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		<title><![CDATA[Latest posts for the thread "Harlequin Kill Team"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Harlequin Kill Team"]]></description>
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				<title>Harlequin Kill Team</title>
				<description><![CDATA[ Soooooo, the plan is for us to be doing a kill team game in a tunnel, sort of a la space hulk. There will be no option for deep striking, and no option for outflanking, no vehicles (including bikes) and no saves above 2+. Because of this I built a harlequin kill team because none of the tunnels will be more than 12" long and this will allow me to close and assault quickly with a lot of attacks and then run like hell aftewards with the <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> hit and run if I don't kill them. And if I do, hope and pray I survive the oncoming onslaught of shots from my opponents. I decided to grab the fusion pistols for some punch in the shooting phase if absolutely necessary. Anyways the list;<br /> <br /> 4 Harlequins with <span class="glossaryitem" onmouseover='gp(55);'>HK</span> and Shuriken Pistols (<span class="glossaryitem" onmouseover='gp(55);'>HK</span> so I can knock out the marine players that WILL be there)<br /> 2 Harlequins with <span class="glossaryitem" onmouseover='gp(55);'>HK</span> and Fusion Pistols<br /> 1 Troupe Master with Power Weapon and Shuriken Pistol (<span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 all the time rather than <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1, 1 time out of 6 is way better in this situation)<br /> <br /> I think it will be a pretty brutal list for them to deal with. Math hammer, each one should kill a marine in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> each turn. I'd almost rather Multi assault, take on two marines so I can lock myself in combat and move <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>" away rather than 1d6". Yeah, thats the goal. Thoughts on what <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> I should give my specialists and who they should be?]]></description>
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				<pubDate><![CDATA[Thu, 6 Mar 2014 18:01:04]]> GMT</pubDate>
				<author><![CDATA[ danny1995]]></author>
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				<title>Harlequin Kill Team</title>
				<description><![CDATA[ I think you should drop the fusion pistols for another harlequin. Since you don't expect tanks, or 2+ armor your rending pistols are good enough. Plus, harlequins are much more about the charge. I would consider a troupe master if you really want shooting oomph. <br /> <br /> For specialists, give your troupe master fleshbane, so your power sword wounds on 2+ as well as their pistol. Stealth and shrouded on 2 other models give you better than your 5++ in the open, and much better in cover. Combine with the flip belts to hop through cover.]]></description>
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				<pubDate><![CDATA[Thu, 6 Mar 2014 18:41:08]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:Harlequin Kill Team</title>
				<description><![CDATA[ Fair point, throwing in another Harlequin will really make me nasty in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, with the 12" tunnels I expect I will be doing a lot of that wonderful <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.]]></description>
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				<pubDate><![CDATA[Thu, 6 Mar 2014 19:53:59]]> GMT</pubDate>
				<author><![CDATA[ danny1995]]></author>
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				<title>Harlequin Kill Team</title>
				<description><![CDATA[ Serling has the right idea, swap the fusions for a death jester with shred.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/583411/6607396.page</guid>
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				<pubDate><![CDATA[Thu, 6 Mar 2014 21:13:17]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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