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		<title><![CDATA[Latest posts for the thread "hearld of tzeench"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "hearld of tzeench"]]></description>
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				<title>hearld of tzeench</title>
				<description><![CDATA[ So, is the hearld of tzeench worth taking in a game?<br /> I have played a couple games and dont see him as being significantally better than a unit of horrors unless the enemy has some good spell to steal with glean magic.<br /> <br /> He cant get off the good spells, the 12 inch one means you are probabally in charge range (but not necessairly) and the lowest <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> magic missile the horrors can fire off better than the hearld can for the same points.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214315/327560.page</link>
				<pubDate><![CDATA[Thu, 10 Jul 2008 22:26:47]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Re:hearld of tzeench</title>
				<description><![CDATA[ In defense of Heralds:<br /> <br /> Well, the Horrors ultimately get charged by whatever is slogging the board, and then they shield the enemy from magic by being in combat, and give up their <span class="glossaryitem" onmouseover='gp(140);'>VP</span>'s when they die.  The Herald, by flying, chariot or disk, can evade enemy charges and keep his <span class="glossaryitem" onmouseover='gp(140);'>VP</span>'s.  A list with 3 mobile heralds and Kairos renders all enemy points spent in fighting infantry worthless.  Further, Heralds can bear the various standards, and they can provide power dice to Kairos with power vortex, or take dispel scrolls, or simply be cheaper wizard levels than the equivalent Pink Horrors.  Heralds even conserve board real estate better if you are opting for a combined arms approach, as opposed to Pink Horrors, which occupy much more space.]]></description>
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				<pubDate><![CDATA[Fri, 11 Jul 2008 06:51:03]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>hearld of tzeench</title>
				<description><![CDATA[ You get a herald to take master of sorcery and use his 2 dice+whatever and spam awesome spells that would otherwise mess up your opponent's plans. For example, casting beast cowers (if you still can) on dragons/calvary units (especially nice vs brets). <br /> <br /> Also, if on a chariot/disc, lore of death is pretty nice. Heralds are just a nice 4+ ward save for a unit and give a good tactical edge <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Cheap access to scrolls too =/.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 17 Jul 2008 07:12:28]]> GMT</pubDate>
				<author><![CDATA[ mortetvie]]></author>
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				<title>hearld of tzeench</title>
				<description><![CDATA[ Heralds on chariots (particularly if one has the Great Icon of Despair) are pretty fun.  If someone fails a terror test they smack right into that chariot that just flew beside/behind them and get destroyed. ]]></description>
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				<pubDate><![CDATA[Thu, 17 Jul 2008 17:41:01]]> GMT</pubDate>
				<author><![CDATA[ sirisaacnuton]]></author>
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