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Made in us
Flashy Flashgitz




North Carolina

IMO klaws are still the best thing you can put on a nob.

Sure, in theory, the big CC monsters are going to challenge you which you can:

1) Avoid for the first round like Mannahin said

2) Simply decline and hope the boyz do the work (or just tarpit if its Mephiston).

PKs are a critical source of ork AT, particularly for AV 13 and 14. It also really helps in putting the extra hurt on resilient, non-assault units such as tacticals where strength 3 is quite underwhelming.
   
Made in us
Heroic Senior Officer





Western Kentucky

Thanks guys this has reassured me a bit on keeping them.

I was so busy freaking out about just having one character that I didn't realize everything else that boyz squad did to help me out.

I'll keep running them for a while, but we'll see if they end up switched out for big choppas.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Speed Drybrushing





TN

If a challenge is lost, does mephiston even get attacks? Because if not.... his strongest melee unit is locking itself down.

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Marines 1850 1 - 0 - 0
210 points Trolls 9 - 0 - 3 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

 BunkerBob wrote:
If a challenge is lost, does mephiston even get attacks? Because if not.... his strongest melee unit is locking itself down.

No. If no one accepts the challenge, Mephy still fights as normal.

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