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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===Pros=== * Incredibly fast with a default 8" movement plus the ability to Advance and Charge, and everyone ignores terrain and models while moving, and your infantry can while charging. **With the Psychic Awakening update, a whole bunch of deepstrike shenanigans have been added, along with a myriad of other fun stuff. * Beautiful models with a unique and cool theme that can be painted in any kind of ridiculous way without breaking fluff. * Hit like an absolute truck in Melee with 4 attacks base for basic troops, and can also pull off close-ranged Shooting shenanigans with Fusion Pistols and Starweavers. * Your BASIC TROOPS can have '''5''' attacks that can kill their way through marines with ease, or 6 relatively weaker attacks. ** To compare, many characters have just 4, and the Golden bananas have 3 (admittedly though their thing is being hard as nails in defence, they hit at much higher strength and AP than you, ''and'' have ways of boosting their numbers of attacks. Try not to get arrogant when facing them down in melee; give 'em a chance and they will wipe your entire squad). * Have the '''AELDARI''' keyword, meaning you can plug the holes in their capabilities with complementary units from Dark Eldar or Craftworld Eldar (e.g.: cheap scoring Kabalites). ** Even better, with the 9th Edition Craftworlds Codex, you can now throw them in their own patrol detachment without throwing anything off for a bigger detachment of Eldar/Dark Eldar, but you will lose Luck of the Laughing God. * Oddly cheap troops and HQs, for a supposedly elite army. Filling battalions and brigades is pretty damn easy. * Possibly the best faction for leadership bombs on single units. This just becomes even better with allied elves. *The sheer number of tactics and synergies available give Harlequins one of the highest skill ceilings on the game, a good harlequins player can run rings around their opponent, sometimes quite literally, giving them a very satisfying playstyle. * Bikes are incredibly flexible and literally any loadout can be useful on them to some degree. Equip 'em for melee, and hunt down marines or set them up to shoot 'em. With haywire, your bikes are able to threaten vehicles, and also, to some degree hordes of low toughness units thanks to blast. You probably wanna stick to one setup with each unit rather than trying to mix and match though * You can make Joker quotes the whole game and laugh away if you are winning. * You can always say that you're just doing it for the lolz if things go bad! * Most players are not accustomed to battling against these buggers (though that may have somewhat changed with them being super strong at the start of the edition, and continuing to be so). Use that to your advantage and seriously play for keeps, laugh and clown around all day but this army is even more cutthroat than dark eldar. * Every model has access to an invuln, and also has access to high AP weaponry. * In 9th edition, the smaller standard board size means that you've got less of a distance to cross before you can get into melee range. * They're Clowns. * As of 9th Edition you've been rolled back into the Craftworld Codex, though you still retain a lot of the gains made since becoming a separate codex.
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