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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Right I'm looking for a fun, decent chaos <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. I don't want a Daemon Prince so don't mention that, I want to play for fun more than for winning. Im thinking about a chaos sorcerer but how should I kit him out? I am getting noise marines so I might give him lash. What else would be a good choice? Lucius seems good and Typhus also seems good, my army is Slaanesh based and I play against Necrons. To many choices <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 13:40:21]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Well, i can tell you that any <span class="glossaryitem" onmouseover='gp(56);'>hq</span> using lash, is not going to be seen as fun. Lash is a very competetive playstyle. <br /> <br /> If you want fun or interesting, i suggest fabius bile, typhus, lucius, or perhaps a nurgle sorcerer.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 14:35:05]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ We are going to have a hard time telling you what you will think is a fun unit to play.  I can tell you what are good options and good equipment loadouts for sorc/lord if you don't want a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.<br /> <br /> I prefer using a sorc/lord with wings + <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>/Tzeentch for the extra survivability, but slaanesh is a great option as well since they are mostly <span class="glossaryitem" onmouseover='gp(19);'>CC</span> oriented.  If you go with a sorc I would definitely pick up warptime for the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> goodness and if you pick up a familiar go with maybe winds of chaos for a template that kills everything under it on a 4+ or lash (but as someone said this is the cheese option, not the "fun" option).  If you go lord a slaanesh daemon weapon is extremely good for fighting anything with multiple wounds, but idk if that is the most efficient choice against necrons.  <br /> <br /> If you do go with wings I usually roll my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with a squad of raptors with melta + champ with 2x LClaws for <span class="glossaryitem" onmouseover='gp(93);'>MC</span>/<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Hardened Toughness killing and for counter-charging anything that gets bogged down fighting your troops.<br /> <br /> Typhus is ok, but a bit overpriced. He's excellent against tyranids and is just a tough mother all around.  If you're going all slaanesh and want a tough but relatively cheap <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit lucius is pretty good.  He has that excellent armor that throws S4 hits back at any unit he makes a save against and amazing <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.  Unfortunately he has a low number of attacks <br /> <br /> Fabius bile was a member of the emperor's children so would fit as a slaanesh-ish choice.  He has a really fun pre-battle roll that can give you some interesting units to play around with, but he can also kill off an entire squad before they ever set foot on the board.  He is a fairly decent <span class="glossaryitem" onmouseover='gp(19);'>CC</span> troop on his own as well.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 16:12:30]]> GMT</pubDate>
				<author><![CDATA[ Halsfield]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ Ah I see, a Nurgle sorcerer sounds very interesting might look into that.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 16:13:55]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ the chaos lord with daemon weapon and mark of khorne is rather entertaining in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, with up to 15 attacks at S6 (or 5) with no armour saves allowed.<br /> <br /> lets see the necrons get up from that!]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 18:00:37]]> GMT</pubDate>
				<author><![CDATA[ MinionOfDaCube]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Well...he does on average 5 kills in combat which is nice, but a rez orb makes it only 2.5.<br /> <br /> In addition, 1/3 of the time the <span class="glossaryitem" onmouseover='gp(412);'>DW</span> goes stupid and triest to help the Necrons.<br /> <br /> So, yes, I do agree on the entertainment value.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 18:04:09]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Lord - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, Deamon weapon. 140 points<br /> <br /> up to 17 attacks on the charge <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> hilarious fun, unreliable, but I play one in fun games just because of the amount of attacks it could possibly get <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 18:06:29]]> GMT</pubDate>
				<author><![CDATA[ Gorechild]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Yet your name would suggest Kharn be a better choice.  I'd rather kill my own dudes than contribut nothing and hurt myself when the weapon goes stupid...<br /> <br /> Kharn <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 18:12:28]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Go for Lucius. His Armour of Shrieking Souls is pretty fun (automatic S4 ignores armour hit on any saves), he has a Doom Siren, and nobody will accuse you of trying to be competitive. ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 18:16:10]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Go for Lucius. His Armour of Shrieking Souls is pretty fun (automatic S4 ignores armour hit on any saves), he has a Doom Siren, and nobody will accuse you of trying to be competitive. <br /> </div></blockquote><br /> <br /> Well the last part of that is really damn true.  Wohoo a S4 power weapon on a pricey non-<span class="glossaryitem" onmouseover='gp(468);'>EW</span> special character, hold on I need a pen to write home about this awesomeness.  There's a fine line between "Fun" and "Bad" Lucius is so far on the bad side he isn't even aware there's a fun one.  I'd rather have a Slaanesh lord with a Blissgiver, at least then I feel like I'm doing something with the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 18:41:14]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Yeah, Lucius only gets five S4 Power Weapon attacks on the charge, but he also reduces the number of attacks trying to hit him, and deals out an automatic S4 Power Weapon hit with every save he makes in close combat. In combination with his Doom Siren this makes him murder on hordes that would suck up Kharn's attacks and return them with interest.<br /> <br /> Somewhere around here I have a nice analysis of Lucius killing a unit of ten Bloodclaws when they charge him: it takes three rounds of combat, but it happens. <br /> <br /> The funny thing is that Lucius' value goes up as you throw him into more and more dangerous situations. <br /> <br /> Take a unit of 30 Orks including a Nob with a Powerklaw, for example, and compare Lucius to Kharn (supposing that they've decided to be idiots and charged the mob without any support):<br /> <br /> Lucius gets 5 attacks, hitting on 3+, wounding on 4+, and no armour saves. Kharn gets 6 attacks, hitting on 2+, wounding on 2+ and no armour saves. Kharn wins eh? Well...<br /> <br /> Expected value of dead Orks (K): 4.17<br /> Expected value of dead Orks (L): 1.67<br /> <br /> The Orks now reply. Against Kharn we can expect (rounding down) 25 Boyz, armed with Sluggas and Choppas, and a Nob with a Powerklaw. So hitting on 4+, wounding on 5+ and failing armour saves on 2-, and hitting on 4+, wounding on 2+ and failing invulnerable saves on 4-. <br /> <br /> Expected value of wounds on Kharn (B): 4.17<br /> Expected value of wounds on Kharn (N): 0.83 (<span class="glossaryitem" onmouseover='gp(269);'>ID</span>)<br /> <br /> So we can expect Kharn to go down under a scrum of Orks having taken four of the filthy green-skinned savages with him. <br /> <br /> Against Lucius we have we can expect (rounding up) 27 Boyz, armed with Sluggas and Choppas, and a Nob with a Powerklaw. So hitting on 4+, wounding on 5+ and failing armour saves on 2-, and hitting on 4+, wounding on 2+ and failing invulnerable saves on 4-. Supposing each villain has been surrounded by six Orks in base to base contact then: <br /> <br /> Expected value of wounds on Lucius (B): 4.17<br /> Expected value of wounds on Lucius (N): 0.83 (<span class="glossaryitem" onmouseover='gp(269);'>ID</span>)<br /> <br /> However, after the Boyz have attacked, and after they can be expected to beat Lucius to a pleasant pulp, they will suffer 8.33 additional wounds as the Armour of Shrieking Souls makes them pay for their temerity. <br /> <br /> This means that while Kharn inflicts 4.17:5.00 expected wounds, Lucius inflicts 10.00:5.00 expected wounds.<br /> <br /> In other words, in this situation we can expect both to go down fighting. At the end of the combat Kharn leaves us with 25 Boys and a Nob, and Lucius leaves us with 19 Boys and a Nob. Advantage: Lucius.<br /> <br /> Suppose we have a similar situation: The Orks charge Lucius or Kharn!<br /> <br /> Kharn has 5 attacks, hitting on 2+, wounding on 3+, and ignoring armour saves. Lucius has 4 attacks, hitting on 3+, wounding on 4+, and ignoring armour saves. <br /> <br /> Expected value of dead Orks (K): 2.78<br /> Expected value of dead Orks (L): 1.33<br /> <br /> Rounding up, Kharn kills 3 Orks before they can bury him under a mass of Orks, and Lucius kills 1 Ork. Attacking back we see 104 attacks on Kharn and 112 attacks on Lucius, both at 4+ to hit, 4+ to wound, and 2- to fail saves, followed by 4 attacks at 4+ to hit, 2+ to wound, and 4- to fail saves. Both are again surrounded by 6 Orks. O = N + B.<br /> <br /> Expected value of wounds on Kharn (O): 9.78<br /> Expected value of wounds on Lucius (O): 9.94<br /> <br /> But thanks to the Armour of Shrieking Souls, Lucius can be expected to add another 19 Orks. <br /> <br /> In the end, after the Orks have trampled both Lucius and Kharn into the dirt, Kharn can be expected to leave 2.78 Orks dead, and Lucius leaves 20.00 dead.    <br />  ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 19:12:35]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ Yes, if he gets mobbed and eats so many armor saves it staggers the imagination, Lucius can die and take people with him.  You've completely changed my opinion of Lucius.  A lord who's best hope of dealing damage is getting murdered by as many models as possible must be of value.  <br /> <br /> You've also restored my faith in humanty's ability to convince themselves bad ideas are really good if the stars align.  ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 19:29:32]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ So Lucius can rack up a higher body-count against Orks. Whoopy-doo. What about Assault Terminators, armed with Thunderhammer and Storm Shields?<br /> <br /> Supposing Kharn gets the charge that's 6 attacks at 2+ to hit, 4+ to wound, and 2- to fail saves. Lucius gets 5 attacks at 3+ to hit, 4+ to wound, and 2- to fail saves. <br /> <br /> Expected value of dead Terminators (K): 0.83 <br /> Expected value of dead Terminators (L): 0.56<br /> <br /> Rounding up they both kill a Terminator. The Terminators then beat both to death using their Thunderhammers. It's 4+ to hit both, 2+ to wound both, and 4- to fail saves. Supposing that they are both surrounded we see: <br /> <br /> Expected value of wounds on Kharn (T): 2.22 (<span class="glossaryitem" onmouseover='gp(269);'>ID</span>)<br /> Expected value of wounds on Lucius (T): 0.56 (<span class="glossaryitem" onmouseover='gp(269);'>ID</span>)<br /> <br /> So rounded up they both get killed. So sad. But Lucius takes 1.11 more Terminators down with him, thanks to the Armour of Shrieking Souls. That means that the final score is 1.67 for Lucius, and 0.83 for Kharn. Lucius only doubles Kharn's score this time, but there's simply not enough Assault Terminators in the combat to really help the Armour of Shrieking Souls overcome the deficit in attacks caused by the Lash of Torment. <br /> <br /> Heck, I'm bored, let's see how both would fair plunging into a unit of 30 Termagants with Toxin Sacs, Counter-Attack, Defensive Grenades and Preferred Enemy.<br /> <br /> Kharn has 5 attacks at 2+ to hit, 2+ to wound, and ignores saves. Lucius has 4 attacks at 3+ to hit, 3+ to wound, and ignores saves. <br /> <br /> Expected value of wounds on Termagants (K): 3.47 <br /> Expected value of wounds on Termagants (L): 1.78<br /> <br /> So let's give Kharn the benefit of the doubt and say he killed 4 Termagants even though we've been rounding up or down as we would normally, while Lucius killed 2. They're surrounded!<br /> <br /> So 26 Termagants hit Kharn on 4+ (re-rolling misses), wound on 4+, and fail armour saves on 2-. They Counter-Attack on 10-, and don't on 11+.<br /> <br /> 28 Termagants hit Lucius on 4+ (re-rolling misses), wound on 4+, and fail armour saves on 2-. They Counter-Attack on 10-, and don't on 11+.<br /> <br /> Expected value of wounds on Kharn (O): 6.21 <br /> Expected value of wounds on Lucius (O): 5.94 <br /> <br /> The Armour of Shrieking Souls inflicts an additional 12.73 wounds on the Termagants. <br /> <br /> So again, both are killed, but Lucius takes 14.15 Termagants back to Hell with him, while Kharn manages a magnificent 3.47 tally of skulls. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Mastershake:<br /> <br /> So, you'd prefer a special character that eats a few armour saves, dies, and doesn't take any with him? Duly noted.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 19:40:10]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Lucius is really, really good at eating <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> and dueling infantry <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>. He is also apparently really good at devouring hordes (so long as he dies). I dunno, he sounds like a pretty good <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to me. I might have to try him some time.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 19:52:51]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Well...don't forget about his lash whips.<br /> Lucius's special rules actually contradict each other...<br /> <br /> He has an attack reducing ability while at the same time has an offensive ability that relies on more attacks placed upon him.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, take a more serious approach...will Kharn or Lucius ever engage an unmolested mob of orcs alone?]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 19:57:55]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ I love all Nurglitches calculations and stuff that I completley don't understand (And I'm late in my teens, I really should be understanding some of it). Good stuff mate, I'm loving all these <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> V horde scenarios. I am very tempted to try Lucius, he seems underrated, fun and lethal. Kharn just wouldn't fit in with my army anyway, even though he's really cool.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 19:58:27]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Speaking of comparisons, let's consider both characters charging a unit of Grey Hunters, giving the Grey Hunters both a Powerfist and a goon with the Mark of the Wolfen, and that Banner of Totally Not Scything Talons. <br /> <br /> But let's throw in a quirk. Let's assume, for the sake of entertainment, that a Sorcerer with the Lash of Submission has made it so that either of these mighty villians will be able to charge 1". So let's begin with the shooting phase: <br /> <br /> Kharn opens up with his Plasma Pistol. That's 2+ to hit, 2+ to wound, no armour saves, and on a 1 he takes  wound (so expected value of doing a wound minus the expected value of taking one). Lucius, on the other hand, get the Grey Hunters lined up for a perfect ten Doom Siren. That's automatically hitting, 3+ to wound, and no armour saves. On all ten. <br /> <br /> Expected value of wounds on Grey Hunters (K): 0.63 <br /> Expected value of wounds on Grey Hunters (L): 6.67<br /> <br /> So Kharn can be expected to kill one Grey Hunter in the Shooting phase before piling in. Lucius can be expected to kill seven. So they both pile in. Kharn has 6 attacks, 2+ to hit, 2+ to wound, no armour saves. Lucius has 5 attacks, 3+ to hit, 4+ to wound.<br /> <br /> Expected value of wounds on Grey Hunters (K): 4.17 <br /> Expected value of wounds on Grey Hunters (L): 1.67<br /> <br /> So Kharn kills 5 Grey Hunters in total, before they can attack back, and Lucius kills 9. <br /> <br /> Attacking back the Grey Hunters, supposing the best equipped survived, we have 5 attack Kharn with one having 1D6 Rending attacks, another with 1-2 Power fist attacks, and three with 6-9 attacks. We have 1 attack Lucius. Let's check for the Powerfist and the 1D6 Rending attacks, and the Banner for completeness. They hit on 4+, wound on 4+ (Powerfist on 2+), and the Rending ignores armour on wound rolls of 6. <br /> <br /> Expected value of wounds on Kharn (<span class="glossaryitem" onmouseover='gp(390);'>GH</span>): 1.68  <br /> Expected value of wounds on Lucius (K): (0.15, 0.29, 0.17)<br /> The above ordered as Grey Hunter w/Banner, Mark of the Wulfen, Powerfist.<br /> <br /> Consequently we can expect (0.08, 0.15, 0.09) wounds on the Grey Hunter from the Armour of Shrieking Souls. Rounding up and down as normal we can expected Kharn to take 2 wounds and win combat by a margin of 3. Lucius will take no wounds and win combat by a margin of 2. <br /> <br /> That means that the Grey Hunter will have a 38% chance of remaining to face Lucius, while the other Grey Hunters, the luckier ones, will have a 27% chance of remaining. If the one facing Lucius breaks and runs, and he catches them (I6 vs I4), then it faces 2 saving throws for No Retreat! If the ones facing Kharn break and run, and he catches them (I5 v I4), then they face 3 saving throws. If No Retreat! is factored in, then it's likely that the remaining Grey Hunter facing Lucius will buy it (0.67), and one of the Grey Hunters facing Kharn will buy it (1.00). <br /> <br /> Lucius can be expected to murder an entire Grey Hunter squad, regarded as the gold standard for infantry, with no cost to himself, while Kharn will muddle through with a couple of wounds and will remain locked in combat for another round. <br /> <br /> How do you like them apples? ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:12:07]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Block of text whoop whoop.<br /> Basically: throw in lash, it makes things better... <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Meh, it still doesn't look realistic to me.<br /> The maths look good, but I'd rather see it happen and I just don't see Lucius used that often...even on the bat reps online.<br /> <br /> Anyone find any bat reps with Lucius?]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:18:28]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ The problem with a battle report is that the player may misuse Lucius, and if we generalize from that single instance we will have been mislead about Lucius' capabilities. Even the expected value calculations I have done here are slightly misleading in that they'll distract the player from the consequence of not encountering the average. <br /> <br /> If you're going to take Noise Marines, then Lucius is a great <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Back him up with a Sorcerer with the Lash of Submission, and no one will complain until Lucius gets into combat or uses his Doom Siren on a unit that's already been hit with a Noise Champion's Doom Siren after being Lashed into position. <br /> <br /> Speaking of throwing Lucius out there on his own, yes, he is actually one of those Independent Characters that can thrive on his own: attach him to a unit of Noise Marines and have them camp an objective: he'll grant some protection in close combat, and if something big and slow closes with the Noise Marines he can rush out and lock it down. Avoid Dreadnoughts at all costs though.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:26:39]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ Lash is to harsh i think, lash them up with magical rope and blast then to smithoreens with brain melting volume. I can see my friend getting really annoyed with it... I would also like to see some Lucius Bat reps, the brain boggoling awesome maths makes me wonder why he isn't used more often... ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:27:12]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ A smart <span class="glossaryitem" onmouseover='gp(124);'>SW</span> player will remove casualties from those able to be assaulted, so unless you start off in perfect range, after killing so many with a shooting attack a unit (including Lucius) will often not get to charge at all.<br /> <br /> Anyways, Nurglich suggested the following <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> in another thread, and I like it quite a bit:<br /> <br /> Sorcerer, Mark of Slaanesh, Lash of Submission, Familiar, Warp Time.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:27:48]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Sorcerer, Mark of Slaanesh, Lash of Submission, Familiar, Warp Time. </div></blockquote><br /> Basically, you pay more for more flexibility... too bad you can't use both. edit (at the same time)]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:31:35]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ willydstyle:<br /> <br /> That's why I qualified with the Lash of Submission affecting the unit so that neither Lucius nor Kharn need to charge more than 1". While smart players will use the casualty removal system to prevent an assault, you can mitigate it by using the Lash of Submission, shooting from an awkward side (making sure that the casualties that would have to be removed would be useful and important ones), not maximizing the number of casualties so that even if you get lucky you won't killl enough to be left out of combat, and making sure you close to point blank (1") in the Movement phase. <br /> <br /> So smart players will avoid charges by dumb players, but smart players can get the charge (barring difficult terrain): they just have to judge how much shooting is too much shooting. ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 20:35:22]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Actually, Nurglitch, the rules for template weapons state "the template must be placed to cover as many models as possible in the target unit without touching any friendly models." The key to fixing the issue is the second part of that rule. If you can get a friendly model in front of him you can control the template, but you have to be careful about how you place the model so you don't keep Lucius from the front line in the ensueing assault and be good at eye-balling just how much you'll move the template (you don't want to hit nothing, after all).]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 23:52:58]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Well yeah, how else would you do it? ]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 01:05:17]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ You wouldn't, which is why I was pointing it out. For someone who didn't know, they might try playing it wrong. If nothing else we should be correct.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 01:33:32]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Against chaos, every wolves player would take rune priest, and your psychics fail often.<br /> <br /> In actual combat, when you are charged, you are not in solo (<span class="glossaryitem" onmouseover='gp(67);'>IC</span> can only leave unit in your own turn), so you would never got the chance to take that many saves on Lucius himself.<br /> <br /> If the ork player's brain has not be replaced by a squig yet, he would allocate the attacks from boyz to Lucius's companions, and the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> attacks to Lucius himself.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 01:54:53]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Lucius would be scarier if he had more attacks and his special armour granted a 3+ invulnerable save.  He could do a lot of damage versus things like terminators and other independent characters then, becoming a very deadly 1on1 duelist.  Having S5, using fluff to explain it via combat drugs, or even better feel no pain would be great too.<br /> <br /> Imagine feel no pain.  Now when he passes armour saves he hurts you, but half of the times he fails his save, he recovers.  These don't do wounds to the enemy, but it keeps him alive long enough to continue to dish out damage.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> just doesn't know how to design good characters half the time.  Vulkan?  GREAT character.  Good against hordes, good against monstrous creatures, good shooting weapon, army-wide buff, and durability.  Broken?  Not really, though people complain about the very-tailored vulkan list.  Assuming the entire list isn't COMPLETELY spammed out to abuse his rule, he's really a good, solid character with a lot going for him.<br /> <br /> Not so much characters like Lucius, which is a weaker chaos lord with a suicidal quirk.  Agreed that the lash makes him a conundrum since it reduces enemy attacks, yet he's trying to get hurt.  Also they did what they always do with chaos and gave him REALLY HIGH <span class="glossaryitem" onmouseover='gp(149);'>WS</span> YARGH!  When really something like Preferred Enemy is both more appropriate for a duelist and better in-game.  His old Martial Pride rule about being reduced to 2 base attacks versus a bunch of WS2 scrubs, and moving to base 5 when touching someone WS5 was awesome.  Such things are gone in the new chaos codex.<br /> <br /> <br /> But back to the discussion!  A Nurgle lod with a daemon weapon is a solid choice.  Wounds anything on a 4+ so he can be useful against wraithlords and such, and he's great at killing <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> since he gets to re-roll wounds against anything T4 or less.  Typhus is pretty neat too since he gets that benefit AND can use his force weapon effect on said wounds.  Put the nurgle lord on a bike and all you really fear is A) stabbing yourself with the daemon weapon and B) powerfists.<br /> <br /> And, though you don't like princes, I think you assumed lash princes.  A Tzeentch daemon prince with Warp Time and Wind of Chaos does very very well.  4+ invul, and a flamer template that wounds on a 4+ with re-rolls, plus close combat ability is really amazing.  Not "broken" like people think lash is, but quite capable of being very effective.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 02:08:25]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>MinionOfDaCube wrote:</cite>the chaos lord with daemon weapon and mark of khorne is rather entertaining in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, with up to 15 attacks at S6 (or 5) with no armour saves allowed.<br /> <br /> lets see the necrons get up from that!</div></blockquote><br /> <br /> 17 attacks actually  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> 3A (base)+ 1A (Mark of khorne) +1A (Charge) + <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> (Daemon Weapon) = 0*-17 attacks <br /> <br /> *when a 1 is rolled for determining the number of attacks, no attacks are made.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 02:35:02]]> GMT</pubDate>
				<author><![CDATA[ lordrevege]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>lordrevege wrote:</cite><blockquote><div><cite>MinionOfDaCube wrote:</cite>the chaos lord with daemon weapon and mark of khorne is rather entertaining in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, with up to 15 attacks at S6 (or 5) with no armour saves allowed.<br /> <br /> lets see the necrons get up from that!</div></blockquote><br /> <br /> 17 attacks actually  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> 3A (base)+ 1A (Mark of khorne) +1A (Charge) + <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> (Daemon Weapon) = 0*-17 attacks <br /> <br /> *when a 1 is rolled for determining the number of attacks, no attacks are made.<br /> </div></blockquote><br /> <br /> But it's only <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4, or 5 if you're on a jugger.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 02:36:21]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Yeah, and that actually happens rather frequently. If you are going with a Daemon Weapon, I'd rather take an Undivided one. S5 is nice, and it is economical. If you're going to be extravagent, take <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>. The only other thing I'd bother taking is the Lightning Claw, even without a pair. Having a combi-<span class="glossaryitem" onmouseover='gp(166);'>plas</span> is nice with BS5, infact usually better than getting an extra attack so long as you're only in 2 or 3 rounds of combat a game.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 02:43:09]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ tokugawa:<br /> <br /> Moreso the psychic powers would fail 50% of the time in addition to their natural rate of failure. <br /> <br /> Regarding Lucius, it could be the case that Lucius leaves his unit prior to being charged. Just throwing that out there...<br /> <br /> You could also use Tactics. For example, form a T with the main body of his squad well back, and a chain of four Noise Marines extended joining him to the back line, five Noise Marines over 6" away from Lucius.  ]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 02:52:11]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>DarkHound wrote:</cite>Yeah, and that actually happens rather frequently. If you are going with a Daemon Weapon, I'd rather take an Undivided one. S5 is nice, and it is economical. If you're going to be extravagent, take <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>. The only other thing I'd bother taking is the Lightning Claw, even without a pair. Having a combi-<span class="glossaryitem" onmouseover='gp(166);'>plas</span> is nice with BS5, infact usually better than getting an extra attack so long as you're only in 2 or 3 rounds of combat a game.</div></blockquote><br /> <br /> I would always rather take a Plaguebringer than an Undivided Daemon Weapon. An Undivided <span class="glossaryitem" onmouseover='gp(412);'>DW</span> is only better against T2 and T3 opponents; against T4 the Plaguebringer is better, against T5 they're the same, and against anything above the Plaguebringer is better again. So in short, an Undivided <span class="glossaryitem" onmouseover='gp(412);'>DW</span> is great if you plan for your Chaos Lord to be slaughtering grots all game.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 03:04:55]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Well, more important than being deadly is being cheaply deadly. I've never had a moment where <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> has really helped my Sorcerer survive; usually only Instant Death wounds get tossed on him. I expect the defensive benefits of <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> to hold true for the Lord: it helps against anything that doesn't matter. That being said, is the increase in performance worth 20 points?]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 03:14:22]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ You're throwing points away on a weak, frail model that's likely to hurt itself rather than do anything useful, so what's 20 more?<br /> <br /> Remember we've opted out of daemon prince, so once that shark's been jumped, our other choices are pretty much "oh, well, then whatever you want to waste points on is fine"]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 03:36:36]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ I find chaos sorcerer and lords to be effective, of course not Daemon prince effective, but when they are used properly they do have a bunch of fun tricks you can tool them out to have. Nothing says suicide like a nice blood feeder, good luck not killing yourself har har.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 04:14:11]]> GMT</pubDate>
				<author><![CDATA[ TheTrueProtoman]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Use Typhus! stats or nothing, the model looks great. Go with style if you dont want to go with <span class="glossaryitem" onmouseover='gp(262);'>DP</span> i say.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 07:48:21]]> GMT</pubDate>
				<author><![CDATA[ Geosto12mer]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ Take a Chaos Lord give him a Mark of Slaasnesh, a daemon weapon, meltabombs, and a mount of slaanesh. Then take him and stick him with whoever inside a land raider.<br /> The Land Raider can move 12", Chaos Lord disembarks 2" from land raider, run <span class="glossaryitem" onmouseover='gp(24);'>d6</span>" , then charge 12"giving a total threat range of 27 - 32 inches! Turn 1 assault with a daemon weapon that instant deaths everything or if needed has MeltaBombs to disable a tank in close combat before it is even turn 1. Granted he will then be massacred but hey that is part of his fun! And you can always be really "fun" and have two chaos lords riding in land raiders. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 09:01:08]]> GMT</pubDate>
				<author><![CDATA[ SirRouga]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ @Geosto12mer:<br /> If he got Eternal Warrior yes.<br /> But he doesn't, so hell no in my book.<br /> <br /> @SirRouga:<br /> It is a nice charge range...but it's a lone <span class="glossaryitem" onmouseover='gp(67);'>IC</span> with a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 weapon...<br /> "Fun" is subjective, I wouldn't find it fine throwing away the figurehead of ones army.../shrug.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 13:46:10]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Typhus doesn't need Eternal Warrior. He just needs to be accompanied by the right unit. <br /> <br /> That's something many people forget: the advantage of Independent Characters is that they can join units to be protected from shooting, and from combat. Sure, they're attacked as separate units in combat, but that's only if there's someone left to attack back. <br /> <br /> If you want characterful, stick Typhus in a unit of Plague Marines. If you want characterful but effective, stick him in a unit of Possessed. If you want just effective, stick him in a unit of Berzerkers. If you want to Deep Strike him, stick him in a unit of Obliterators. <br /> <br /> If you want him to assault out of a Land Raider, and you're will to both break the bank and take risks, take a unit of four Terminator Champions with two pairs of Lightening Claws and an Icon of Khorne. <br /> <br /> That'll be 20 attacks on the charge, re-rolling wounds, ignoring saves at I4, plus Typhus' A3(4)+1D6 on the charge, re-rolling wounds against T4-, and ignoring saves at I5. <br /> <br /> If the Land Raider gets close enough, you can get a free Wind of Chaos from Typhus before the charge, or if there's a horde you'll have trouble murdering then a free Nurgle's Rot. <br /> <br /> If you're foot-slogging, then go for the "Conga-Line" with Typhus bringing up the rear a good 7" behind the front-most model. If the unit is charged from the front, then Typhus will never get into contact with the enemy until the second round of combat, and if the unit charges, Typhus won't get into contact with the eney until the second round of combat. While in combat, however, he can still set off free Nurgle's Rots.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 19:15:17]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ You can defend him in combat, but he's like the Death Star...and you know how that ends <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.<br /> <br /> I've killed him/seen him die too often, but I will admit never in a top-form competitive game.<br /> ___________________<br /> <br /> As for free Nurgle's 'Farts', I like that conga line idea used in that way.<br /> I generally see the 'conga-line' ( I call it the lightbulb formation) used for fist champions.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 19:49:12]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Some Death Star units are effective.  Most are not.  In general having a "Death Star" like that means that your list is weak, with some notable exceptions.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 19:50:18]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Seer Councils....FEAR THE X-WINGS!!!]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 20:38:39]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Personnally i think the funnest is a sorcerer w gift of chaos, i mean look at your opponents face when he sees a model of his like aunva (250 pts) turns in to a blood thirsty pile of meat.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 20:55:13]]> GMT</pubDate>
				<author><![CDATA[ tau_etheral]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>tau_etheral wrote:</cite>Personnally i think the funnest is a sorcerer w gift of chaos, i mean look at your opponents face when he sees a model of his like aunva (250 pts) turns in to a blood thirsty pile of meat.</div></blockquote><br /> <br /> Don't forget that the Mark of Tzeentch means you get to use two per turn!  Unfortunately, since it's used at the beginning of the turn, the Sorcerer has to survive two <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCs</span></span> with the big, powerful dude (not Aun'Va, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) before he gets to try to use it.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 20:57:03]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Warptime and the Mark of Tzeentch help with that. Personally I prefer the Gift of Chaos on an Aspiring Sorcerer. He's protected by Thousand Suns and the Thousand Suns look exactly like the kind of thing you want to jump into combat with. ]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 20:59:16]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ @tau_etheral:<br /> Who the hell uses Aun'Va? <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> Oh, and it's bad to post points costs of units needlessly.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 21:01:06]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>Nurglitch wrote:</cite>Warptime and the Mark of Tzeentch help with that. Personally I prefer the Gift of Chaos on an Aspiring Sorcerer. He's protected by Thousand Suns and the Thousand Suns look exactly like the kind of thing you want to jump into combat with. </div></blockquote><br /> <br /> But then the sorcerer does not have Bolt of Change, which is arguably the most important power for the sorcerer to have.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 21:01:07]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite><blockquote><div><cite>Nurglitch wrote:</cite>Warptime and the Mark of Tzeentch help with that. Personally I prefer the Gift of Chaos on an Aspiring Sorcerer. He's protected by Thousand Suns and the Thousand Suns look exactly like the kind of thing you want to jump into combat with. </div></blockquote><br /> <br /> But then the sorcerer does not have Bolt of Change, which is arguably the most important power for the sorcerer to have.</div></blockquote><br /> <br /> Woah there, seriously?  Lets not open that can of worms...]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 21:02:28]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Why not? The point of this thread is to discuss good Chaos <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices, and I'm surprised that anyone would claim the Bolt of Change is the most important power for a Sorcerer of Tzeentch to have when clearly that power is Warptime. ]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 22:10:16]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ I'll agree with Nurglitch and echo Sanctjud: wat. Bolt of Change is a bad power for anyone but Ahriman, and only because it is one more thing he can throw at the enemy after Warptime and Doombolt/Winds.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 22:51:00]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I'll agree with Nurglitch and echo Sanctjud: wat</div></blockquote><br /> <br /> Actually, in a 500 pt. tournament I did locally very recently, I ran a Tzeentchian Sorcerer with Warptime and Bolt of Change as my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, and I've got to say that he performed admirably, due in no small part to that Bolt of Change. While playing against a Sisters army (a nightmare for any psyker <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>) I managed to blow the hell out of his Exorcist with a single bolt. I mean, it may not be the most reliable long-range weapon, especially when it comes to medium or heavy tank hunting, but I find it to be pretty incredible for Rhino killing and zapping important models. Warptime really helps cut down on the unreliability brought on by its one-shot nature.<br /> <br /> Not saying at all that it's an optimal choice, but I find it to be pretty dang effective.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 23:23:28]]> GMT</pubDate>
				<author><![CDATA[ Shelegelah]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ The only thing Warptime helps it do is hit. If it let you re-roll your penetration roll, that might be worth it. I don't know dawg, 180 points for a single BS10 S8 shot, or 165 points for 2 and a <span class="glossaryitem" onmouseover='gp(126);'>TL</span>'ed Lascannons on a Predator.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 23:35:35]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ You do make a point... A re-roll to penetration would be incredibly nice. I suppose I just got lucky.<br /> <br /> But Bolt of Change aside, and in response to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, I consider Chaos Sorcerer's to be a very nice choice for an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. They're pretty killy in close combat, and their powers have a variety of utilities, particularly Lash of Submission or Warptime. They can be decently durable when paired with a <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> or <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, and all in all I consider them worth it.<br /> <br /> Plus, the models are badass. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 23:40:40]]> GMT</pubDate>
				<author><![CDATA[ Shelegelah]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ I found <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> to be a kind of crap upgrade. The only wounds that'll get lumped on him are usually S8 anyway, so they'll still wound on 2s and probably ignore armor. In a hard-core Nurgle army, it does open up Nurgle's Rot is an excellent horde killer, especially when you're rocking Terminator Armor for the increased base size. It'll make up for the lack of bodies/bolters that comes with 23 points per model, which can make <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> worth it.<br /> <br /> Right now I run a Sorcerer with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Warptime and Doombolt. I've found it to be the most versitile build I've ever run, packing a big punch at range or in close combat.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 00:01:31]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ If you're going to go for a Sorcerer of Nurgle with Terminator Armour and Nurgle's Rot, go for Typhus instead: he's got an extra wound, a Daemon Weapon, and he casts Wind of Chaos and Nurgle's Rot for free, which is handy in an environment where other powers might be prevented by effects such as the Shadow in the Warp. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 00:26:46]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Because without Bolt of Change a Thousand Sons squad can't do anything to a rhino on an objective.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 01:15:41]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>Because without Bolt of Change a Thousand Sons squad can't do anything to a rhino on an objective.</div></blockquote><br /> <br /> Ah but this isnt exactly true! They could rapid fire bolters into back armor for glancing hits, and if they score enough immobilized and weapon destroyed hits they could kill it. Same with <span class="glossaryitem" onmouseover='gp(19);'>cc</span> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> It is however, very unlikely. But to say they cannot do anything! i will not hear of it <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 02:35:56]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>mrwittwer wrote:</cite><blockquote><div><cite>willydstyle wrote:</cite>Because without Bolt of Change a Thousand Sons squad can't do anything to a rhino on an objective.</div></blockquote><br /> <br /> Ah but this isnt exactly true! They could rapid fire bolters into back armor for glancing hits, and if they score enough immobilized and weapon destroyed hits they could kill it. Same with <span class="glossaryitem" onmouseover='gp(19);'>cc</span> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> It is however, very unlikely. But to say they cannot do anything! i will not hear of it <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> Unfortunately a game only has a limited number of turns!]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 02:45:47]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Haha, so true, while its not a viable option. I have had a rhino destroyed by bolters in this fashion.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 03:07:48]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ If you going to play Thousand Suns you're going to have to specialize though, as mixing anti-tank and anti-infantry just isn't going to fly when the Thousand Suns are so expensive. I figure my Elites, Fast Attack, or Heavy Support will crack open that Rhino so that the Thousand Suns can do what I brought them for: shooting up infantry.<br /> <br /> I'll second the Warptime and Doombolt though. Doombolt is surprisingly deadly when it's carefully aimed through the mere manipulation of time itself. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 03:17:05]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ If you're looking for fun, I think Abaddon is a great choice. He often gets put aside in sub-2000 point armies because he's so expensive. But since you're looking to bash around with glee, he's a great choice.<br /> <br /> Another overlooked bag of fun is Fabius Bile. Chirurgion, Needler, and Rod of Torment are all fun by themselves, but add the Enhanced Warrior effect (a little expensive but the very meaning of fun) and the Chaos never stops!]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 03:27:10]]> GMT</pubDate>
				<author><![CDATA[ Mizzri]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Takling of shooting back armor is not exactly a serious reason.<br /> <br /> As for willydstyle's rationale for Dust Buckets taking <span class="glossaryitem" onmouseover='gp(800);'>BoC</span>....that's what the rest of the list is supposted to do: bust open transports.<br /> <br /> The Dust Buckets are one of the few units that will not be able to suppliment their squads with options.  You essentially must compliment them and focus on what makes them good, rather than add elements to make them multi-taskers...<br /> <br /> So DoomBolt and Wind come to the fore-front (cheap/maximum offensive respectively)<br /> <br /> The oppurtunity cost is huge for <span class="glossaryitem" onmouseover='gp(800);'>BoC</span> and the number of dice to get it working properly is appauling.<br /> If you are relying on them to pop tanks, gak has hit the fan already <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> Do you use Dust Buckets willydstyle?<br /> <br /> {Just in case, for those who don't know, I nickname Thousand Sons as "Dust Buckets."  There is a negative connotation to it}]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 03:30:08]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>Re:A good Chaos HQ choice.</title>
				<description><![CDATA[ And I'll agree with Nurglitch and Sanctjud some more... <br /> <br /> I don't rely on my infantry to crack the enemy's transports themselves. They have the tools just in case, but it wastes everyone's time if I spend a turn or two opening their can before I can broadside them. To quote a great movie: "I like my food dead before it gets to my plate. Is that too much to ask?" The problem with giving the Thousand Sons a can-opener is that their's is not particularly effective or afflordable (which could describe the entire unit).]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 03:47:51]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ I don't use them, because honestly, they're not good no matter what you put on the sorcerer.  However, when I watch my friend playing thousand sons against serious mech lists, I just can't help but notice how he often loses because it's the end of the game, there's a rhino sitting on his objective, and all of his stuff that <i>can</i> kill mech is dead because his opponent isn't a dummy.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 04:01:55]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ willydstyle:<br /> <br /> That's an interesting thing about flexibility as a property of armies: either you need to have the entire army flexible by balancing a set of specialized units, or you need to have the entire army flexible by balancing a set of flexible units. <br /> <br /> A unit of Thousand Suns including an Aspiring Sorcerer with the Bolt of Change is a flexible unit. However, it's also an expensive unit if you don't go for the minimum number of models. And it's flexible in terms of shooting, but you give up synergy in terms of the Mark of Tzeentch allowing you to combine Warptime with Force Weapon or to case Gift of Chaos twice.<br /> <br /> If you make them more flexible in terms of the variety of targets they can engage with shooting, then you either lower their redundancy in order to increase the number of flexible units in the army (two minimal units of Thousand Suns are more expensive than one despite the increase in the flexibility of engaging two units and being engaged as two units), or their synergy. <br /> <br /> In terms of going the former route, that of specializing units by putting a Bolt of Change on a Sorcerer, again you have the problem of putting him in a unit, in which case he has to shoot at the same target as the unit, or not putting him in a unit so he can target independently and exposing him to fire. If you're going to expose an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to fire, it might as well be a Daemon Prince since you will have all the downsides of using a Daemon Prince with the advantages (such as using two psychic shooting powers). <br /> <br /> I think you're better off with Chaos Dreadnoughts with Multi-Meltas and Predators with Autocannons/Lascannon sponsons if you're planning on anti-tank, rather than spending 25 points on a Bolt of Change on either an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or Troops choice. That said, I feel inspired to give the Troop Bolt of Change idea a whirl. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 14:54:03]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ I think a usable troops choice for a thousand sons player is the following:<br /> <br /> 4 thousand sons, 1 sorcerer (min size squad) bolt of change.<br /> <br /> Rhino<br /> <br /> Combi melta -or- havoc launcher<br /> <br /> The combi melta helps the 1k sons with mech, the havoc with horde.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 15:30:21]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ If you are going <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> then it comes with the pros and cons of it...but...227 w/o the <span class="glossaryitem" onmouseover='gp(492);'>HL</span> seems like an offensive cost for essentially 5 <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> in a rhino.<br /> <br /> I mean... even Legion of The Damned look more economical...and frankly, that's fethed up <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 15:34:35]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ <blockquote><div><cite>Sanctjud wrote:</cite>If you are going <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> then it comes with the pros and cons of it...but...227 w/o the <span class="glossaryitem" onmouseover='gp(492);'>HL</span> seems like an offensive cost for essentially 5 <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> in a rhino.<br /> <br /> I mean... even Legion of The Damned look more economical...and frankly, that's fethed up <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.</div></blockquote><br /> <br /> Like I said, I don't really consider Tsons to really be a viable unit, but if you're going to try to cram them in there anyways, Bolt of Change is your best option.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 15:41:12]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Best?  And what definition are you using?   ... <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> If you go with them, go with <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> a total squad size of 7-8 in a rhino with wind of chaos.<br /> Maximum carnage as the rest of the list should be concerned about tank busting cause...<br /> <br /> <span class="glossaryitem" onmouseover='gp(800);'>BoC</span> is stupid.<br /> <br /> Psy Test, then to hit, then to penetrate, then cover saves if any, then vehicle table.<br /> <br /> It's a wanna be multi-melta but without the melta and has the wonderful chance of killing the shooter.<br /> <br /> I don't know what your definition of best is, but I guess the point of views are just that different, so far it's just dirt in my book.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 16:03:40]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>A good Chaos HQ choice.</title>
				<description><![CDATA[ Incidentally, I started an Army List thread about spamming multiple Bolts of Change <a href="http://www.dakkadakka.com/dakkaforum/posts/list/0/282250.page#1380586" target="_new" rel="nofollow">here</a>. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 17:12:14]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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