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		<title><![CDATA[Latest posts for the thread "High Marshall Helbrecht's Retinue"]]></title>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(15);'>BT</span> codex states that Helbrecht can take a Command Squad.  Helbrecht's entry also says that the Command Squad must take the Furious Charge skill.  According to <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> (if I'm reading it correctly) does this mean that I can also use the Command Squad's option to buy a veteran skill?  This would allow me to have Furious Charge and Infiltrate.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 16:37:43]]> GMT</pubDate>
				<author><![CDATA[ HarveyDent]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ I'd have to see the actual entry, but unless it says they must take Furious Charge in addition to any other skill they buy, you can only take Furious Charge and no others.]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 17:49:26]]> GMT</pubDate>
				<author><![CDATA[ Platuan4th]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ You can only have Furious Charge as veterans only are allowed one skill.<br /> <br /> Capt K]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 17:57:49]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ The unit entry for 'Command Squad' allows you to purchase one skill, and the Helbrecht entry says you must purchase Furious Charge... but doesn't say that this counts as that one skill.<br /> <br /> And where does it say that veterans are allowed only one skill?  As far as I can tell they're only allowed to buy one with the <b>Special Skills:</b> section of their rules.]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 20:29:28]]> GMT</pubDate>
				<author><![CDATA[ HarveyDent]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ Well, unlike the other posters I actually looked up the rule in question before forming an opinon.<br /> <br /> The command squad's abilty to buy a skill in it's unit entry is totaly seperate from the one granted in Helbrecht entry. Therefore you're entitled to take both if thats what you want...<br /> <br /> No rule limits models to only having one veteran skill, its just that its rare to find any models that can get more than one.]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 20:54:37]]> GMT</pubDate>
				<author><![CDATA[ Hymirl]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ see, that's what i thought... at least based on the <span class="glossaryitem" onmouseover='gp(111);'>RAW</span>.  however, i didn't know if anyone had heard whether or not this was legitimate.  <br /> <br /> i didn't think it would be <i>too</i> powerful if Helbrecht, his 15-man command squad, and Grimaldus + servitors all got furious charge, infiltrate, and were able to use the 'we hate psykers' vow to possibly charge on the first turn.<br /> <br /> or would it?]]></description>
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				<pubDate><![CDATA[Tue, 19 Feb 2008 00:21:21]]> GMT</pubDate>
				<author><![CDATA[ HarveyDent]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ I would say no.<br /> Vets and command squads are only allowed one skill.<br /> Plus the codex : <span class="glossaryitem" onmouseover='gp(15);'>BT</span> was made after the codex for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>.<br /> The same entries in that codex only allow one skill.<br /> The special <span class="glossaryitem" onmouseover='gp(56);'>Hqs</span> in the back like "Shrike's Wing" have all the skills listed they are allowed to take.<br /> <br /> I try to look at the rules as to the limit I can take and no more.<br /> Not that the rules are the minimum  for the unit and I can add to it.<br /> I hope this helps. ]]></description>
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				<pubDate><![CDATA[Tue, 19 Feb 2008 00:36:58]]> GMT</pubDate>
				<author><![CDATA[ Gsm3Koth]]></author>
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				<title>Re:High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ For a start I think yes but who wants to use such a huge point sink.<br /> it's near 100 points for the skills of a full suad including a chaplian.<br /> and it's a big anti fluff thing if you take Helbrecht he is not going to wait in ilence he's going to charge forward and get into grips with his foe so I think that they shoudn't get both just furious charge ]]></description>
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				<pubDate><![CDATA[Tue, 19 Feb 2008 02:00:50]]> GMT</pubDate>
				<author><![CDATA[ Aristotle]]></author>
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				<title>High Marshall Helbrecht's Retinue</title>
				<description><![CDATA[ Not to bring this back up.<br /> <br /> But isn't Helbrecht's profile fixed? wouldn't using infiltrate be useless since Helbrecht's retinue must stay with him; and if he can't infiltrate, then they can't.<br /> <br /> Otherwise, the retinue could take an extra skill.]]></description>
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				<pubDate><![CDATA[Wed, 27 Feb 2008 16:15:27]]> GMT</pubDate>
				<author><![CDATA[ Vero]]></author>
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