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		<title><![CDATA[Latest posts for the thread "CSM 1500pt New Codex ...need feedback "]]></title>
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				<title>CSM 1500pt New Codex ...need feedback </title>
				<description><![CDATA[ I finally finished painting some of the newer Chaos releases and I've carved out the following:<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> 1xWarpsmith w/Mark of Tzeentch<br /> 1xChaos Lord  w/Mark of Nurgle (in order to use Plague Marines as troops), Terminator Armor, Power Weapon<br /> <br /> <b>Elite</b><br /> 1xHelbrute w/multimelta, power fist (heavy flamer)<br /> <br /> <b>Troops</b><br /> 35x Chaos Cultists -- 1xChampion w/Shotgun, 1x Heavy Stubber, 35x Mark of Tzeentch (<span class="glossaryitem" onmouseover='gp(162);'>inv</span> save)<br /> 5x Plague Marines --1xPlague Champion, Rhino transport<br /> <br /> <b>Fast Attack</b><br /> 1x Heldrake w/Baleflamer<br /> 1x Heldrake w/Baleflamer<br /> <br /> <b>Heavy Support</b><br /> 1x Forgefiend w/2x hades autocannons, 1xectoplasma cannon<br /> 1x Forgefiend w/2x hades autocannons, 1xectoplasma cannon<br /> <br /> <b>Strategy</b><br /> My plan is to have the 35xCultists to hold one objective, and chump blockers for Helbrute. The Plague Marines I'll ferry around to objectives further away and use them to take out troops. 2xHeldrake are for air support and 2xForgefiends are gonna sit back and blast stuff while the Warpsmith keeps an eye on them.]]></description>
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				<pubDate><![CDATA[Tue, 11 Dec 2012 02:28:18]]> GMT</pubDate>
				<author><![CDATA[ Oinbones]]></author>
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				<title>Re:CSM 1500pt New Codex ...need feedback </title>
				<description><![CDATA[ Most people would agree the Helbrute isn't worth it and would probably die before he makes up his points.<br /> <br /> I'd break up the Cultists. Don't bother with the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, a 6+ invul is just as sad as their 6+ armor.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 11 Dec 2012 05:07:44]]> GMT</pubDate>
				<author><![CDATA[ vv_DryBones_vv]]></author>
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				<title>Re:CSM 1500pt New Codex ...need feedback </title>
				<description><![CDATA[ Yeah I have to agree, <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> isnt doing anything on those cultists. Youre better off w/ 3 stubbers and autoguns all around. 32 autoguns shot ( 64 on rapid fire) is nothing to sneeze at.<br /> <br /> Also... 5 plague marines are not enough. Why not just get a big mob of <span class="glossaryitem" onmouseover='gp(22);'>csm</span> w the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>? Flamers and bolters could put a lot of hurt on some one.]]></description>
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				<pubDate><![CDATA[Tue, 11 Dec 2012 06:18:28]]> GMT</pubDate>
				<author><![CDATA[ ChaosBeard]]></author>
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				<title>Re:CSM 1500pt New Codex ...need feedback </title>
				<description><![CDATA[ I'm a Tzeentch player, <span class="glossaryitem" onmouseover='gp(102);'>MOt</span> on anything that does not have an invulnerable save is completely worthless.  Look at it this way.  If some does 6 wounds to your cultist on average it will save 1.... and then they will break and get run down.  Tzeentch is good on the following units.  Mutilators, Obliterators, Possessed, Warp Talons, and terminators.<br /> <br /> Need more deathguard.. at least 7+ <br /> <br /> Cultists could be split into two units.  I have been doing well with 15 man units.  That way when your cultists get wrecked in combat it is only half of them that die.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 11 Dec 2012 06:29:34]]> GMT</pubDate>
				<author><![CDATA[ magnusthered]]></author>
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