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		<title><![CDATA[Latest posts for the thread "CSM vs GK, need some help"]]></title>
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				<title>CSM vs GK, need some help</title>
				<description><![CDATA[ Hey all<br /> <br /> Last night I had a match with my friend who has a Grey Knights army. He had some terminators, purifiers (I think), a Regular and V. Dread, and some pretty decent <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (Valleria and whoever has the laser eagle) among other things. My forces consist of a Black Legion army with Plague Marines to sop up fire, Berserkers for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, some oblits 2 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Terminator lords, and a squad of noise marines. I also had my Vindicator out as a play test. While it was pretty close for the first 2 turns, he completely wiped the floor with me as soon as his terminators popped in with their force weapons.<br /> <br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> So, my question is, what's the best way to deal with <span class="glossaryitem" onmouseover='gp(305);'>GK</span>? I have a pretty big <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> force, I've heard Thousand Sons? Thoughts? <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 13:19:22]]> GMT</pubDate>
				<author><![CDATA[ DrK36]]></author>
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				<title>CSM vs GK, need some help</title>
				<description><![CDATA[ <blockquote class="uncited"><div>terminators popped in with their force weapons</div></blockquote><br /> So what? Against single-wound models, force weapons have no special effect. But the Termies could have a 4++ save in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.<br /> <br /> You have to play defensely slowing down his advance.<br /> I'd take a larger Berzerker unit to take on the Termies or some <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Termies.<br /> <br /> Some Oblits? You cannot have enough of them.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 13:35:21]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>CSM vs GK, need some help</title>
				<description><![CDATA[ Hrm, well, ain't that a kick in the ass....<br /> <br /> I've never once used a Force Weapon, so I was taking my friend's word on it, apparently (either by purpose or accident) he was doing the whole thing wrong. Guess I should've read the rules.<br /> <br /> Would 1k Sons, with their invulnerability saves, be a smart investment?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 13:51:11]]> GMT</pubDate>
				<author><![CDATA[ DrK36]]></author>
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				<title>Re:CSM vs GK, need some help</title>
				<description><![CDATA[ Force Weapons are just Power Weapons to a single wound model.<br /> <br /> now there are different types of Nemisis Force Weapons that have additional effects.<br /> <br /> Swords: +1 invuln in <span class="glossaryitem" onmouseover='gp(19);'>CC</span><br /> <br /> Halberds: +2I<br /> <br /> Falchions: +1A<br /> <br /> Daemon Hammers: like a thunderhammer, but the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> <span class="glossaryitem" onmouseover='gp(123);'>str</span> buffs apply before multiplication(so Str10 is achievable)<br /> <br /> Warding Staves: 2+ invuln in <span class="glossaryitem" onmouseover='gp(19);'>CC</span><br /> <br /> <br /> aside from these, Force Weapons have no special effects.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 15:36:19]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:CSM vs GK, need some help</title>
				<description><![CDATA[ Oblits and Plasma Guns with some sacrificial units to take charges.  Play them like you would play any power armor opponent.  Focus on the mission rather than obsessing about killing certain units.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 15:39:43]]> GMT</pubDate>
				<author><![CDATA[ BladeWalker]]></author>
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				<title>Re:CSM vs GK, need some help</title>
				<description><![CDATA[ I also wouldn't take Plague Marines. their <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is useless in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and T5 won't protect them much from Psybolts.<br /> <br /> <br /> Thousand Sons could be good with their AP3 bolters and 4+ invuln, but their expense in points might simply negate any additional advantage.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 15:42:20]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>CSM vs GK, need some help</title>
				<description><![CDATA[ Alright, thanks all for the input, I think I'll try that out next time we face off.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jul 2011 22:27:24]]> GMT</pubDate>
				<author><![CDATA[ DrK36]]></author>
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				<title>CSM vs GK, need some help</title>
				<description><![CDATA[ Just reguallar Chaos Marines.. Outnumber him. Lash + Oblits will do some great damage. Just remember at cheapest his models are 20 points a piece, but more likly closer to 26+ <br /> <br /> Thousand sons are a solid troop. Not only do they slaughter reg <span class="glossaryitem" onmouseover='gp(305);'>GK</span> in shooting but you denie them theose army wide power weapons. Then you can counter assault with berserkers or something... Berserkers will still charge and whipe the floor with anything except purifiers...]]></description>
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				<pubDate><![CDATA[Sun, 24 Jul 2011 04:29:44]]> GMT</pubDate>
				<author><![CDATA[ OneMeanDuck]]></author>
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