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		<title><![CDATA[Latest posts for the thread "Grey Knight Kill Team"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Grey Knight Kill Team"]]></description>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ So I was looking through the 7th ed psychic powers and now cleansing flame is nova assault <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> S5 AP4 and in kill team getting that many hits on everyone within 9 inches is pretty damn cool so decided to make this list<br /> <br /> x8 purifiers w/ 4 nemesis force halberds and 4 nemesis force swords<br /> <br /> 200 on the nose<br /> <br /> I'm not sure what <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> to give them so any feedback on the list would be appriciated. I'm fine with changes to the list as long as its not completly rewriting the whole thing (aka stick to purifiers, I like them!)]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 19:01:56]]> GMT</pubDate>
				<author><![CDATA[ lordra001]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ I don't have the rules anywhere accessible at the moment, but I'm pretty sure Kill Team doesn't allow the Brotherhood of Psykers rule.<br /> <br /> So Grey Knights units are not psykers in Kill Team.]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 20:01:52]]> GMT</pubDate>
				<author><![CDATA[ Rihgu]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ Psychic Solitude rule in Kill Team prevents using psychic powers.<br /> <br /> None of <span class="glossaryitem" onmouseover='gp(307);'>PAGK</span> are worth it in kill team, but that does not mean <span class="glossaryitem" onmouseover='gp(305);'>GK</span> builds won't work in kill team. In general you can kit anything out of henchmens and they are cheap so look to that way.]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 21:44:37]]> GMT</pubDate>
				<author><![CDATA[ FinnSeer]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ Ugh that really neuters <span class="glossaryitem" onmouseover='gp(305);'>GK</span>. Hammerhand and force weaponry along with any other psychic powers are what make them so awesome <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. Its like Necrons Without reanimation protocol (which they do get in Kill Team).<br /> <br /> Also I dont like henchmen. Too squishy and nothing that interests me about them. And I want to stand out from the crowd and not just use whats good (without having a completely crap army)]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 22:34:11]]> GMT</pubDate>
				<author><![CDATA[ lordra001]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ Can you do henchmen in kill team? They need an inquisitor to be chosen in a normal army. ]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 22:37:32]]> GMT</pubDate>
				<author><![CDATA[ FinkleLord]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ yes you can use them. <span class="glossaryitem" onmouseover='gp(305);'>GK</span> get inquisitors and henchmen as just part of the codex units and don't need to take an inquisitorial detatchment.<br /> <br /> Also you can't take anything other than <span class="glossaryitem" onmouseover='gp(307);'>PAGK</span> units without using henchmen because you can't have +2 armour save :(]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 11:53:45]]> GMT</pubDate>
				<author><![CDATA[ lordra001]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(307);'>PAGK</span> are good in Kill Team, specifically Interceptor squads. Good god, 30" shunt, then unleash an Incinerator or Pyscannon. All come with power weapons, Space Marine stat line.... nasty. They really don't miss their psychic powers all that much.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 12:19:16]]> GMT</pubDate>
				<author><![CDATA[ Farseer Anath'lan]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ Still its part of what makes them special. Also nemesis force weapons do nothing to your strength and S6 Instant death on your normal guys is amazing.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 18:52:12]]> GMT</pubDate>
				<author><![CDATA[ lordra001]]></author>
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				<title>Grey Knight Kill Team</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5f5a75b404fa96443021217c7836c8a7.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/598221/6892235.page"><b>lordra001 wrote:</b></a><br/>yes you can use them. <span class="glossaryitem" onmouseover='gp(305);'>GK</span> get inquisitors and henchmen as just part of the codex units </div></blockquote><br /> <br /> This isn't quite true. In order to take an Inquisitorial Warband, you must first take an Inquisitor. Since there's no <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots allowed in <span class="glossaryitem" onmouseover='gp(809);'>KT</span>, then no <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Warbands in <span class="glossaryitem" onmouseover='gp(809);'>KT</span>.<br /> <br /> Just stick with =][= Warbands, as there's no such requirement.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 19:04:55]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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