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Warhammer 40,000/9th Edition Tactics/Weapons
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====Harlequins==== The ugly elves. No actually, forget the reference. If you ever play against a Harlequins player, make sure to shake their hand before the game, for you are up against a gentleman and a connoisseur! Second, you need to know about these guys is that you DO NOT want to tangle with them in close combat. Their ''basic troops'' can have 4 attacks in melee - the super-elite Custodes have three, and most troops in other armies might only have one or two, leaving four attacks to be the domain of special characters geared for melee combat. And it isn't just weight of attacks either, the clowns get a good choice of armour-piercing melee weapons and powerful close-range shooting. And to top it all off, these clowns are every bit as mobile as their brethren but also ''ignore intervening terrain on the charge and vault over your screening troops''. Clowns may be a common phobia, but is it a phobia if the fear is rational? It's a good thing then, that these jokers are as delicate as they are pretty. Even with widespread 4++, the name of the game is T3 and 6+ armour saves (the Shadowseer even gets a 7+, which is just a pisstake), so any kind of concentrated anti-infantry fire or counter-punches will splatter them even easier than Guardsmen. They also have few options for retaliating against long-range fire - seriously, a handful of Shuriken Cannons is the best they can do. Generally speaking, any kind of high-volume anti-GEQ shooting will threaten most Harlequin units, as will mortal wounds. The few exceptions are their vehicles, like the Voidweaver (a clowny version of the Asuyrani Fire Prism tank), which require something a bit stronger. The trick is just getting clear shots as the dodgy bastards.
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