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===Why Play Harlequins=== *'''Pros''' **One of the most mobile factions in the game, moving fast and ignoring terrain and models. **Hit like an absolute truck in melee. **Harlequins may be a one-trick pony in Kill Team, but they do that one trick very well. Knowing what you're going to do doesn't do your opponent much good if he still can't hit or otherwise stop your murder clowns from the closing the distance, and [[Tau|certain factions]] will be scared shitless of that. **You have a 3d6 charge. This is '''Very Important'''. **Plenty of commanders to choose from. **They're clowns. *'''Cons''' **Ironically, the mercurial and unpredictable Harlequins are one of the most predictable factions in Kill Team. With only one unit choice and one with very limited options, Harlequin teams will inevitably all look and play pretty much the same, dashing through cover to get into close combat. Most opponents will know what you're about (and how to counter you) as soon as your murder clowns hit the table. **No long-range weapons on any standard units. In fact, no ranged weapons ''at all'' on standard units except pistols. The Death Jester is the only unit you have with halfway decent range, and you can't use one on missions that don't allow the use of Commanders. **Harlequins may be ridiculously hard to hit but will fall apart under any kind of concentrated fire that does manage to connect. If they can't hit first and hit hard things will go poorly. **They're clowns.
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