzed, and moved 25" right next to Orikan the Diviner and the Night Bringer.
All the troupes disembarked from the star weavers and everything else basically moved forwards.
Death Jesters (as they have the sniper rule), plugged all but 3 wounds off Orikan.
My main issue, was his (to me) right flank was screened by his scarabs, so the rest of my shooting went to thing their numbers.
Harlequins have a funny rule called 'Flip Belts', which means they ignore terrain and models when moving. So, Charging was a bit of a fun game.
First, I sent in the last star weaver into the Unit of Warriors, and the Void Weavers into the unit of scarabs and a unit of immortals.
Next, is taking advantage of the multi-charge rule. A unit can charge any unit you declare against, so all my units declared charges against a far away (and hopeful target) as well as a close safe target, so that if my charge rolls were high, I could just leap over the necron warriors into the Immortals in the back. This does mean my units suffer twice as much overwatch, but the vehicles getting into combat first took most of that away.
Solitaire charged both Orikan and the Night Bringer (along with a single surviving trouper). After all was said and done, I charged pretty much everything but one unit of immortals, the vehicles and heavy destroyers. This is key, as this means that none of those units can shoot in his next turn, even if he retreats.
I took the Night Bringer to 4 wounds, killed the Scarabs, killed Orikan and took down a bunch of warriors and Immortals.
T2
Necrons
Pretty much all the Immortals and Warriors came back to life
As expected, he retreated with everything but the warriors. My last starweaver and one void weaver bit the dust, and I lost a few wounds on some characters, and my poor troupes were reduced to a handful of models. Nightbringer shoots a nasty Mortal Wound shot at the solitare and kills him off (he suffered some wounds in the previous combat).
Harlequins T2
So, my main priority was to kill his last Cryptek. One shadowseer and unit of Skyweavers divert to charge them. Otherwise, I shoot the crap out of the immortal squads.
Charging in, I managed to wipe out both Immortals and the Warrior squads (mostly due to the Morale Phase helping out), and the last cryptek and C'tan bite the dust.
At this point, I'm down to pretty much just a half dead voidweaver and my characters (and a few bikes).
T3 Necrons
Nothing to reanimate. Heavy Destroyers and Doomsday Arcs make short work of most of the bikes. Wraiths hop onto the relic.
T3 Harlequins
So, I've basically run out of good options for the doomsday arcs (unfortunately).
I kill off the Lord, Wraiths and Heavy destroyers through a variety of shooting and melee.
T4 Necrons
Doomsday Arcs start rolling in and trying to kill off my characters (I think they kill off a few troupe masters).
Harlequins 4
Well, Gotta get ride of the Doomsday Arcs, or they will quickly kill off all my remaining units. I charge a troupe master, bike and shadowseer into one Doomsday Arc, and take down a bunch of wounds.
Necrons 5
Doomsday Arc pops out of combat, keeps shooting (like a jerk), killing a shadowseer and the bike. The other doomsday Arc charged my death jesters, but thankfully doesn't do much.
Harlequins 5
I kill the wounded arc in melee, but the explosion kills off all the units that charged it. I'm left with two death jesters (lol) fighting one Doomsday Arc (and hoping the game ends).
Necrons 6
Well, the Last Doomsday Arc has one more turn of blasting Death Jesters, but thankfully only kills one.
Harlequins 6
I make sure one of the Jesters is on the Relic, and hope the game doesn't end.
Necrons 7
No jesters killed, thank goodness!
Harlequins 7
Huddle on the relic lol.
Game ends (barely) in a Harlequin Major Victory.
Things I learned!
1)Deployment is super critical. It was good I was able to charge him, before he was able to start moving the Relic, but I lost a lot of models T1, I probably should have deployed further back, and I wouldn't have lost as much right away. Being seized on also sort of hurt a bit.
2)Charging is super tricksy. It's sort of like a mix of 7th edition and Age of Sigmar. Besides taking extra overwatch, there is no reason not to declare as many charge targets as you want, and then moving into whichever unit you rolled high enough to charge.
Using transports to charge first (durability, speed, and large footprint), they can take the overwatch for 1-2 units with their charge, leaving the infantry safe to go into whichever unit you want.
This is especially good for Harlequins, as their flipbelts let them move over enemy units, so I can just charge over other units heads!
The only thing to keep in mind, is that you're not allowed to move within 1" of any models you didn't declare a charge on, but that's not too big a deal (declare against them all!)
3) Character Sniping weapons are awesome! The Death Jesters were MVP's this game. They killed the Necron Lord, and took enough wounds off the Nightbringer and Orikan that my other units could kill them in melee. Them all being characters made them super durable too. Their gun is also really good, so that helped a lot.
4) Multiple damage weapons really hurt. The Doomsday Arcs just wrecked my fliers pretty quick. d3 shots each was absolutely deadly along with wounding all my transports on 2's and doing D6 damage. I had no real answer for them, as my army is so short ranged, and their overwatch is deadly. The Heavy Destroyers were super easy to eliminate, but the vehicles last forever.
5) Reanimation Protocol is really good. More so then ever before, you really need to kill whole necron squads at once, or they will just keep getting back up. Killing the crypteks is vital to this.
6) The Game is super quick. We were in each other's face T1, and by the 3rd turn, we had token forces left on the board. After a while, it was just a game to see if the Ghost Arc could kill my last three death jesters before the game ended. The whole game lasted no more then an hour and a half ha ha.
7) Characters are really tough, units are squishy. I think all my non character infantry was dead by turn 3. Definitely needed larger units.