Monkeying around with a new list, or variant on my other one. Let me know what you all think.
Harlequin Masque
Troupe 205x3
-5 caresses, starweaver
Shadowseer 85x2
-mastery level 2
Shadowseer 60x2
-standard
Voidweaver 75
-standard
Covenite Coterie
Haemonculus 105x2
-webway portal
Grotesques 280
-8 regular
If I'm doing the math right it comes to 1750 on the dot, so if I want to jump to 1850 I can just make one grot in each unit an aberration with an agonizer and put a liquifier gun on each haemy. The LGs are garbage in my opinion, but I haven't thought of something better to do with the extra thirty.
Shadowseers are divided up among the grot units, with the basic idea being a level two and a level one in each squad, but I'm not going to ignore the idea that I might get a weird combo of power rolls and switch that around. This will give each unit hit and run, which I think is pretty important being that I'm going to be deepstriking down and setting with my claw up my rump for a turn.
Having two psychers in each unit also gives me something to do on the turn I drop without making me give up my run. The default idea is one phantasmacy user (probably the level 2) and one telepathy user (do the math...) in each, but again, I might find myself wanting a different combination for a given game.
Obviously Veil of Tears will help on the turn I drop in. I played the flesh hammer a little while ago against an all infantry guard army and was real conservative with my units which cost me the game...but with VoT I would have parked my stitched ass right infront of one flank or the other and been largely immune to the heavy weapons down the line.
Psychic Shriek can let me do a little damage when I come in, which will be a welcome change. The more I think about this, the more I think those extra thirty when I bump the list up to 1850 will be better served putting a Mask on one of the shadowseers....
Also, seems like the rest of telepathy might be more interesting than the rest of phantasmacy...so chances are I'll switch disciplines on the default break down. If there's a single solid super unit I'll probably shoot for Fog of Dreams, but otherwise I think I'd be better off with Invisibility making whatever unit I put in the diamond of objectives...well...invisible...
Most of the rest of the harlequins are my anti armor galls and guys...though they can (in theory) all multi task a little. The caress units will statistically put three glances on any vehicle they charge, but will also do the same against monstrous creatures and elite infantry. I don't want to send them up against anything with numbers...but that's what the grots are for anyway. Starweavers will attempt to get the clowns where they need to be, and can put a reasonable number of shots into transports, giving said clowns access to the warm gooy bastards inside. Voideweaver...yeah...I don't hate them as much as some do, but I don't quite love them yet...but yeah, it does its thing with the blast haywire, which is cool, and can get some hits on infantry units too which is a nice plus.
Having four fast skimmers will help with certain cards in malestorm, and eternal war missions. They make things like first blood and the like a lot easier for my opponent though, which sucks...but I've played armies with nothing BUT frail unites before and done ok.
Might get a game in tonight, even if that falls apart I should be able to get multiple in this weekend.