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"Latest Kill Team" Topic


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Pictors Studio10 May 2017 3:43 p.m. PST

My Genestealer Cult Kill Team is finished, at least the initial batch of them. I'll probably need a few more as they go. I want to do another hybrid initiate and a flamer guy tonight.

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So far they have some decent pop but half the models are novitiates so if I lose the wrong three guys the gang falls apart.

picture

I think one more novitiate will do the trick though.

picture

We are going to try to play one more game tonight using these guys and maybe try out an Eldar Kill Team to fight them with, perhaps even Harlequins.

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Pictors Studio10 May 2017 5:03 p.m. PST

They got slaughtered in their first time at the plate. Killed to a man and not so much as a scratch on the enemy. The only way the Harlequins would know they were in a fight was if they had to wash the blood off of their weapons.

Grumpy Monkey10 May 2017 6:10 p.m. PST

I am reading that the Grey Knights are the Harlequins are a bit excessive in their abilities and powers. Then again, as a Tau player we kinda have the short end of the stick on this one

Pictors Studio10 May 2017 7:37 p.m. PST

The Harlequins are ridiculously difficult to defeat. In a game where being able to get into combat and having a high WS are key to winning, the Harlequins move 6" and ignore terrain and have a WS of 5 or 6 with many of the models.

They cost, a 1000 pt force is only 4 models without any specialists, but if they aren't fighting on an open table they are probably going to rip the enemy a new one.

This particular game was especially advantageous for them. They rolled an ambush and they were the ambushees. Then they rolled a six for their second group, which means they got to put them anywhere on the table after the ambushers placed their models.

Then they got to go first.

A lot of factors went in to making it such a slaughter but I think the Herlequins would have come out on top anyway.

The Cultists only managed to shoot at them three times in the whole game. One time a Harlequin, on charging, rolled 3 six's and the Cult player rolled a 1. So the Harlequin got WS 5 + 6 +1 +1 +1 for a total of 14. The cultist got 4 so got hit 10 times with a monomolecular blade.

There was only sweepings left.

PzGeneral11 May 2017 2:50 a.m. PST

Those look great Scott!

Mithmee11 May 2017 6:42 a.m. PST

My Harlequins army was my most successful army back when they still could be an army.

Only 35 or 36 models in all depending on how I fielded them.

Oh I usually ended up with just 6 to 10 models left at the end of the game but my opponent would have few or no one left.

So yes they were powerful and so powerful that GW took them out of the game for a very long time.

Did love to play with them though.

billthecat14 May 2017 7:43 p.m. PST

Haha, yes, I ran harlequins too back in 40k RT era… Very powerful, but my rule of thumb was: killer paint job or ever roll is at -1. Kept the power gamers at bay…. Until they found other uber lists….
I have just finished a harlequin kill team for shadow war, min maxed to reallllly do well…. Am I becoming "that guy"? I might not play with them much, just to set a good example….. Currently working on GS cult, SM scouts, and chaos marines, and maybe orks.
Fun stuff!

Pictors Studio14 May 2017 8:04 p.m. PST

Harlequins are not a killer army in SW:A. Nothing is, at least as far as we have found so far.

The Harlequins went 1:1 in our games so far. They destroyed the other force in the first game, not losing a model, then they got destroyed in the second game only killing one model.

It depends a lot on the scenario and terrain, they can be put in some pretty bad spots.

billthecat14 May 2017 9:40 p.m. PST

Indeed, always taking lots of fire. Overwatch is the enemy!

Pictors Studio14 May 2017 10:10 p.m. PST

Overwatch isn't that bad anymore for the Harlequins. If you run then they are at -2 to hit you right off the bat. If you are behind any cover it is -3, even marines are hitting on 6 then unless they are getting bonuses for something.

What you really need to watch out for is flamers.

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