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		<title><![CDATA[Latest posts for the thread "Hardest Unit to shift"]]></title>
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				<title>Hardest Unit to shift</title>
				<description><![CDATA[ What is, in your opinion, the hardest unit to move via. break and Psychology tests? (Unbreakable units excluded)<br /> <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, it is a unit of Temple gaurd with Slann and battle Standard, useing Hand weapons/shields. Unless I am mistaken, that is a T4, 3+<span class="glossaryitem" onmouseover='gp(157);'>sv</span>, Stuborn unit that rolls 3dice and chooses the Lowest 2 for it's tests, gets re-rolls on failed break tests, and is immune to Psychology. Anyone know anything better?]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 03:43:10]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Hardest Unit to shift</title>
				<description><![CDATA[ Bloodcrushers.<br /> <br /> /thread.<br /> <br /> (well, they're TECHNICALLY unbreakable, but who's counting?)]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 04:55:18]]> GMT</pubDate>
				<author><![CDATA[ ungulateman]]></author>
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				<title>Hardest Unit to shift</title>
				<description><![CDATA[ You've got it wrong with the Temple Guard. They've got a 2+ save with hand weapon and shield. 5+ Scaly Skin, Light armour, Shield, Hand weapon and shield.]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 05:48:34]]> GMT</pubDate>
				<author><![CDATA[ Bagotrx]]></author>
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				<title>Hardest Unit to shift</title>
				<description><![CDATA[ After removing Unbreakable units, the toughest unit in the game to break is unquestionably Temple Guard.  Even bearing in mind that their Stubborn is on their own <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of 8 rather than the Slann's <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of 9 (assuming that's still true, my new army book hasn't arrived yet), they're still T4 with a 3+/2+ save and a whopping +7 SCR, and even if you do win the combat there's a 99% (well, 98.86%) chance of them passing the break test.]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 10:02:47]]> GMT</pubDate>
				<author><![CDATA[ Aelyn]]></author>
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				<title>Hardest Unit to shift</title>
				<description><![CDATA[ That depends on if you count <span class="glossaryitem" onmouseover='gp(174);'>BSBs</span> being nearby, chars in the unit and such.<br /> In a normal situation?<br /> Hammers with a  dwarf lord (they will almost always be near a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and mine always have the +1 combat res rune)<br /> Lord kills an average of 5, hammers account for 1 more, very little damage and the lord can kill most enemy chars.<br /> <br /> Without chars in the mix...<br /> black guard or temple guard. White lions are a distant third cause of the leadership 8 and no immuity to fear.]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 18:56:04]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Re:Hardest Unit to shift</title>
				<description><![CDATA[ It's a bit of a hybrid category.  We are measuring several quantities.<br /> <br /> #1: Difficulty to break.<br /> <br /> This can be summed up as: I do 100 <span class="glossaryitem" onmouseover='gp(173);'>CR</span> to a unit, presuming that they are still alive, what's the hardest unit to break that isn't Unbreakable.  Basically, we are looking for the highest base leadership stubborn + ITP.  Maneaters/Black Guard are both good qualifiers.<br /> <br /> #2: Most difficult to take <span class="glossaryitem" onmouseover='gp(173);'>CR</span> off of:<br /> <br /> This translates into fighting strength, ward saves, regen, etc.  Having no flanks/rear is also desirable here.  Plaguebearers with a Herald in the mix qualify, Phoenix Guard or whatever with the ward saves from the High Elves.  There are a lot of heavily armored guys.<br /> <br /> #3: Hits back hardest:<br /> <br /> Basically, per frontage, how hard can the unit hit back to <span class="glossaryitem" onmouseover='gp(27);'>de</span>-break itself before the check. Maneaters once again jump out, as do some of the <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> guys.<br /> <br /> #4: Character support?<br /> <br /> What kind of character can/do you put in there to assist in terms of hitting back and challenging enemy characters out of the equation.  <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is obviously a huge bonus for pretty much every unit.<br /> <br /> Seems to me like Warriors of Chaos units, chosen maybe, Black Guard with the trimmings, Grave Guard with the trimmings, Maneaters, etc. are all good guys for this award.<br /> <br /> It's really artificial to exclude the Unbreakable guys though.  I think you ought to consider a metric (a charging Knight is a good one) and then rank all units by how many charging knights it would take to break them, if they could somehow all attack.<br /> <br /> My guess for the unrestricted would be the Steam Tank, unless you just pumped an unbreakable unit to absurd size.]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 19:31:38]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Hardest Unit to shift</title>
				<description><![CDATA[ I killed all but 2 temple guard on the weekend from a 15 'man' units.<br /> <br /> 6 bolt throwers and 5 fanatics will hurt a super choppy unit though....]]></description>
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				<pubDate><![CDATA[Wed, 11 Feb 2009 01:08:05]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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