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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ So is it worth the points and if so why? If not then again why?]]></description>
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				<pubDate><![CDATA[Wed, 23 Jun 2010 20:44:20]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I saw yes, because as an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, you need to be able to kill any models in base contact if at all possible.  THe <span class="glossaryitem" onmouseover='gp(486);'>PW</span> gives a few more no-saves, normally at a hirer Int so a greater chance of the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> surviving.  ]]></description>
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				<pubDate><![CDATA[Wed, 23 Jun 2010 21:42:33]]> GMT</pubDate>
				<author><![CDATA[ jbunny]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Depends on what you're running them with. Terminators, don't bother. Assault marines, another <span class="glossaryitem" onmouseover='gp(486);'>PW</span> doesn't hurt if you have the points. Generally, the best use of <span class="glossaryitem" onmouseover='gp(759);'>SP</span> I've seen is keeping them behind in the Landraider and having a huge <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> bubble from the hull. The rest of their gear is largely meaningless, much like <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> mek.]]></description>
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				<pubDate><![CDATA[Wed, 23 Jun 2010 22:13:35]]> GMT</pubDate>
				<author><![CDATA[ Skarboy]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ If your army has a landraider that is a great place for the priest. Obviously this is not always the case.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 00:01:07]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ A jump spam army is vastly different than a mechanized <span class="glossaryitem" onmouseover='gp(10);'>BA</span> army.  Jump Spam has jump packs not transports so  minimum cost priests can't just hide in a transport, they are forced to get into the icky sticky.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 03:59:42]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ THats pretty much how I see it as well.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 05:41:20]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I dont give mine power weapons in my assault squads, i just make sure to move them in such a way they dont make it into assault very often, not hard to do if you charge, but a little more tricky if they do ... Cheap is best <span class="glossaryitem" onmouseover='gp(71);'>imho</span>, 75 pts for one with a jump pack.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 15:55:59]]> GMT</pubDate>
				<author><![CDATA[ kill dem stunties]]></author>
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				<title>Re:Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ personally I'm against it because i'd rather have honor guard apoths in my army than the S priests since they are cheaper and can't be singled out in a <span class="glossaryitem" onmouseover='gp(457);'>JP</span> army.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 15:58:19]]> GMT</pubDate>
				<author><![CDATA[ dumplingman]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Glad the voting basicly say "EH"  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 15:59:11]]> GMT</pubDate>
				<author><![CDATA[ jbunny]]></author>
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				<title>Re:Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I tend to use a comepletely un-upgraded priest to give my combat squaded tactical squads a better survival rate. And ill team him up in the half that has the seargent with a power weapon anyway. And since theres no need for a jump pack in a tactical squad you can fit the whole unit in a razorback which will most likely cost less points than the power weapon and jump pack anyway. I assume this, i do have the codex next to me but its far to hot to pick it up and attempt any kind of maths at the momment.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 17:01:34]]> GMT</pubDate>
				<author><![CDATA[ MRMUMMBLES]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ ANd this would be great if he was not running a jump Heavy list.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 17:11:19]]> GMT</pubDate>
				<author><![CDATA[ jbunny]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I'd keep Sanguinary Priests as cheap as possible.<br /> They'll accompany a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> oriented unit. <br /> Let them get the job done. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 17:14:37]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ If you don't give him a power weapon you may as well not bring him.  He's a one wound <span class="glossaryitem" onmouseover='gp(67);'>IC</span> with fair <span class="glossaryitem" onmouseover='gp(19);'>CC</span> stats.  That means under the four circumstances where he gets into base to base (1. you screwed up and had him closest to the target of your assault.  2. your unit was charged and as an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> he must be the first model to re-act. 3. it's time to pile in and as an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> he moves first 4. you really, really need those extra dice and there's a scarier <span class="glossaryitem" onmouseover='gp(67);'>IC</span> for the enemy to focus on.) he better be able to have a decent effect on your combat result.<br /> <br /> And the in game difference between a 75 point model that allows Orks to make armor saves and a 90 point model that performs the whole "plasma torch thru butter" trick on Terminators is worth every one of those 15 points.  That doesn't mean you should be a pin head and give him a Power Fist.  Anybody who doesn't dump at least four attacks on a one wound <span class="glossaryitem" onmouseover='gp(67);'>IC</span> who can't attack till I1 is a moron.  Don't be a  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">-ing moron enabler.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 17:18:40]]> GMT</pubDate>
				<author><![CDATA[ Sanguinary Dan]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Power weapon, and throw him into an Assault Squad with a Power Fist Sgt. This will force your enemy to decide between hitting the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> and taking a Power Fist in return, or putting wounds on the Assault Squad and allowing the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to persist. <br /> <br /> I'm all about providing my opponent the opportunity to make mistakes. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 17:24:42]]> GMT</pubDate>
				<author><![CDATA[ Major Malfunction]]></author>
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				<title>Re:Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ <blockquote><div><cite>dumplingman wrote:</cite>personally I'm against it because i'd rather have honor guard apoths in my army than the S priests since they are cheaper and can't be singled out in a <span class="glossaryitem" onmouseover='gp(457);'>JP</span> army.</div></blockquote><br /> <br /> Yeah you can have up to two <span class="glossaryitem" onmouseover='gp(337);'>HG</span> and bare bonez they will be a lot more points than 2x <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Thu, 24 Jun 2010 23:10:58]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Bare bones honor guard are 165 with the jump packs, so they are far from cheap.  165 points is a lot of points to not army an honor guard with power weapons and a power fist, but then the unit will be well over 200 points.<br /> <br /> The weakness of the Sanguinary Novalite versus the sanguinary priest is the novalite is not an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>.  Being an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> is a liability in the assault phase, but an asset in the shooting.  If a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> play is going to rely on 2 honor guard to provide their priests the weakness is amplified in the shooting phase.  An <span class="glossaryitem" onmouseover='gp(67);'>IC</span> <span class="glossaryitem" onmouseover='gp(759);'>SP</span> can join and leave units, while the SN is stuck inside the honor guard.  The <span class="glossaryitem" onmouseover='gp(759);'>SP</span> can join a 10 strong assault squad that will have 10 ablative wound to protect him from krak missiles, the SN is stuck inside the <span class="glossaryitem" onmouseover='gp(337);'>HG</span>.  If the assault squad is shot to hell the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> can leave the decimated squad and join a fresh 10 strong assault squad with 10 new ablative wounds.  It takes focused and concentrated firepower to kill 5 <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> that have a 4+ cover save, but it's reliably achievable for many armies.  It's not reliably achievable for most armies to kill 11 <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with a 4+ cover save in a single turn before the priest leaves and joins another squad.  If it's not done in 1 turn the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> will just leave the damaged unit and join a fresh one.  The SN is stuck in the <span class="glossaryitem" onmouseover='gp(337);'>HG</span> at the start of the game, the SN is stuck with the <span class="glossaryitem" onmouseover='gp(337);'>HG</span> when 15 long fangs start sending krak missiles his way, and the SN is stuck with the <span class="glossaryitem" onmouseover='gp(337);'>HG</span> when he is the last remaining member of the squad.]]></description>
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				<pubDate><![CDATA[Fri, 25 Jun 2010 01:52:46]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Depends what you want to do with him. If you intend for him to get into assault (jump packing assault squad for instance), I'd say absolutely give him a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>. If you're keeping him with some Devastators to give them <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> which I have been seeing people do, there's no point because they should be left out of assault. So it comes down to what you're using the SHP for. ]]></description>
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				<pubDate><![CDATA[Fri, 25 Jun 2010 02:22:17]]> GMT</pubDate>
				<author><![CDATA[ MorbidlyObeseMonkey]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[  I usually  give my  priest a   <span class="glossaryitem" onmouseover='gp(486);'>PW</span> and a  hand flamer, run him in a   pack of   assault marines with   flamers,  Sgt has a  hand flamer and power fist.. and   there usually a   Chaplian in the  group too  with  a  hand flamer.... So my    tactic is    flame a  unit( that   two <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 flamers and  3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3  flamers too thin out a   crowd)  then  charge in if i can get a   combo charge that good too. But  ive notice  most of the  hits will go toward the   squad and  the   chaplain( i usually   stick him close too the    Priest so  when all  wounds are  done , there usually no one left  next to them).]]></description>
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				<pubDate><![CDATA[Fri, 25 Jun 2010 02:32:25]]> GMT</pubDate>
				<author><![CDATA[ StarGate]]></author>
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				<title>Re:Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ <blockquote><div><cite>Sanguinary Dan wrote:</cite>If you don't give him a power weapon you may as well not bring him.  He's a one wound <span class="glossaryitem" onmouseover='gp(67);'>IC</span> with fair <span class="glossaryitem" onmouseover='gp(19);'>CC</span> stats.  That means under the four circumstances where he gets into base to base (1. you screwed up and had him closest to the target of your assault.</div></blockquote><br /> If he is not in base2base contact with an enemy unit he cannot attack as per rules page 49 "This is to make them (Independent characters) stand out in the fight, as befits such heroic individuals, and it means that they have to be in base contact with the enemy to be able to attack"<br /> <br /> I'll run him with a <span class="glossaryitem" onmouseover='gp(486);'>PW</span> but nothing more than that <span class="glossaryitem" onmouseover='gp(19);'>CC</span> wise. I don't want to put him at I1 with a Fist cause in most of my fights my opponent will go ape crazy on him in order to make sure my priest is dead.]]></description>
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				<pubDate><![CDATA[Fri, 25 Jun 2010 09:42:36]]> GMT</pubDate>
				<author><![CDATA[ Shovan]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I agree that the Sanguinary Priest is much more practical than taking a squad of Honor Guard. I was being facetious  in my last reply. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 00:46:27]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ So really, as usual, the better question would be "<i>When</i> should a Sanguinary Priest be equipped with a Power Weapon?"]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 00:58:48]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Re:Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I never run mine with a <span class="glossaryitem" onmouseover='gp(486);'>PW</span> at lower end games. Higher end, however, definitely. Making my opponent choose to use some <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attacks to knock out my priest is a boon!]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 03:56:39]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I have two Sang. Priests in my army.  One on a bike with a lightning claw and the other stock.<br /> <br /> But thats tailored to my list.<br /> <br /> I run the bike guy attached to a bike squad.  T5, 3+ save, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, and <span class="glossaryitem" onmouseover='gp(397);'>FC</span> is awesome.  Especially when the Sanguinor is also running next to the squad.  The extra attack that he gives makes all the difference.  I need those units to hit hard, thus the priest gets the claw.<br /> <br /> The stock guy hangs out in the backfield next to my two devi squads.  There <span class="glossaryitem" onmouseover='gp(397);'>FC</span> is not such a big deal.  But 3+ armor, 4+ cover, and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> keep those missile launcher roaring.]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 04:51:56]]> GMT</pubDate>
				<author><![CDATA[ Jayden63]]></author>
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				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ If positioned properly a <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is only going to be in base to base contact with 1 model which is probably a standard grunt, say a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine or single ork boy.  The chances of a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine or ork boy killing a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> 1 wound priest is very slim.<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marine with 1 attack 1/2 hit /1/2 wound 1/3 fail armor 1/2 fail <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so 1/24 times a NP is in bast to base with a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine the priest will die.  That's well worth 4 attacks that hit on a 3+ and wound on a 3+ with no armor save.<br /> <br /> Ork slugga/choppa Boy with 3 attacks 1/2 hit 1/3 wound because he's str3 when charged,  1/3 failed armor save, 1/2 failed <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so 1/12 times the ork boy will take down the <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.  1/12 is a bit risky, but it's safer than risking an ork Nob getting into base to base with the <span class="glossaryitem" onmouseover='gp(759);'>SP</span>, and whenever the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is engaged in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> within the middle of a squad it's very easy to ensure that nobody else can get to him.<br /> <br /> Once again my comments only really apply to a jump spam list.  Mechanized or devestator heavy lists have entirely different tactics with their <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 07:54:34]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ If positioned properly a <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is only going to be in base to base contact with 1 model which is probably a standard grunt, say a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine or single ork boy.  The chances of a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine or ork boy killing a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> 1 wound priest is very slim.<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marine with 1 attack 1/2 hit /1/2 wound 1/3 fail armor 1/2 fail <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so 1/24 times a NP is in bast to base with a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine the priest will die.  That's well worth 4 attacks that hit on a 3+ and wound on a 3+ with no armor save.<br /> <br /> Ork slugga/choppa Boy with 3 attacks 1/2 hit 1/3 wound because he's str3 when charged,  1/3 failed armor save, 1/2 failed <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so 1/12 times the ork boy will take down the <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.  1/12 is a bit risky, but it's safer than risking an ork Nob getting into base to base with the <span class="glossaryitem" onmouseover='gp(759);'>SP</span>, and whenever the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is engaged in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> within the middle of a squad it's very easy to ensure that nobody else can get to him.<br /> <br /> Once again my comments only really apply to a jump spam list.  Mechanized or devestator heavy lists have entirely different tactics with their <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 07:54:36]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Oooh that double post. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sat, 26 Jun 2010 09:10:10]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ Lightning Claw --&gt; Power Weapon. Having that reroll wound makes up for one lost attack.]]></description>
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				<pubDate><![CDATA[Wed, 30 Jun 2010 02:20:08]]> GMT</pubDate>
				<author><![CDATA[ zeekill]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ It's a hard choice between the claw & sword. The sword is better versus T4 and below while the claw is better versus T5 and above. I typically run two Priests, one has a lightning claw & the other has a power sword.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 30 Jun 2010 03:27:55]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ I trully believe that there is not magic bullet to answer that question. It really depend on case by case. What I do, I keep them simple as possible and if there are any points left I would give them the <span class="glossaryitem" onmouseover='gp(486);'>PW</span>, still the ideia is to add more value to the RAS or other squad that it's under it's buble of influence..not really make him a killing machine. If we can do both..the better.]]></description>
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				<pubDate><![CDATA[Wed, 30 Jun 2010 15:01:11]]> GMT</pubDate>
				<author><![CDATA[ ultramarcos]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ It's even more important to charge with the advent of the new <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> if he's not embarked inside a vehicle.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Thu, 1 Jul 2010 04:29:31]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ <blockquote><div><cite>schadenfreude wrote:</cite>If positioned properly a <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is only going to be in base to base contact with 1 model which is probably a standard grunt, say a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine or single ork boy.  The chances of a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine or ork boy killing a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> 1 wound priest is very slim.<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marine with 1 attack 1/2 hit /1/2 wound 1/3 fail armor 1/2 fail <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so 1/24 times a NP is in bast to base with a single <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine the priest will die.  That's well worth 4 attacks that hit on a 3+ and wound on a 3+ with no armor save.<br /> <br /> Ork slugga/choppa Boy with 3 attacks 1/2 hit 1/3 wound because he's str3 when charged,  1/3 failed armor save, 1/2 failed <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so 1/12 times the ork boy will take down the <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.  1/12 is a bit risky, but it's safer than risking an ork Nob getting into base to base with the <span class="glossaryitem" onmouseover='gp(759);'>SP</span>, and whenever the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is engaged in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> within the middle of a squad it's very easy to ensure that nobody else can get to him.<br /> <br /> Once again my comments only really apply to a jump spam list.  Mechanized or devestator heavy lists have entirely different tactics with their <span class="glossaryitem" onmouseover='gp(759);'>SP</span>.</div></blockquote><br /> Double post and wrong. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">   As long as he is in base to base with <i>ANY</i> member of the unit he be attacked by anyone within 2" of that enemy.  I don't know about you but if I've got the chance to knock out a squad's <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> I'm going to allocate a hell of a lot more than one grunt's worth of attacks.]]></description>
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				<pubDate><![CDATA[Thu, 1 Jul 2010 13:13:16]]> GMT</pubDate>
				<author><![CDATA[ Sanguinary Dan]]></author>
			</item>
			<item>
				<title>Power weapon for Sanguinary Priest? (jump heavy armies)</title>
				<description><![CDATA[ So do you tend to put him in <span class="glossaryitem" onmouseover='gp(686);'>B2B</span>, away from the Pfist so that he can use that <span class="glossaryitem" onmouseover='gp(486);'>PW</span>? Then the other player has to decide where to take the <span class="glossaryitem" onmouseover='gp(74);'>Init</span> 5 casualites from, possibly loosing the Pfist to ensure a couple of his regular guys can throw wounds at the priest.]]></description>
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				<pubDate><![CDATA[Fri, 2 Jul 2010 03:24:30]]> GMT</pubDate>
				<author><![CDATA[ Silverthorne]]></author>
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