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		<title><![CDATA[Latest posts for the thread "Champion Chaos Marines"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Champion Chaos Marines"]]></description>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ What's the best way to equip champion <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, and the Khorne Skull Champions? Mine right now is this way<br /> <br /> Skull Champion w/ power fist<br /> <br /> Aspiring Champion w/ power sword <br /> <br /> I'm not sure where to go really? I really want to give my Skull Champion a power sword instead of the fist to keep his initiate 5 when he assaults. But i heard its almost "mandatory" to take a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> with skulls....]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 22:29:16]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ Is because if they dont take a fist a dreadnought or walker can easily tie the whole unit up for the game.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Is because if they dont take a fist a dreadnought or walker can easily tie the whole unit up for the game.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:00:09]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ In general: a fist.<br /> <br /> Power weapons are 'functional' on Zkull Champions: only if their task is 'Counter Assault'.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:06:16]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ wow that sucks yeah. makes sense. can I just bring meltabombs to avoid that? I know they kinda suck because you forgo all attacks but in the case when a walker locks me I can still use them right?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:06:57]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ Melta bombs hit walkers only on a roll of a 6 most of the time.  Unless you can get them en masse or on the cheap (which Chaos can't do) then they're generally no good vs Walkers.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:12:14]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ awww, I thought the rulebook was <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> penetration+8 or something. ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/269638/1182783.page</link>
				<pubDate><![CDATA[Sun, 13 Dec 2009 23:18:09]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ It is. <br /> <br /> However, you need a 6 to hit before the <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+8 Penetration occurs.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:23:48]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ ohh, is that ability based on your weapon skill? (because it's close combat) or ballistic skill? Or just a set number due to walkers?]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:29:37]]> GMT</pubDate>
				<author><![CDATA[ Koski]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ Grenades such as melta bombs only hit walkers on 6s in close combat.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2009 23:30:50]]> GMT</pubDate>
				<author><![CDATA[ Mekboy]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ It's a set-number. The only Walkers you really need to worry about are Soul Grinders and Ironclad Dreadnoughts though, the rest are vulnerable to krak grenades. With proper support from your own Dreadnoughts, Daemon Princes, transports, etc, you really shouldn't be getting caught by enemy walkers in close combat. Skull Champions in particular benefit from Power Weapons because they can cause A5 S5 I5 on the charge, which can go a long way to preserving those Berzerkers rather than waiting until A4 S9 I1 attacks with a Powerfist.   <br /> <br /> What you really want on Aspiring Champions is a Combi-Weapon, so you have that extra piece of nastiness to shove in your opponent's face. There's something about having a squad of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> armed with dual flamethrowers melting an oncoming Ironclad to really make your opponent rethink their counter-charge strategy. The extra attacks and regular initiative (I5 on Skull Champions!) makes Powerfists pretty wasteful except for squads in a shock-assault roles, and Troops shouldn't be wasted on such roles. ]]></description>
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				<pubDate><![CDATA[Mon, 14 Dec 2009 01:28:33]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Champion Chaos Marines</title>
				<description><![CDATA[ A Berzerker Champion makes excellent use of a powerfist because he has 1 more base attack then most sergeant/champion/upgrade characters, mitigating the loss of an extra attack with a second <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon.<br /> <br /> Also, the Champion's solid WS5 allows him to hit much more often with his powerfist, making him much more effective against anything than a normal <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> champion with a fist.]]></description>
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				<pubDate><![CDATA[Mon, 14 Dec 2009 04:50:39]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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