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		<title><![CDATA[Latest posts for the thread "Keeper of secrets..."]]></title>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ I am thinking of trying out <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> in a 2000 point army and am curious what the best setup and use for <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> is? I thought about soul devourer(?)- 100 points might be a lot but that almost guarantees he wont be dying and he can also "recharge" by just charging into nearby weak unit. Siren song is also nice too and those <span class="glossaryitem" onmouseover='gp(82);'>LD</span> check skills nice as well with a banner of despair/masque around... suggestions?]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2008 18:43:37]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Re:Keeper of secrets...</title>
				<description><![CDATA[ You gotta try out the Soul Devourer at least once (though it seems like folks'd just flee and get run down, rather than let you charge up.)  Let me know how it goes.]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2008 19:00:06]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Re:Keeper of secrets...</title>
				<description><![CDATA[ <blockquote><div><cite>40kenthusiast wrote:</cite>You gotta try out the Soul Devourer at least once (though it seems like folks'd just flee and get run down, rather than let you charge up.)  Let me know how it goes.</div></blockquote><br /> <br /> are you being sarcastic about it? Since <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> will be charging at expensive units and if that unit runs away then all the merrier. I will of course try to clear out any multiwound dealing units or poison units asap. Any other setups?]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2008 19:17:39]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Re:Keeper of secrets...</title>
				<description><![CDATA[ Torment Blade - Gives you an extra attack because it counts as an extra hand weapon, and is only 5 points.  Oh, it also does something about them needing a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test to attack you after you do a wound to the model you're fighting.  That doesn't even factor into taking this after the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> came out and let it give you +1 Attack as well. <br /> Siren Song - So you can get into combat and avoid shooting<br /> Soporific Musk - So you can definitely catch things that run away from you (this is an arguable one what with all those Daemon and <span class="glossaryitem" onmouseover='gp(138);'>VC</span> armies you can plan on fighting at a tourney)<br /> Allure - Arguable, but it can stop things from attacking you especially if you take the Banner of Dispair (-2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> to all within 12") and the Masque. Probably best combined with the Enrapturing Gaze<br /> <br /> Enrapturing Gaze - If you take Allure, it helps<br /> <br /> You can't combine them all, so I'd recommend: Torment Blade, Siren, Allure, Enrapturing Gaze<br /> <br /> Oh and a cup, for when your opponent wants to kick you square in the nuts.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2008 11:33:13]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ How about<br /> Keeper L4 w/ siren,torment blade,allure<br /> 1 herald tzeentch w/fly,power vortex,<span class="glossaryitem" onmouseover='gp(174);'>bsb</span> despair<br /> 1 herald tzeentch w/power vortex<br /> masque <br /> <br /> 12 flamers<br /> 10 horrors x 2<br /> 12 bloodletters<br /> 5 furies<br /> 14/8<br /> <br /> or<br /> <br /> Keeper L4 w/ siren,torment blade,allure<br /> 1 herald tzeentch w/fly,power vortex,<span class="glossaryitem" onmouseover='gp(174);'>bsb</span> despair<br /> masque<br /> <br /> 12 flamers<br /> 16 horrors<br /> 10 bloodletters<br /> 10 bloodletters<br /> 5 furies<br /> 3 screamers<br /> 10/6 ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2008 16:24:24]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ "are you being sarcastic about it?"<br /> <br /> Not at all.  Seems like it'd be like:<br /> <br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>: March forward/orient on target unit, get close enough that if they flee you'll catch them.<br /> Enemy: Shoot <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> w/war machines, characters evacuate target unit, target unit moves right up in <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>'s face.<br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>: Charge target unit, it flees, you run through it, hit back of board (can't get off since not pursueing.)<br /> Enemy: Shoot <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> w/war machines, kill<br /> <br /> If we figure that it was probably an elite infantry unit with a magic banner, you've probably extracted ~300 points, but lost 550 and your general.]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2008 19:13:30]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Re:Keeper of secrets...</title>
				<description><![CDATA[ <blockquote><div><cite>Voodoo Boyz wrote:</cite>Torment Blade - Gives you an extra attack because it counts as an extra hand weapon, and is only 5 points.  Oh, it also does something about them needing a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test to attack you after you do a wound to the model you're fighting.  That doesn't even factor into taking this after the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> came out and let it give you +1 Attack as well. <br /> </div></blockquote> <br /> <br /> While correct you need to be careful when arguing this. It is not an extra hand weapon it is however a second hand weapon. Arguing as an extra or additional will get you in trouble and you need to argue as if it is in fact a second hand weapon.<br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Siren Song - So you can get into combat and avoid shooting<br /> </div></blockquote> <br /> Agreed this is a must for the keeper, but be very careful when using it because if your opponents flee game over (Unless that was the intention) Also remeber that they still need to take psychology tests as normal. Also with the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> ItP and Unbreakable units MUST charge and cannot chose to flee.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Soporific Musk - So you can definitely catch things that run away from you (this is an arguable one what with all those Daemon and <span class="glossaryitem" onmouseover='gp(138);'>VC</span> armies you can plan on fighting at a tourney)<br /> </div></blockquote> <br /> If you waist point on the ability for your keeper you are a fool. There is almost no benefit to having this. If you keeper is not the only movement 7+ model in base with a large unit he will not be winning combat that easily. Better leave this one at home. <br /> <br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Allure - Arguable, but it can stop things from attacking you especially if you take the Banner of Dispair (-2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> to all within 12") and the Masque. Probably best combined with the Enrapturing Gaze<br /> </div></blockquote> <br /> <br /> This is a MUST! a keeper without this is a dead keeper when it comes to other power characters and Big Fat Daemons.  Never leave this one at home.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Enrapturing Gaze - If you take Allure, it helps<br /> </div></blockquote> <br /> No it realy doesn't. the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> nerfed this ability as it only effects models in <span class="glossaryitem" onmouseover='gp(242);'>BtB</span> the unit as a whole can still test on their base leadership or that of the Generals. It is now a complete waste of a power.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> You can't combine them all, so I'd recommend: Torment Blade, Siren, Allure, Enrapturing Gaze<br /> </div></blockquote> <br /> <br /> The missing ability that I have now found as a Key item is Soul hunger. Since changing Enrapturing Gaze for it I have had much better preformance in combats against larger monsters as well as units. I now swear by this ability.<br /> <br /> They way I like to see my Kipper kitted out is as follows.<br /> <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 w/ Torment Blade, Soul Hunger, Allure and Sirens Song. This is the optimal build for the keeper right now.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Oh and a cup, for when your opponent wants to kick you square in the nuts.<br /> </div></blockquote><br /> <br /> He still needs to pass a leadership test to do that though. <br /> <br /> <blockquote><div><cite>40kenthusiast wrote:</cite><br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>: March forward/orient on target unit, get close enough that if they flee you'll catch them.<br /> Enemy: Shoot <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> w/war machines, characters evacuate target unit, target unit moves right up in <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>'s face.<br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>: Charge target unit, it flees, you run through it, hit back of board (can't get off since not pursueing.)<br /> Enemy: Shoot <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> w/war machines, kill<br /> </div></blockquote><br /> <br /> If you let this happen to you then you are in serious needs of learning the fundamentals of not only Warhammer but of the Slaanesh army. <br /> <br /> The truth of the matter is under no circumstance should you put you self into a position where you will be shot up by anything. If you do than its your own mistake. Remember that when playing Slaanesh you have the ability to control the entire game and you need to use that ability to your advantage. <br /> <br /> Furies and Fiends are the best answers to Warmachines and I would hope every Slaanesh list out there includes at least a single fiend and 2 units of Furies. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2008 19:48:00]]> GMT</pubDate>
				<author><![CDATA[ Negativemoney]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ great analysis negativemoney. From my army i think flamers and furies and screamers can be enough to get rid of warmachines whatnot. The siren song i want to aim at lord in unit or wizard in unit. Basically i want to do this:<br /> <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> move up 8" with horrors. <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> move up 19 - close enough to <span class="glossaryitem" onmouseover='gp(174);'>bsb</span>. Siren song the lord/wizard unit - try to assasinate the lord and then the rest of the game hopefully will be the opponent running off the table with -2 to -5LD. <br /> <br /> Obviously i will do it if the unit in question is not super strong - if it is teclis with some guards then definitely go for it but if it is another fighty hero then i probably shoot it down a bit more then go for it. <br /> <br /> It is also great because if it is a unit i want to charge at i can spend the turn shooting/magicking it down to size then have it charge me and then i could flank it next turn.<br /> <br /> And is the 100 point soul devourer(?) really not worth it? The opponent will get caught off guard and if they really try to run away my other units will be able to take care of the ranged units. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2008 20:05:52]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Re:Keeper of secrets...</title>
				<description><![CDATA[ <blockquote><div><cite>Negativemoney wrote:</cite><blockquote><div><cite>Voodoo Boyz wrote:</cite>Torment Blade - Gives you an extra attack because it counts as an extra hand weapon, and is only 5 points.  Oh, it also does something about them needing a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test to attack you after you do a wound to the model you're fighting.  That doesn't even factor into taking this after the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> came out and let it give you +1 Attack as well. <br /> </div></blockquote> <br /> <br /> While correct you need to be careful when arguing this. It is not an extra hand weapon it is however a second hand weapon. Arguing as an extra or additional will get you in trouble and you need to argue as if it is in fact a second hand weapon.<br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Siren Song - So you can get into combat and avoid shooting<br /> </div></blockquote> <br /> Agreed this is a must for the keeper, but be very careful when using it because if your opponents flee game over (Unless that was the intention) Also remeber that they still need to take psychology tests as normal. Also with the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> ItP and Unbreakable units MUST charge and cannot chose to flee.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Soporific Musk - So you can definitely catch things that run away from you (this is an arguable one what with all those Daemon and <span class="glossaryitem" onmouseover='gp(138);'>VC</span> armies you can plan on fighting at a tourney)<br /> </div></blockquote> <br /> If you waist point on the ability for your keeper you are a fool. There is almost no benefit to having this. If you keeper is not the only movement 7+ model in base with a large unit he will not be winning combat that easily. Better leave this one at home. <br /> <br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Allure - Arguable, but it can stop things from attacking you especially if you take the Banner of Dispair (-2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> to all within 12") and the Masque. Probably best combined with the Enrapturing Gaze<br /> </div></blockquote> <br /> <br /> This is a MUST! a keeper without this is a dead keeper when it comes to other power characters and Big Fat Daemons.  Never leave this one at home.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Enrapturing Gaze - If you take Allure, it helps<br /> </div></blockquote> <br /> No it realy doesn't. the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> nerfed this ability as it only effects models in <span class="glossaryitem" onmouseover='gp(242);'>BtB</span> the unit as a whole can still test on their base leadership or that of the Generals. It is now a complete waste of a power.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> You can't combine them all, so I'd recommend: Torment Blade, Siren, Allure, Enrapturing Gaze<br /> </div></blockquote> <br /> <br /> The missing ability that I have now found as a Key item is Soul hunger. Since changing Enrapturing Gaze for it I have had much better preformance in combats against larger monsters as well as units. I now swear by this ability.<br /> <br /> They way I like to see my Kipper kitted out is as follows.<br /> <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 w/ Torment Blade, Soul Hunger, Allure and Sirens Song. This is the optimal build for the keeper right now.<br /> <br /> <blockquote><div><cite>Voodoo Boyz wrote:</cite><br /> Oh and a cup, for when your opponent wants to kick you square in the nuts.<br /> </div></blockquote><br /> <br /> He still needs to pass a leadership test to do that though. <br /> <br /> <blockquote><div><cite>40kenthusiast wrote:</cite><br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>: March forward/orient on target unit, get close enough that if they flee you'll catch them.<br /> Enemy: Shoot <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> w/war machines, characters evacuate target unit, target unit moves right up in <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>'s face.<br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>: Charge target unit, it flees, you run through it, hit back of board (can't get off since not pursueing.)<br /> Enemy: Shoot <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> w/war machines, kill<br /> </div></blockquote><br /> <br /> If you let this happen to you then you are in serious needs of learning the fundamentals of not only Warhammer but of the Slaanesh army. <br /> <br /> The truth of the matter is under no circumstance should you put you self into a position where you will be shot up by anything. If you do than its your own mistake. Remember that when playing Slaanesh you have the ability to control the entire game and you need to use that ability to your advantage. <br /> <br /> Furies and Fiends are the best answers to Warmachines and I would hope every Slaanesh list out there includes at least a single fiend and 2 units of Furies. </div></blockquote><br /> <br /> You are of course correct, being the Slaanesh Daemon player.  With all of the <span class="glossaryitem" onmouseover='gp(197);'>WM</span> I've been playing I hadn't checked all of the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> and you're 100% correct, I think your load out is probably the best you can take.<br /> <br /> Well you were almost 100% correct.  You keep forgetting that the -2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> banner doesn't work on your actual opponent.  In fact if you try to tell him that they can't kick you in the nuts without passing a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test, then that just means they're probably going to kick you there twice. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 03:27:47]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ is allure,siren,torment,soul the best setup or siren,allure,temptator? Do people get to use temptator much? ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 13:27:29]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ I don't think Temptator is worth the 50 points. and would rather have soul hunger than it any day of the week, Wile nice it does not make its points back like soul hunger does. If I were to take it I would do Siren Temptator and Sould Hunger. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 13:53:55]]> GMT</pubDate>
				<author><![CDATA[ Negativemoney]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ another question... do stubborn enemies ignore the -X <span class="glossaryitem" onmouseover='gp(82);'>LD</span> from masque or despair when they roll for panic in combat/from shooting?<br /> <br /> Also, any tips against gunline or magic armies with the keeper and friends? I guess against magic i just siren song the L4's unit into keeper or if he decides to run then i just killed his magic phase.]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 14:20:09]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ Absolutely not, they only ignore modifiers for combat resolution. <br /> <br /> Against Gun lines Sirens Standard and Furies are your best friends. Also you will need to use terrain to your advantage. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 15:28:21]]> GMT</pubDate>
				<author><![CDATA[ Negativemoney]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ what is one type of army you see this tactic is worst against? <span class="glossaryitem" onmouseover='gp(138);'>VC</span>? Dont <span class="glossaryitem" onmouseover='gp(138);'>VC</span> have low <span class="glossaryitem" onmouseover='gp(82);'>LD</span> by default so that is good for keeper in combat no? Still not sure how to deal with bloodknights with lord...maybe that is where temptator shines?]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 15:44:35]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ One of the big things that a lot of <span class="glossaryitem" onmouseover='gp(138);'>VC</span> lack is magic Defense. The Keeper has one of the best spells to use against a vampire lord. That is the <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 spell and believe me a stupid vampire lord at LD5-6 is not going to have a good magic phase. This is a tactic I highly recommend using against a <span class="glossaryitem" onmouseover='gp(138);'>VC</span> player. <br /> <br /> Also remember that the Generals <span class="glossaryitem" onmouseover='gp(82);'>LD</span> is used After normal modifier but before combat modifiers. So this means if a unit is effected by the masque or the icon and the general is not then they can still use his leadership. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 16:43:58]]> GMT</pubDate>
				<author><![CDATA[ Negativemoney]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ umm dont <span class="glossaryitem" onmouseover='gp(138);'>VC</span> usually have an awesome magic phase? doesnt that translates into more <span class="glossaryitem" onmouseover='gp(231);'>DD</span> than usual? Also, does the lord lose stupidity or masque modifiers if he leaves the unit? I am pretty sure if a character joins a unit he gets their <span class="glossaryitem" onmouseover='gp(82);'>LD</span> abilities like immune to psych, frenzy.. but if he leaves he loses them right?<br /> <br /> Also i think slicking shards will be the nastiest spell of the bunch - thats why i want to stack up on magic to bait out <span class="glossaryitem" onmouseover='gp(471);'>DS</span> and <span class="glossaryitem" onmouseover='gp(231);'>DD</span>.... with -2 to -5 to <span class="glossaryitem" onmouseover='gp(82);'>LD</span> a unit out of range of lord would be decimated and need to roll 2-4s to survive...]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 16:51:08]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(138);'>VC</span> bring an incredible magic phase, but their characters generally don't have room to buy scrolls, so they have dice but generally not any scrolls.<br /> <br /> The thing you can do with Slaanesh is to force the dice out since your level 1's can spam out the Stupidity spell on his other units, which should soak up dice from him trying to stop it, and then you go for the bigger spells off the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>.  ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 16:58:42]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ <blockquote><div><cite>Voodoo Boyz wrote:</cite><span class="glossaryitem" onmouseover='gp(138);'>VC</span> bring an incredible magic phase, but their characters generally don't have room to buy scrolls, so they have dice but generally not any scrolls.<br /> <br /> The thing you can do with Slaanesh is to force the dice out since your level 1's can spam out the Stupidity spell on his other units, which should soak up dice from him trying to stop it, and then you go for the bigger spells off the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>.  </div></blockquote><br /> <br /> Right now in my 2k i have<br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>, Tzeentch herald powervortex,fly <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>(flying helps a lot..), Masque. Magic phase:10(+1 from horrors)/6.<br /> I thought about putting in another herald tzeentch w/ power vortex for more spell power -&gt; 13/7.<br /> To get points for 2nd herald tzeentch i prob need to clear out 3 screamers and some horrors whatnot... In return i will have a more powerful and fruitful magic phase. which way is better?<br /> And i dont have herald slaanesh because the daemonettes are too underwhelming... tried to use them and they failed plenty of times...<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 17:15:49]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ Slaanesh heralds need to be riding steeds and running with seekers (who preferably have the banner of no flee from me).<br /> <br /> You could also have them run solo, which sort of works, it's just not as good as the flying herald.<br /> <br /> The problem with Tz Heralds is that <span class="glossaryitem" onmouseover='gp(138);'>VC</span> don't care about losses for the most part, they can just raise them back.  They do sure as hell care about stupidity spells affecting units under an aura of -2LD and maybe more if you have the Masque.]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 17:30:55]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ right, but in a general tourny is it better with <br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>,masque, tzeentch<br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span>,masque,tzeentch x2<br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> ,masque,tzeentch,slaanesh on steed?<br /> <br /> If it is better for slaanesh on steed (i can see a reason to use her since i have the -2LD going on...) i will probably run her solo as i dont have much points to spare.... suggestions?]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 17:35:32]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ I have been running the third option with great success. I find that having the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> on a flighty herald of Slaanesh helps out significantly when you need an extra +1 <span class="glossaryitem" onmouseover='gp(173);'>CR</span> and some more attacks. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 18:39:31]]> GMT</pubDate>
				<author><![CDATA[ Negativemoney]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ Is it fine to put like 1100 points in characters? The rest of my stuff is basically <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>,flamers and furies... not sure if that is good. I guess I will putting it all on <span class="glossaryitem" onmouseover='gp(82);'>LD</span> tests... On the bright side i have a lot of mobile units...<br /> <br /> Keeper L4 w/ siren,torment blade,allure<br /> 1 herald tzeentch w/fly,power vortex,<span class="glossaryitem" onmouseover='gp(174);'>bsb</span> despair<br /> masque<br /> L1 herald on steed<br /> <br /> 12 flamers<br /> 10 horrors<br /> 10 bloodletters<br /> 10 bloodletters<br /> 5 furies<br /> <br /> 11/7 <br /> <br /> @negativemoney<br /> What is your 2k army look like with the setup?]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2008 19:00:14]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ how to attack a bret knight army with 3 X <span class="glossaryitem" onmouseover='gp(507);'>KOTR</span>, 2 damsels, 1 unit grail, 3 pegasus, lord on hippo and some yewmen?]]></description>
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				<pubDate><![CDATA[Sat, 20 Sep 2008 01:25:47]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ <blockquote><div><cite>shaselai wrote:</cite>Is it fine to put like 1100 points in characters? <br /> </div></blockquote><br /> <br /> You'll get a lot of different answers on this, but I'm currently running 1325 points in characters in my 2250 army.  Not going to get the world's best comp scores, but characters are just so dang cool.  Particularly Daemon characters.]]></description>
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				<pubDate><![CDATA[Sat, 20 Sep 2008 04:27:39]]> GMT</pubDate>
				<author><![CDATA[ sirisaacnuton]]></author>
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				<title>Keeper of secrets...</title>
				<description><![CDATA[ i have about 470 points... which setup is good?<br /> 2 x 3 screamers w/8 flamers<br /> 11 flamers 5 furies<br /> 3 screamers 5 furies 9 flamers <br /> ?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Sep 2008 05:42:40]]> GMT</pubDate>
				<author><![CDATA[ shaselai]]></author>
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