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		<title><![CDATA[Latest posts for the thread "Nurgle, Tzeench, Slaneesh or Khorne?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Nurgle, Tzeench, Slaneesh or Khorne?"]]></description>
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				<title>Nurgle, Tzeench, Slaneesh or Khorne?</title>
				<description><![CDATA[ I want to start a Daemon army, but I'm unsure which faction to go with. At the moment I'm drawn to Nurgle,and I would really appreciate if some members would share their experiences if they play any of these Daemons. ]]></description>
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				<pubDate><![CDATA[Thu, 7 Mar 2013 15:53:15]]> GMT</pubDate>
				<author><![CDATA[ Wil9037]]></author>
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				<title>Nurgle, Tzeench, Slaneesh or Khorne?</title>
				<description><![CDATA[ Nurgle is good, but I might be a bit biased.  Look at the lore and models and see what you like the best?  Or if you are wanting a certain kind of army play wise, best thing to do is proxy before you buy anything. ]]></description>
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				<pubDate><![CDATA[Thu, 7 Mar 2013 20:28:56]]> GMT</pubDate>
				<author><![CDATA[ Swara]]></author>
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				<title>Re:Nurgle, Tzeench, Slaneesh or Khorne?</title>
				<description><![CDATA[ The main thing to keep in mind about Daemons is that each unit is highly specialised,  with the exception of Screamers.<br /> <br /> Nurgle for example is;<br /> a) Slower due to it's 'slow & purposeful' rule and typically have lower initiative as well<br /> b) The most outright resiliant with higher toughness + shrouding and the ability to gain <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> through Heralds<br /> c) Eats high toughness for lunch due to everything having Poisoned 4+ attacks  (well,  except Nurglings)<br /> d) Have psykers with access to Biomancy for added resiliance<br /> <br /> Meanwhile,  Slaanesh in general is;<br /> a) Stupidly fast!  Like their cavalry can keep up with fast skimmers for feth's sake!  Oh,  and they have I5 or higher.<br /> b) Good at killing hordes & <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>'s thanks to Rending.<br /> c) The squishiest with T3 or 4 on most units but with no added benefit like Tzeentch daemons who can potentially re-roll some failed saves.<br /> <br /> So when you build a mono-god army,  you're actively handi-capping yourself since your specialists of choice will have at least one huge,  glaring weakness to account for.<br /> <br /> What I like to do myself is play a mono-god,  (Tzeentch is my true master),  but I'll convert other units to fit in with the Tzeentchian theme.  for example,  I'm currently working on converting a unit of 'Changebringers'  (Flamers riding Discs of Tzeentch) which in-game will use the rules for Nurgle Plaguedrones.<br /> This also gives me the added benefit of adding in a Nurgle Instrument to call of an un-happy gand-pappy who might try to stomp on one of my proper Tzeentch units!<br /> <br /> Daemons are all about synergy.  Unlike Marines or Guard,  you can't really multi-task your units to cover various roles,  outside of those Screamers who are pretty much a swissarmy knife.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 7 Mar 2013 20:53:47]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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