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Rising Crescendo is better imo.
Excluding the ability to advance and charge (which is great) the real strength comes from being able to fall back and both shoot and charge in the same turn.
Strength from Death does give you the ability to take extra actions when things die, but consider what you're giving up by taking it:
- You're losing out on shooting phases you could get with your pistols (and before you shrug that off, consider that I take fusion pistols on every model).
- You're losing out on always going first in combat on your turn (which saves you from losing models).
- You're losing out on the flexibility of being able to leapfrog over enemy units to charge targets beyond them.
Once you're stuck in combat, you're stuck until something dies and you can soulburst from it. But if nothing dies, you get caught in an extended combat (which you will likely lose) with no escape. Harlequins do not win wars of attrition. We have to strike quickly and precisely, then retreat before the enemy can counter.
A generic turn for one of my harlequin troupes on turn 2 or 3 (whichever turn is after I just made combat) looks like this:
- Fall back over the enemy unit I was just fighting, further into their lines.
- Fire fusion pistols at high value target (vehicle/character I just landed next to/monster/elite infantry).
- Charge the same, or another target, depending on circumstances.
That kind of flexibility cannot be achieved with Strength from Death. And when you toss in 3-4 other troupes all doing the same thing the enemy can find themselves cut to ribbons pretty quickly if they don't wipe you out on the way in, or completely bubble-wrap their high value targets.
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