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		<title><![CDATA[Latest posts for the thread "A question about the psychic power "Null Zone""]]></title>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[  In the Space Marine codex, the rule for Null Zone states that "All enemy units blah blah must re-roll successful invulnerable saves blah blah blah".  So my question is this:  Does it literally mean all successful invulnerable saves, such as cover, or just wargear/armor saves like the 5+ from termie armor or the 3+ from storm shields?  Any clarification would help.  Thanks.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:01:19]]> GMT</pubDate>
				<author><![CDATA[ jesse]]></author>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ A cover save is not an invulnerable save.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:05:18]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ All invulnerable saves, from all sources.<br /> <br /> However, a cover save is nor an invulnerable save.  Neither is an armor save.  They are two completely different animals.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:07:26]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Re:A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save is <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> save<br /> <br /> Cover save is Cover save<br /> <br /> Armor save is armor save<br /> <br /> So with this power, units that actually roll their <span class="glossaryitem" onmouseover='gp(162);'>INV</span> save (such as eldar farseers and warlocks, termies 5+ or 3+ with storm shield, or pretty much any <span class="glossaryitem" onmouseover='gp(67);'>IC</span> ever) would have to reroll successful saves. They may however, choose to take a 4+ cover save instead of taking an <span class="glossaryitem" onmouseover='gp(162);'>INV</span> save as well. They may even choose to take a 5+ cover save instead of taking a 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save if they so chose.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:08:38]]> GMT</pubDate>
				<author><![CDATA[ Axyl]]></author>
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				<title>Re:A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ Thanks guys for clearing that up for me.  I bow to your wisdom.<br /> However, here's another question for you:  With pretty much every army that comes to mind having some form of invulnerable save, is Null Zone worth taking?]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:11:51]]> GMT</pubDate>
				<author><![CDATA[ jesse]]></author>
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				<title>Re:A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ Really it depends on the army you are facing, as no army is going to have a ton of <span class="glossaryitem" onmouseover='gp(162);'>INV</span> saves. It would probably be best against daemons since they all have 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves and also good against other units that only have <span class="glossaryitem" onmouseover='gp(162);'>INV</span> saves (like eldar farseers and warlocks). It would be somewhat ok VS termies, but you would need some <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 or 1 weapons to go with it so they are forced to take the <span class="glossaryitem" onmouseover='gp(162);'>INV</span> save.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:17:29]]> GMT</pubDate>
				<author><![CDATA[ Axyl]]></author>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ Its really worth it versus Kairos with Blood Crushers. It will also work wonders against storm shields.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:19:33]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ The armies that do have invulnerable saves pay dearly for them, so it's nice when active.  I've run my Thousand Suns into the Null Zone wall before.  It's not fun.  <br /> <br /> In my opinion, though, it's best left to Tigurius.  Null Zone is just too situational to bring to a tournament, unless you have a very particular counter in mind.  For (un?)friendly play, on the other hand, definitely throw it in when you're up against Daemons.  ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:22:53]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>Re:A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ Groz you mentioned that Null Zone probably shouldn't be brought to a tournament.  In your opinion, what are the two powers that a librarian should go with?]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:25:43]]> GMT</pubDate>
				<author><![CDATA[ jesse]]></author>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ Null Zone is a great power versus daemons (which is top tier with the fate weaver/Blood Crusher combo) and it would hurt job bikers if you could bring enough power fist/thunder hammer attacks to bare against them. The psychic hood is valuable too against lash spam. I am not a big fan of the new Librarian but if used properly in a support role it is a great counter against the top lists.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 23:51:11]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ <blockquote><div><cite>jesse wrote:</cite>Groz you mentioned that Null Zone probably shouldn't be brought to a tournament.  In your opinion, what are the two powers that a librarian should go with?</div></blockquote>Well *coughs* I was engaging in a bit of Theoryhammer there...I honestly don't know which two <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Librarian powers I would take to a tournament since I play <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  I prefer all-purpose psychic powers that either kill the enemy outright (Smite, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Wind of Chaos) or enhance my army's functionality (Quickening, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Warptime).  Anything that lets a character do more in a turn is a big favorite for me.  (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>'s Nurgle's Rot, while possibly not as good as other powers, is a huge favorite for this because it can be used whether in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> or not.)  ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 07:05:39]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>A question about the psychic power &quot;Null Zone&quot;</title>
				<description><![CDATA[ I personally love to give my libby Force Dome and Smite. I usually run him with Sternguard to give them a 5+ invuln save and add his AP2 Smite to their firepower.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 19:49:43]]> GMT</pubDate>
				<author><![CDATA[ pavonis]]></author>
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