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		<title><![CDATA[Latest posts for the thread "Tzeentch Army"]]></title>
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				<title>Tzeentch Army</title>
				<description><![CDATA[ Hello everyone.  I was thinking about trying to get a really niced themed army for my Chaos forces and decided to rock it with Tzeentch.<br /> <br /> I don't have my codex near me as I'm sitting in my campus library, but this is what I was thinking about.  Are there any specific units that Tzeentch armies stick away from or are more likely to take (beyond Thousand Suns and vanilla <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span>).  And would lesser demons be a viable option for the army?<br /> <br /> I prefer fluff over getting the best chance to beat down so my army is kind of looking like this, and it clearly needs to be built upon but I want to hear everyone's opinion:<br /> <br /> Sorcerer (Maybe 2)<br /> <br /> Squad or 2 of Thousand Suns<br /> <br /> Squad or 2 of <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> <br /> Termies<br /> <br /> <br /> <br /> Thanks all!]]></description>
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				<pubDate><![CDATA[Sat, 13 Mar 2010 18:57:45]]> GMT</pubDate>
				<author><![CDATA[ Field_Mouse]]></author>
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				<title>Re:Tzeentch Army</title>
				<description><![CDATA[ Obviously, Tzeentch Players stick away from the units of other gods, (especially nurgle), I believe that lesser daemons (horrors) would work wonders.]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 04:43:46]]> GMT</pubDate>
				<author><![CDATA[ Krellnus]]></author>
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				<title>Tzeentch Army</title>
				<description><![CDATA[ The problem with Lesser Daemons when you're playing <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> is that they are just that - generic lesser Daemons. Sure, you can use the Horror figures for a Tzeentch feel, but they'll have no ranged weapons at all - when they're running into melee that will detract from the Tzeentch feel. I wouldn't bother with them.]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 10:21:03]]> GMT</pubDate>
				<author><![CDATA[ Tantras]]></author>
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				<title>Re:Tzeentch Army</title>
				<description><![CDATA[ Ok I came up with a bit of a list just to play around with.  Let me know what you think.  1850<br /> <br /> Sorcerer<br /> 	-Terminator Armor<br /> 	-Warptime, Bolt of Change<br /> 	-Mark of Tzeentch<br /> 5 Terminators<br /> 	-Terminator Champion<br />         -2 Lightning Claw<br /> 	-1 Power fist<br /> 	-4 Combi-Meltas<br /> 	-Reaper Autocannon<br /> Dreadnought<br /> 	-Multi-Melta<br /> 	-Heavy Flamer<br /> Dreadnought<br /> 	-Twin-Linked Lascannon<br /> 	-Missile Launcher<br /> 10 Thousand Sons<br /> 	-Bolt of Change<br /> 	-Rhino	<br /> 10 Thousand Sons<br /> 	-Bolt of Change<br /> 	-Rhino<br /> 10 Chaos Marines<br /> 	-Aspiring Champion<br /> 	-Power fist<br /> 	-Icon of Tzeentch<br /> 	-2 Meltaguns<br /> 	-Rhino<br /> 6 Havocs<br /> 	-2 Lascannons<br /> 	-2 Missile Launchers							<br /> 5 Havocs<br /> 	-3 Heavy Bolters<br /> 									<br /> Total 1850]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 14:47:57]]> GMT</pubDate>
				<author><![CDATA[ Field_Mouse]]></author>
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				<title>Re:Tzeentch Army</title>
				<description><![CDATA[ At first glance it looks like a good list, keep it going, ooh, 2 <span class="glossaryitem" onmouseover='gp(130);'>TS</span> squads with doombolt is going to put the hurt on marine and necron players cranking out a potential 11 - 26 AP3 shots a turn, with the Rhino giving the mobility S&P takes from them.]]></description>
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				<pubDate><![CDATA[Mon, 15 Mar 2010 08:31:19]]> GMT</pubDate>
				<author><![CDATA[ Krellnus]]></author>
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				<title>Tzeentch Army</title>
				<description><![CDATA[ I'd consider a mech force with 2 <span class="glossaryitem" onmouseover='gp(130);'>TS</span> units in Rhinos and a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> unit in a Rhino.<br /> Obliterators are perfect for providing fire support. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 15 Mar 2010 09:02:27]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Tzeentch Army</title>
				<description><![CDATA[ Your dreads arent the smartest choice im afraid. While multi-melta and twinlinked lascannon sounds like a good idea, you will inevitably roll fire frenzy. I personally run mine with dual dread <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s to avoid any real damage from fire frenzy. But then again, i suppose it depends on which rules you use for fire frenzy.]]></description>
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				<pubDate><![CDATA[Mon, 15 Mar 2010 18:11:32]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Re:Tzeentch Army</title>
				<description><![CDATA[ There is more than one rule for Fire Frenzy?!<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 06:21:01]]> GMT</pubDate>
				<author><![CDATA[ Krellnus]]></author>
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				<title>Tzeentch Army</title>
				<description><![CDATA[ No there is not two rules. I should have been more specific about this earlier.<br /> <br /> Some players play that fire frenzy only takes place in the 45 degree shooting arc that dreanoughts have. While others say that the dead pivots on the spot 360 degrees to find who is in range of fire frenzy.<br /> <br /> I think it was <span class="glossaryitem" onmouseover='gp(36);'>faq</span>'d as the 45 degree way to play. But its really personal choice.]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 07:34:34]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Re:Tzeentch Army</title>
				<description><![CDATA[ I think it is pretty clear from the text that the dreadnoughts pivot 45degrees and fire.  It is the only way for dreadnoughts to pivot while shooting in the rulebook and the special rule doesnt say anything about a special way to pivot.]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 03:32:45]]> GMT</pubDate>
				<author><![CDATA[ Halsfield]]></author>
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