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		<title><![CDATA[Latest posts for the thread "Magister Sevrin Loth"]]></title>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ How's it going Dakka? So does anyone know the rules of Magister Sevrin Loth, the Red Scorpions Libby? I think he is pretty sweet (especially with his 2+ Invul). So how would he do in a small points game (500-750) in a Space marine Scout list?]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 02:29:43]]> GMT</pubDate>
				<author><![CDATA[ Iron Father 575]]></author>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ That would be crazy especially if you took all biomancy powers. You could cast endurance every turn. and still have your 2+ invuln and use the force weapon or another power. Loth is an awesome character. <br /> <br /> <br /> You probably wont get a whole lot of input here I have asked about <span class="glossaryitem" onmouseover='gp(60);'>IA</span> characters and things before and no one seems to want to reply. I think most people have something against <span class="glossaryitem" onmouseover='gp(60);'>IA</span> rules or they just don't know anything about them.]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 03:03:36]]> GMT</pubDate>
				<author><![CDATA[ Baldsmug]]></author>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ Thanks for the reply Baldsmug. I really like him, but had many people tell me he would be a bad choice, and why not just take two Libbys. I think that he is worth it.]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 04:03:43]]> GMT</pubDate>
				<author><![CDATA[ Iron Father 575]]></author>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ Sevrin is a boss 2+ invul and like baldsmug said use endurance and iron arm and you have a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> monster!]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 07:51:26]]> GMT</pubDate>
				<author><![CDATA[ Overlord Zerrtin]]></author>
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				<title>Re:Magister Sevrin Loth</title>
				<description><![CDATA[ I feel the same here, Sevrin Loth feels like he should be a beast of an <span class="glossaryitem" onmouseover='gp(56);'>hq</span> choice. But it all comes down to the psychic powers, Only you know your rolling. If you want to spend the points, with 3 powers you can risk getting something good off of biomancy or if you manage puppet master its great. But if you dont manage the better powers you just have to question whether the extra points were worth the chance for 2++ with 2 wounds and 205 points. The higher the points the more you can justify it, but at lower <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> its a risk. <br /> <br /> Personally, his model is too great when combined with the fun of  risking and rolling his psychic powers not to pick him. Though the option of getting the feel no pain on tactical squads with picking Commander Culln also is tempting.<br /> <br /> If youre planning on more scouts than alot of tactical squads, it might not be too bad, especially since its a forgeworld list youre not going to go tournament heavy. With forgeworld army's, have fun with it and see which works better.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 08:25:40]]> GMT</pubDate>
				<author><![CDATA[ K177Y]]></author>
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				<title>Re:Magister Sevrin Loth</title>
				<description><![CDATA[ <blockquote><div><cite>K177Y wrote:</cite>I feel the same here, Sevrin Loth feels like he should be a beast of an <span class="glossaryitem" onmouseover='gp(56);'>hq</span> choice. But it all comes down to the psychic powers, Only you know your rolling. If you want to spend the points, with 3 powers you can risk getting something good off of biomancy or if you manage puppet master its great. But if you dont manage the better powers you just have to question whether the extra points were worth the chance for 2++ with 2 wounds and 205 points. The higher the points the more you can justify it, but at lower <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> its a risk. <br /> <br /> Personally, his model is too great when combined with the fun of  risking and rolling his psychic powers not to pick him. Though the option of getting the feel no pain on tactical squads with picking Commander Culln also is tempting.<br /> <br /> If youre planning on more scouts than alot of tactical squads, it might not be too bad, especially since its a forgeworld list youre not going to go tournament heavy. With forgeworld army's, have fun with it and see which works better.<br /> <br /> </div></blockquote><br /> <br /> I was under the impression that Sevrin Loth generated 6 psychic powers?<br /> <br /> Iranna.]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 12:30:40]]> GMT</pubDate>
				<author><![CDATA[ Iranna]]></author>
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				<title>Re:Magister Sevrin Loth</title>
				<description><![CDATA[ The Forgeworld <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>/update says he may generate 6 powers from one of his schools, but all 6 rolls are for that school chosen.<br /> <br /> Biomany<br /> <br /> Pyromancy<br /> <br /> Telekenisis<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 14:08:52]]> GMT</pubDate>
				<author><![CDATA[ Melchiour]]></author>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ Thanks for the replies guys! Would he still do good in 500 points?]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 15:27:17]]> GMT</pubDate>
				<author><![CDATA[ Iron Father 575]]></author>
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				<title>Re:Magister Sevrin Loth</title>
				<description><![CDATA[ At 500, I think a 200 point character, even one as good as Loth, you are spending far too much on your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. That, and your opponent might hate you for using Loth at 500 points]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 15:32:58]]> GMT</pubDate>
				<author><![CDATA[ BTNeophyte]]></author>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ I've seen Mephiston being run in 500 points. How would Loth play competitive in a 500 point game? ]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2012 15:35:51]]> GMT</pubDate>
				<author><![CDATA[ Iron Father 575]]></author>
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				<title>Re:Magister Sevrin Loth</title>
				<description><![CDATA[ <blockquote><div><cite>Melchiour wrote:</cite>The Forgeworld <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>/update says he may generate 6 powers from one of his schools, but all 6 rolls are for that school chosen.<br /> <br /> Biomany<br /> <br /> Pyromancy<br /> <br /> Telekenisis<br /> <br /> </div></blockquote><br /> <br /> Sweet, never saw the forgeworld <span class="glossaryitem" onmouseover='gp(36);'>faq</span>/update for him before. Hes alot more valuable now since you can guarantee getting the better powers from one of the schools. Sevrins really good now, even more of a reason to take him.]]></description>
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				<pubDate><![CDATA[Sat, 4 Aug 2012 03:00:31]]> GMT</pubDate>
				<author><![CDATA[ K177Y]]></author>
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				<title>Magister Sevrin Loth</title>
				<description><![CDATA[ Yepper, I plan to use his rules for my Counts As Exorcists Librarian character, with the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> update I prefer him to Tigrus or Mephiston and he's cheaper than both.<br /> <br /> I think Biomancy offers the best synergy for him, allowing access to a mix of buffs for the army, self-buffs, and ranged attacks, and if you forgo the Primaris Power you're guaranteed all six of the normally randoms.]]></description>
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				<pubDate><![CDATA[Sat, 4 Aug 2012 15:03:18]]> GMT</pubDate>
				<author><![CDATA[ Yodhrin]]></author>
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