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		<title><![CDATA[Latest posts for the thread "Protectorate next steps"]]></title>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ So, I have the Battle Box which is 9 points and I was looking to expand it up to 15 points or so. I was wondering if getting some Paladins of the Wall and their special would be a good next step or if I should focus on choirs, or other infantry. Any help would be appreciated.]]></description>
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				<pubDate><![CDATA[Mon, 7 Feb 2011 22:18:53]]> GMT</pubDate>
				<author><![CDATA[ Surtur]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ Minimum sized choir and a vassal is your best bet.  From there, anything you like works fine.]]></description>
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				<pubDate><![CDATA[Mon, 7 Feb 2011 22:29:08]]> GMT</pubDate>
				<author><![CDATA[ Player-A]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ And the chorus says: CHOIR!<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 00:36:06]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ So you could say that the posters are 'preaching to the CHOIR', mayhaps?]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 00:53:35]]> GMT</pubDate>
				<author><![CDATA[ infinite_array]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ Preaching for the Choir I suppose, but eh, works either way =p<br /> <br /> My friend threw in a minimum unit of Temple Flameguard and a Paladin, though you could switch out the Pally for Choir, depending on your preference.]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 01:17:19]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ I concur with the rest, Choir will help you severely boost the potency of your battle box. The Vassal too is an awesome mini that is really fun to paint, and in a battelbox game, it's great to get a second mace hit each turn out of the crusader, OR to force your opponent to spend a good quality attack on trying to take him out.]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 03:08:33]]> GMT</pubDate>
				<author><![CDATA[ Sp4m]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ Meh, ancillary attack is very situational - the vassal is really about the enliven.]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 05:58:51]]> GMT</pubDate>
				<author><![CDATA[ Player-A]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ <blockquote><div><cite>Player-A wrote:</cite>Meh, ancillary attack is very situational - the vassal is really about the enliven.</div></blockquote><br /> <br /> Ancillary is brutal when paired with the run and gunning of Vanquishers lighting<br /> things on fire, but I agree. A vassal protects your 'jacks against some mean nasty<br /> alpha strike. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 06:02:57]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ Vassals job can go either way <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>. He has 2 cool abilitys in anciliary attack and enliven. Enliven can help survive after being charged. Anciliary attack helps hurt someone you charged.<br /> <br /> I like the combo with a templar of enliven and baiting a charge. When he is charged take the first strike and move back. Then in your turn charge the opponent and wreck it. if you fail at that by a few boxes use the anciliary. Otherwise use enliven again and try again next turn. <br /> <br /> It is not perfect and some things can disrupt this sequence, but it can do some wonders when timed right. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 08:15:49]]> GMT</pubDate>
				<author><![CDATA[ LordRavurion]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ I have a quick question about the choir, is it that each model can hymn a different jack, but their hymn must be the same? Or is it that the unit can hymn a single jack?]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 12:00:04]]> GMT</pubDate>
				<author><![CDATA[ Surtur]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ Each model affects a different 'jack, but they must use the same hymn.]]></description>
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				<pubDate><![CDATA[Tue, 8 Feb 2011 12:03:37]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ <blockquote><div><cite>malfred wrote:</cite>Each model affects a different 'jack, but they must use the same hymn.</div></blockquote><br /> <br /> And a jack cannot be affected by more than one hymn even if you have more than one choir. I know you know Mal just wanted to make their mechanic as clear as possible.<br /> <br /> Vassals are an incredible unit for 2 points they make the jack they escort deal an extra attack ranged or melee and several other nice abilities.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 05:10:14]]> GMT</pubDate>
				<author><![CDATA[ Zhetsuken]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ The jack can still be knocked down as far as I know, just the vassal can't be knocked down. Or at least that is what I thought... (don't have the card handy...)]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 07:50:04]]> GMT</pubDate>
				<author><![CDATA[ LordRavurion]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ <blockquote><div><cite>LordRavurion wrote:</cite>The jack can still be knocked down as far as I know, just the vassal can't be knocked down. Or at least that is what I thought... (don't have the card handy...)</div></blockquote><br /> <br /> You are indeed correct I completely read the entry wrong.... good thing I don't play protectorate.  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 10:23:15]]> GMT</pubDate>
				<author><![CDATA[ Zhetsuken]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ <a href="http://battlecollege.wikispaces.com/mkiiCovenant+of+Menoth" target="_blank" rel="nofollow">http://battlecollege.wikispaces.com/mkiiCovenant+of+Menoth</a><br /> <br /> This thing does immune to knockdown.]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 11:48:57]]> GMT</pubDate>
				<author><![CDATA[ Surtur]]></author>
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				<title>Protectorate next steps</title>
				<description><![CDATA[ To stop an enemy from using Enliven, you have headbutts and arm/headlocks.  It will stop you from getting destroyed by a bunch of weapon master infantry most likely, but a 'jack or 'beast with open fist can still nullify it even if you have the covenant.]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 15:01:50]]> GMT</pubDate>
				<author><![CDATA[ WylieX]]></author>
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