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		<title><![CDATA[Latest posts for the thread "2500 Bile CSM"]]></title>
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				<title>2500 Bile CSM</title>
				<description><![CDATA[ By request, but feel free to give feedback if you want.<br /> <br /> Fabius Bile<br /> <br /> 4X 10 Enhanced Chaos Marines, melta & flamer, Icon of Khorne, champ with fist, rhino with havoc launcher.<br /> <br /> 9 Plague marines, 2 plasma guns, icon, rhino w/ havoc launcher<br /> <br /> 9 noise marines, 7 sonic blasters, icon, champ 2/ powerfist & doom siren, rhino<br /> <br /> 13 summoned daemons<br /> <br /> 2X2 oblits<br /> <br /> 2496 points<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2009 18:30:20]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>2500 Bile CSM</title>
				<description><![CDATA[ <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2009 20:57:43]]> GMT</pubDate>
				<author><![CDATA[ Xav]]></author>
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				<title>2500 Bile CSM</title>
				<description><![CDATA[ Well, as your other post said you were hamstrung by what models you had, I'm thinking you should have taken 6 full squads of enhanced marines anyway. <br /> <br /> I'm also a little curious as to why you didn't have 2x melta and 2x flamers in other squads, rather than the 1 and 1.  I would think hordes would be the last thing you'd be worried about anyway, since your +1 S enhanced marines could lay quite the smack down in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> Since this was 'ard boyz, a lash sorcerer in this list would have been an awesome second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, and you probably should have tried for 2x3 or 3x 2 oblits instead of just 4.<br /> <br /> Otherwise, it looks pretty awesome.<br /> <br /> I know in the other thread everyone is all excited about Demonbombing, but you only have one unit of demons.  Are you swinging more towards rhinos + marines?  (That's always been my preference anyway, lesser demons just sorta underwhelm me.)<br /> <br /> Awesome <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2009 21:21:00]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>2500 Bile CSM</title>
				<description><![CDATA[ I'd still hesitate to take the full 6 squads of enhanced rather than 5 and a unit of plague marines.  Given the fact that you roll for genetic effects *after* deployment, I feel like I need a unit I know is going to be there with all its models to cover my home objective--and plague marines are better at that than enhanced marines anyway.<br /> <br /> Also only cult marines can take the 9 guys necessary to leave a space to hide Bile in their rhino and still get the 2 specials.  Also a couple of the opponents I drew were afraid of plague marines for some reason and wasted a lot of energy on trying to kill them (?).<br /> <br /> I resisted the second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> for 'ard Boyz because of the <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> in scenario 2.  I agree lash would work well with this list, but again you have the problem of finding a space in a rhino where a sorcerer would ride.<br /> <br /> Melta + flamer is an old habit for mech units, but now that you point it out I realize that I wished for more melta and didn't need much flamer.  It always seems like the one melta always misses when you need it most.  I'll probably make that switch in the next version, thanks.<br /> <br /> Yeah, I've always liked mech armies, and now they're actually playable finally.  I've played versions of rhino+daemon with up to 3 units of daemons (with the current codex) but I find that, because they have to be so huge, more than 2 units of daemons sort of get in each other's way, or run out of good targets.]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2009 14:57:28]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>2500 Bile CSM</title>
				<description><![CDATA[ Ah, well the sorcerer would have fit well in with the noisemarines then, in that case.<br /> <br /> And I abide by an unspoken rule in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, that one lone melta will always miss, so I always try to double up where applicable.<br /> <br /> The other problem with the demons, is that a big squad is about 200 points, and for a little more, you could just have another rhino/marine squad that is a little more flexible, or two <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Dreads! ]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2009 22:51:58]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>2500 Bile CSM</title>
				<description><![CDATA[ The thing that makes daemons different from all other troops is that they are summoned.  They don't need their own transport; in effect they are potentially using the transport of any unit that has an icon.<br /> <br /> That means they can react and arrive at the spot on the board where they're needed most without any chance of the opponent stopping them by popping their ride, and without any chance of being too far away to do what you need them to do at the critical moment.  It's a risk and a tradeoff because of the random elements, but it's complimentary to the transported troops most of the time.  I think that's what the daemonbomb thread in tactics is about.<br /> <br /> I mean, you don't want an army that's all reacting to the opponent (unless you're Eldar maybe).  But a mix of reactive units in an army like mech <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> that specializes in seizing and holding the tactical initiative, daemons can be a great boost to keep your assault rolling at the critical moment and place.]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2009 23:23:18]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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