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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===Fast Attack=== *'''[[Skyweaver]]:''' Clowns on bikes. By default, they come with a shuriken cannon and star bolas at 45 points per model. Do yourself a favor and buy the zephyrglaive. The star bolas are perfectly serviceable, and even better than they were last edition, but as with other Harlequin units, you want them in close combat, especially with the extra attack they picked up. The scary part is how mobile they are. A 16" move, plus a 6" automatic advance, then the charge. They also fly, so can fly over their enemies and play amazing hit and run (and hit again) tactics. At A4 W3 with their <s>4++</s>5++ and -1 penalty to hit against anyone punching them while negating any re-rolls to hit them, they stick around longer than one would expect them to, knocking out models all along the way. A good default tactic is to advance, then charge with Zephyrglaives, and just keep repeating. Keep in mind that they are among the most mobile units and, if needed, can also effectively harass MEQs, bikes and even some lighter vehicles at range with shuriken cannons before they swoop in for the kill. **Do yourself a favor and take these in 5-bike units to avoid blast, they're only really durable by elf standards. If you really want to hedge your bets, drop to 3 bikes for Morale immunity, since they're Ld 8 and hence can't fail Morale checks until they lose at least 3 bikes in a turn. **Note the Zephyrglaive occupies a much more vital role as a D2 weapon. Sure, you're not hurting for those but given the prevalence of 2 wound Space Marines and whatnot, they should be your default over Star Bolas **Star Bolas aren't as useless as last edition, actually. Now being Assault d3 Blast with slightly better stats than their shuriken cannons have, they can pretty easily strike down MEQ. That said, it's still a shooting weapon when you want a melee weapon to make the most of Rising Crescendo. ***Alternative take, you are primarily a melee army. Having one unit armed with these and shuriken cannons can be a decent option to harass MEQs from a distance and soften them up before your other clowns come charging in to clean up. This also works nicely in a Light Saedeth as you can give these guys an effective threat range of 46" before any sorta buffs - double that if you've somehow got a Shadowseer in a perfect position with Twilight Pathways, especially since that power stops units from charging afterwards but says nothing about shooting. **You should definitely consider haywire cannons. They're worthless against monsters, but with fusion pistol boats being a thing of the past these are your best bet against vehicles. While the haywire cannon has Blast on it, S3 means that it will suffer to wound anything ''beyond'' S3, which most mobs won't be. Even then, you're not taking these to kill mobs, you have your other units to handle them. The haywire cannons auto-wound vehicles on a 4+ anyway,
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