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		<title><![CDATA[Latest posts for the thread "Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers"]]></description>
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				<title>Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ Just out of curiosity, what unit is better in your opinion and why/what for etc. I am torn between the two, and the harlequins seem to have real character and a bit of kick but the incubi are deadly as hell with power weapons. My regular opponents are death guard (incubi seem better here), orks and craftworld eldar. ]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 22:28:07]]> GMT</pubDate>
				<author><![CDATA[ InventionThirteen]]></author>
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				<title>Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ Incubi are much better as long as you have plenty of other vehicles in your army. <br /> <br /> The models are also better looking, and they ARE Dark Eldar, not a hand-me-down from the Eldar codex.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 22:44:31]]> GMT</pubDate>
				<author><![CDATA[ Griever]]></author>
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				<title>Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ <blockquote><div><cite>Griever wrote:</cite>Incubi are much better as long as you have plenty of other vehicles in your army. <br /> <br /> The models are also better looking, and they ARE Dark Eldar, not a hand-me-down from the Eldar codex.</div></blockquote><br /> <br /> I see what you're saying. Perhaps two units of five or one unit of ten?]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 22:49:11]]> GMT</pubDate>
				<author><![CDATA[ InventionThirteen]]></author>
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				<title>Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ one unit of 5 Incubi escorting an Archon is nasty, and not too bad of a point sink for what they can do.<br /> <br /> However, a 10 man unit is alot of overkill. Unless you are facing a green tide or massive 'nid horde, I wouldn't suggest a 10 man squad. They are a massive point sink that will never stay tied in combat for the most part against regular units, and most other assaulty units will still easily and readily die to them so that you can get really shot up your next turn from the rest of your opponents army.<br /> <br /> I would only take a 10 man squad of them if I know I could multiassault against at least 2 10 man units of <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, or like I said above, clearing the board of the green tide.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 22:57:26]]> GMT</pubDate>
				<author><![CDATA[ Galador]]></author>
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				<title>Re:Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ I don't think there is nearly enough context here to make a decision... so I didn't vote.<br /> <br /> Incubi are a great unit, they hit quite hard against infantry and are reasonably sturdy for eldar.  However, they can be shot at...<br /> <br /> In a complete vacuum, with no other considerations, I would say that the incubi are probably a more impressive unit.<br /> <br /> But the combination of the shadowseer's veil of tears and an independent character joining the unit with a webway portal has intrinsic value.  In any mission but dawn of war, having a harlequin unit deployed on-table joined by an archon or haemonculus with a webway portal could form the backbone of your game plan.  in the dawn of war mission, the harlequins do quite well in exiting the webway portal instead of being the ones creating it.<br /> <br /> Obviously the incubi do quite well exiting a <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> as well.  But they don't help you get a prime location for the portal with almost zero risk of casualties.<br /> <br /> In other words... the surrounding units, and any overarching strategy have a lot of say in whether or not a unit is good.  Not just the codex entry.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 23:57:20]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Re:Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ Thank you for putting that into context shep. Really helped me think about strategy etc. I used to destroy every opponent with the older codex, there is just a lot of choice in the new one and it's deciding what to do with points that is the issue I'm having. Perhaps the real answer is to take a five man squad of each...]]></description>
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				<pubDate><![CDATA[Wed, 23 Feb 2011 00:02:19]]> GMT</pubDate>
				<author><![CDATA[ InventionThirteen]]></author>
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				<title>Harlequins V.S Incubi for Elites slot. Dancing Phantasms versus Hardened Killers</title>
				<description><![CDATA[ I have been looking between the two and came to the conclusion that for small squads incubi are best.  For large squads harliquins are best.<br /> <br /> Big squads of incubi will get focus fired from anywhere on the table in a heart beat.  The are harder to hide and mow down anything in assault so will get shot again.<br /> <br /> Harlies don't hit nearly as hard in smaller squads but big squads can reliably survive from range and once they wipe units out in combat only a few enemy units will be in range to take shots at them.  <br /> <br /> Harlies also have the ability mentioned above of escorting the <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> while incubi can start the game loaded on a transport for first turn move and disembark.  ]]></description>
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				<pubDate><![CDATA[Wed, 23 Feb 2011 00:18:56]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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