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		<title><![CDATA[Latest posts for the thread "2250 Khornate Daemons"]]></title>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ Update<br /> <br /> Bloodthirster-520<br /> -Dark Insanity, Armor of Khorne<br /> <br /> The Blue Scribes-81<br /> <br /> Herald of Tzeentch-190<br /> -Standard Bearer, The Great Standard of Sundering<br /> <br /> Herald of Tzeentch-115<br /> <br /> 6 Fleshhounds-210 <br /> <br /> 6 Fleshhounds-210 <br /> <br /> 6 Fleshhounds-210 <br /> <br /> 10 Bloodletters-120 <br /> <br /> 10 Bloodletters-120<br /> <br /> 10 Bloodletters-120<br /> <br /> 5 Flamers of Tzeentch-175<br /> <br /> 5 Flamers of Tzeentch-175]]></description>
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				<pubDate><![CDATA[Sun, 11 May 2008 21:56:34]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ I's throw off one of those 20 bloodletters and add some juggys, a 3 man unit should be enough.<br /> <br /> Also skulltaker should take a juggernatur, for 50 points you get his armour down to 0+, gain 2 S5 attacks, move more so you can charge where you want so its really usefull, and if you planned to join him into a bloodleter units, thats no good since he wont give them hatred]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2008 00:35:42]]> GMT</pubDate>
				<author><![CDATA[ kaintxu]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ I think you should take more Flesh Hounds and less letters.  From my experience the Flesh Hounds are positively amazing.<br /> <br /> Also, a 5 man Fury unit will probably do more than one more rank of Bloodletters in there somewhere.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2008 02:06:03]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ More Flesh Hounds definately. The 'letters can even be 10 without command (as they give up less <span class="glossaryitem" onmouseover='gp(140);'>VP</span>).<br /> <br /> Add Furies to help with warmachines so the BloodThirster can fight unmolested by the big guns.]]></description>
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				<pubDate><![CDATA[Mon, 12 May 2008 03:55:08]]> GMT</pubDate>
				<author><![CDATA[ nikeforever22]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ updated!]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2008 02:29:49]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ Looks better! Try it out and see if the Khorne Hounds work for you. You might need to run 2x units of 5 Furies instead of the extra hound unit to deal with warmachines.]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2008 05:41:06]]> GMT</pubDate>
				<author><![CDATA[ nikeforever22]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ One last update because I found out that pink horrors are metal]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2008 17:45:53]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ Those are some lonely heralds of Tzeentch!  No units they can join in the whole army and all their spells need <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>?  If they are just for the dispel dice I'd say they should either carry scrolls or the <span class="glossaryitem" onmouseover='gp(47);'>GSS</span>.]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2008 18:16:25]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ I agree, they seem out of place tactically.]]></description>
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				<pubDate><![CDATA[Tue, 13 May 2008 21:30:42]]> GMT</pubDate>
				<author><![CDATA[ Darkness]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ The heralds are there to give me some offensive magic. I'm thinking about dropping the furies for the sundering banner and some musicians]]></description>
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				<pubDate><![CDATA[Wed, 14 May 2008 16:56:36]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ How about getting Immortal Fury for the thirster. The rerolls make him far for reliable.]]></description>
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				<pubDate><![CDATA[Sat, 17 May 2008 10:33:31]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ I was reading the flamers section and I realised something..... they're exactly the same as flesh hounds.... except have 6 movement, and a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 2. In exchange for this, they get <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4, and the ability to fire <span class="glossaryitem" onmouseover='gp(24);'>D6</span> <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 Shots each per turn..... that's 5d6 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 shots per unit.... for the same price of flesh hounds.... I'll take two. I also noticed that flames of tzeentch are far more important than a power vortex, and that I really dislike furies. ]]></description>
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				<pubDate><![CDATA[Sat, 17 May 2008 16:32:16]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ 2 max units of Flamers equals a very strong shooty phase. Keep the flesh hounds and furies to harass warmachines and cut down on fast cav.]]></description>
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				<pubDate><![CDATA[Sat, 17 May 2008 22:51:32]]> GMT</pubDate>
				<author><![CDATA[ nikeforever22]]></author>
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				<title>Re:2250 Khornate Daemons</title>
				<description><![CDATA[ why Tzeentsch?  it's not very Khornate,  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> <br /> no Bloodcrushers?  easily the best unit in the Khornate list...]]></description>
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				<pubDate><![CDATA[Sun, 18 May 2008 17:32:37]]> GMT</pubDate>
				<author><![CDATA[ General_K]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(280);'>OP</span>: That's a nice build. Play it and pray tell your experience with it...<br /> <br /> <br /> @ General K:Why Tzeench? Because there were Tzeench units in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and it's a pretty solid build.<br /> Play a few games with the Bloodcrushers and you'll see that they're not as strong game wise as one might think.]]></description>
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				<pubDate><![CDATA[Sun, 18 May 2008 18:01:22]]> GMT</pubDate>
				<author><![CDATA[ nikeforever22]]></author>
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				<title>Re:2250 Khornate Daemons</title>
				<description><![CDATA[ I play against Bloodcrushers--and old rules or new, I have yet to find an effective way of dealing with them.  I generally face (3000+pts):<br /> 3x 16 Bloodletters<br /> 2 x 5 Flesh hounds<br /> 1 Exalted Daemon<br /> 1 Bloodthirster<br /> 1 Daemon Prince<br /> 8 (now will likely be 12 due to new rules) Bloodcrushers<br /> <br /> the Bloodcrushers are unstoppable by my elves; against ym dwarves, well, I can hold for a while but eventually I'll break (generally because he also charges the 3 flyers in as well, but hey)<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 18 May 2008 20:49:48]]> GMT</pubDate>
				<author><![CDATA[ General_K]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ Waywatchers and any other killing blow models work wonders against bloodcrushers, not to mention cannons, stone throwers and bolt throwers!<br /> <br /> Angron: I'm not sure what to say.  I haven't played against this kind of list, but it seems to me that the bloodletters are the weakest core demon unit that's available to you.  It's not like you care about theme or anything, so why not just drop the bloody things and get something which is hard to avoid?  As it stands, I'd say you're going to have a hell of a time against anything with a strong shooting phase and a rough time against really heavy magic; <span class="glossaryitem" onmouseover='gp(24);'>d6</span> s4 magic missiles love flamers.  Also, you don't have a single scroll.  This is not so hot in my opinion.  That said, I'm not sure what your tzeentch heralds are supposed to be doing; you said that you want them for magic offense, but 8 power dice, does not a casting powerhouse make.  Did I miss something about the gifts that you gave them?  <br /> <br /> In short: I think that your hero choices are sub-par and that you picked the worst core unit in the book to base your army around.  T3 and a 5+ ward?  With M5 which can be march-blocked and is not skirmishing?  Dude, that's a very squishy 200 point unit.  The only way you're going to get into a favorable combat with those blocks is if one of two things happens: 1) you opponent brought no shooting/is an idiot or 2) your fast elements are simultaneously able to tie up the oppositions magic, shooting and march blocking capabilities via either combat or target saturation (there can only be so many cannons in any list).<br /> <br /> Things I like: The bloodthirster is a bitch and I will kick anyone who brings one to the table in the balls and/or make them use the frenzy rule on that stupid hunk of pewter.  Also, flesh hounds are good, and flamers are unbelievable!<br /> <br /> Cheers,<br /> ED]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2008 05:29:52]]> GMT</pubDate>
				<author><![CDATA[ Etherdude]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ Have you considered Plaguebearers and nurgle heralds instead of bloodletters and tzeentch heralds?  You'll have a much tougher core and the same dispel dice, but no real magic phase.  ]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2008 06:19:14]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ I'm kinda relying on the fact that my opponent will be too worried about the bloodthirster, flamers, and hounds to target the bloodletters, though I am debating dropping them down to 10 men each and taking another hound unit]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2008 14:52:28]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>2250 Khornate Daemons</title>
				<description><![CDATA[ Updated, because 5 flesh hounds only produce 4.33 wounds a turn, not enough to beat a ranked infantry unit, but 6 produce 5.33, enough to beat/ tie a ranked infantry unit.<br /> <br /> I also added the blue scribes, as they will feed power dice to my heralds, making sure that my magic phase gets better exponentially depending on how heavy my opponents magic phase is. <br /> <br /> I also took immortal fury off the bloodthirster to make enough points for the great banner of sundering. While it decreases his effectiveness, it increases the effectiveness of the rest of my army. I'm debating exchanging the armor of khorne for the immortal fury, depending on how safe I can keep him from missile fire.... I'm gonna play it this way the first couple of games and he's not getting hit by lots of regular missile fire, I'll switch the armor of khorne to immortal fury. My first game with these guys will be on friday.... I'll let yall know how it goes]]></description>
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				<pubDate><![CDATA[Tue, 20 May 2008 03:03:28]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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