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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===Troops=== *'''Troupe:''' '''CORE''' Oh BOY shit has been shaken up for these guys. GW in all their retarded wisdom has decided to make it so you can only have each squad take what's actually in the box. No more fusion pistol spam, you're forced into using kisses or blades for most of the troupe, and they have a squad leader now with one extra wound, inexplicably. Kitted out by default with shuriken pistols and harlequin blades, each upgrade'll cost you 5 points, on already 13 point models, which you definitely should do for the most part. Cheaper than they were last edition, at the least. The old flip belt rules and such have been condensed down into Harlequin's Panoply, granting that <s>same 4++</s> now 5++ and the ability to jump over models and terrain in the move phase as if your clowns could fly. Rising Crescendo still lets them advance and charge freely. Already your clowns move 8" so this'll all but guarantee you to be within range to succeed a charge. Right now your best bet's to equip them with at least one of each melee option, excluding the blades so they have access to all the stratagems in each unit, making them relatively versatile in that regard at least. Overall you get a basic infantry that's incredibly fast, can shrug off melta shots on occasion and are very much deadly with 4 base attacks in melee. All at only 13 points per model! **Their invuln is equivalent to an armour save against AP0 weapons (slightly worse, in fact, since Harlequins generally get no benefit at all from cover), massed <s>anti-infantry firepower</s> gunfire of any sort will absolutely shred them, with melee doing a slightly worse job. You very much don't want these guys to be caught out in the open against even a squad of guardsmen, doubly so if within rapid fire range. Strike with them first and keep them out of line of sight. **Alternatively, if you're up against something with either low toughness and/or poor saves that rely on numbers, such as GEQs in the former case and Orks in the latter, the default Harlequin's Blade is a decent weapon to pick up, having gained a point of AP and also granting a bonus attack. Orks are T5 meaning the blades will wound them just as reliably as the other melee weapons, that being on a 5+. Given a standard mob of boyz have a 6+, these swords will punch through their armour just as well as the other weapons too. **Made CORE in the Aeldari FAQ
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