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==Special Skills== *'''Skills 1:''' Minelayer. There are only two units in QK that have minelayer, but you need to know how to use them both. Qapu Khalqi does not like going second, it wants to move up, take up space and hit hard to keep the enemy off balance. If you are forced to go second you need to have a plan for how to deal with early Rambo runs, impersonators and camo attacks. Mines can help with this. *'''Skills 2:''' Terrain. There are a few key units that have terrain (total) or (Zero-G) and exploiting these two rules to the maximum is necessary to get the most out of your army. In the ITS rules there are often terrain rules that grant benefits or drawbacks depending on your units terrain skills. Remember earlier about QK wanting to be aggressive? Well that is all good and well, but a lot of your units are slow as shit, so take those terrain skill guys and gals and pick up that +1 inch MOV, or Super-Jump, or whatever, and use it every chance you get. *'''Skills 3:''' Parachutist/Combat Jump. QK has two types of AD troops and both of them can serve you well in threatening you opponent's DZ and messing up their plans. The Yuan Yuan is the commonest pick, but its Combat Jump is very unreliable. Non-the-less it is an 8 point threat that cannot be ignored. Similarly, the Bashi Bazouks are great disruptors. More pricey and therefore more difficult to fit into a list, they still can put the serious hurt on your opponent's backline and should not be discounted. You are playing the Navy and Pirates faction, AD troops are your friends.
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