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		<title><![CDATA[Latest posts for the thread "Confused about cults-must be the chaos"]]></title>
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				<title>Confused about cults-must be the chaos</title>
				<description><![CDATA[ I've decided to choose chaos space marines  <img src="/s/i/a/624eb4d9666ce76772d326c4dc712567.gif" border="0"> over necrons as while necrons get wlbb, after 75% losses they dissapear...anyway!<br /> <br /> I'm totally confused about what the different cults are, and how they are different in gameplay terms. Are they different armies, can they be in the same army, are they add-on parts like Black Templars are for Space Marines?<br /> <br /> Pics as well as an army overview (advantages, disadvantages, thousand sons over tzeentch) would REALLY help!<font color='red'> </font><span style="font-size: 18px; line-height: normal;"> </span>]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 04:48:40]]> GMT</pubDate>
				<author><![CDATA[ Turbo10k]]></author>
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				<title>Re:Confused about cults-must be the chaos</title>
				<description><![CDATA[ I'm not huge into everything but I understand the codex pretty well. Their singular gods that your chaos units worship. Either Khorne (+1 <span class="glossaryitem" onmouseover='gp(351);'>atk</span>), Nurge (+1 toughness), Tzeentch (+1 invuln save), or Slaneesh (+1 <span class="glossaryitem" onmouseover='gp(73);'>Ini</span>) That's basically what each gods favor confers to your units (usually). There are specific spells that correspond with each god also for units that can use psyker abilities. You can use any amount of any god favored troops or <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> together with other ones. The only rule is they can't be in the same unit. Does this help?]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 05:31:57]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Confused about cults-must be the chaos</title>
				<description><![CDATA[ Plague Marines- Can take small arms fire all day, low I, but the armor really makes up for it. Good for holding objectives in smaller games. They ARE 23 points each so...<br /> <br /> Khorne Zerkers- Close Combat Ninjas. 'Nuff said<br /> <br /> Thousand sons- Are great at taking artillery as if being flicked, albeit expensive.<br /> <br /> Noise Marines- Meh don't know much about them, go ask a slaanesh guy.<br /> <br /> You can mix them in the same army if you wish, but you obviously can't put any icons on them because they are basically Specific god-themed units.<br /> <br /> A lot of players that haved themed armies will take these cult units just so it'll fit w/ the rest of the army.<br /> <br /> You can also fit them in with a vanilla army according to a specific role you want them to play.]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 05:36:05]]> GMT</pubDate>
				<author><![CDATA[ ZacktheChaosChild]]></author>
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				<title>Re:Confused about cults-must be the chaos</title>
				<description><![CDATA[ Thx a lot everyone. I think I'm going for Thousand sons. Any special rules? ]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 05:43:58]]> GMT</pubDate>
				<author><![CDATA[ Turbo10k]]></author>
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				<title>Confused about cults-must be the chaos</title>
				<description><![CDATA[ The Thousand suns are all unable to act or do anything if their not within 12'' of a psyker / Sorceror being thing. You can add a sorceror to a group for 60 points as a leader character. It's pretty steep to have for just a basic troop choice sometimes =(<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> You HAVE to give your aspiring sorcerer a psyker ability, ranging from 10 points to 30 points in cost also. That's kinda sucky, they're useful though!]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 05:53:34]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Confused about cults-must be the chaos</title>
				<description><![CDATA[ You seem to have not read your codex...all shall be revealed if you read it.  1Ksons, sadly, are not good.]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 06:02:36]]> GMT</pubDate>
				<author><![CDATA[ Iron_Chaos_Brute]]></author>
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				<title>Re:Confused about cults-must be the chaos</title>
				<description><![CDATA[ That means that if my thousans sons lose their psyker to gunfire, a blast template or <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, they all run to mama?<br /> <br /> Is there any <span class="glossaryitem" onmouseover='gp(22);'>CSm</span> that are more autonomous, but not Noise or Tzeentch?<font color='red'> </font>]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 06:04:56]]> GMT</pubDate>
				<author><![CDATA[ Turbo10k]]></author>
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				<title>Confused about cults-must be the chaos</title>
				<description><![CDATA[ Yeah you can take regular old Chaos Space Marines that don't have any one affiliation, though you can grant them a "Mark of _____" if you want. They have standard space marine weaponry and can be upgraded pretty decently. Exactly the same stats as the special "favored" units except for the special powers confered to the units that they get from their individual "marks".<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> The special god favored units have specific skills sometimes, and actually the khorne units have +1 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> and they have + 1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> more than the regular <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 06:10:56]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Re:Confused about cults-must be the chaos</title>
				<description><![CDATA[ K thx I'll look forward to searching about <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> with this on mind]]></description>
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				<pubDate><![CDATA[Sat, 7 Nov 2009 06:28:41]]> GMT</pubDate>
				<author><![CDATA[ Turbo10k]]></author>
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