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		<title><![CDATA[Latest posts for the thread "initiative and th/ss termies"]]></title>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ recently I have been playing against allot of nids ( flavor of the month, april will be <span class="glossaryitem" onmouseover='gp(10);'>BA</span> ) and ive noticed that 6 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies get OBLITERATED in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> against gargoyles, much less a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or 2, and I'm wondering if anyone else is having the same problem, to me it seems as though any unit that can strike first against them is capable of delivering an overwhelming number of wounds regardless of who assaults whom.  6 and a libby with a <span class="glossaryitem" onmouseover='gp(221);'>SS</span> died to gargoyles on sat night! <span class="glossaryitem" onmouseover='gp(334);'>WTF</span> @ 400 points I am a little disenchanted.]]></description>
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				<pubDate><![CDATA[Mon, 22 Mar 2010 23:46:43]]> GMT</pubDate>
				<author><![CDATA[ skelerate]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Termies against massed attacks is a failtactic.  They aren't horde killers.  <br /> <br /> Odds are they should be able to kill a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.<br /> <br /> I'm really not sure why this is in the Army List forum.  Perhaps you should talk about disenchantment in the general discussion forum.]]></description>
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				<pubDate><![CDATA[Mon, 22 Mar 2010 23:53:58]]> GMT</pubDate>
				<author><![CDATA[ Zain60]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Yes, anything that forces them to roll loads of saves will destroy terminators. Tyranids just happen to be very good at causing loads of saves. Nearly nothing in the army has AP2 or better, so your <span class="glossaryitem" onmouseover='gp(221);'>SS</span> will be pretty useless unless you go up against <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.<br /> <br /> The way to handle this is of course to keep the terminators inside a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and use supporting units to clear the way to the target. <span class="glossaryitem" onmouseover='gp(456);'>LS</span> with H-flamers, jumptroopers with flamers, a battery of whirlwinds, a sternguard squad with H-flamers and combi flamers, even a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad w flamer in a rhino. Etc etc. Any of these should be able to clear out the gargoyles and termagants that are truly dangerous for terminators. If you bring a psychic hood and target the zoanthropes first, chances are you will get one good charge of. Make that count by choosing a worthy target.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 00:08:03]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Sorry, didn't realize I was in army lists, and I was hiding and behind a land raider full of termes when I got charged, it was the suck of all sucks, but it did bring to light tyhe onit problem I have been experiencing lately. <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s kill them just as fast most times.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 00:18:06]]> GMT</pubDate>
				<author><![CDATA[ skelerate]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Yeah don't get your Termmie's into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> against Hordes. <span class="glossaryitem" onmouseover='gp(80);'>LC</span> Termmies and <span class="glossaryitem" onmouseover='gp(224);'>TH</span> both suck against hordes. 6 Hammernators will cut down 2 Carnifexes on the&nbsp;charge no trouble. That is what they should be fighting charging them into 30 gargoyles or 30 Boyz is suicide.<br /> <br /> They are a deathstar but they wo't autowin you game.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 09:34:11]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Charging them to boyz is not that dangerous...boyz are S3.<br /> <br /> And engagement with toxic nids hordes is really need to be avoid.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 10:08:46]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Why on earth would you charge them into a mob of boyz? Despite being only <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 the will kill on average kill 1.66 termies before they get to strike. that is assuming they are shoota boyz, if they are slugga boyz then you loose 2.5 termies...]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 10:31:25]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>initiative and th/ss termies</title>
				<description><![CDATA[ Tedurur exactly before you even factor in the <span class="glossaryitem" onmouseover='gp(331);'>PC</span> nob.<br /> <br /> Yes you'll probably win the first round of combat but you'll be tarpitted at best or more likely ground down in a war of attrition.<br /> <br /> Keep your Termmies away from hordes at all times.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 10:53:05]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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