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		<title><![CDATA[Latest posts for the thread "GK henchmen assassin weapons"]]></title>
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				<title>GK henchmen assassin weapons</title>
				<description><![CDATA[ So, question is - what the best weapons for henchmen assassins?<br /> In 6 ed there are four options: sword, axe, mace and spear<br /> but it can be combined, having 16 combinations (12 combinations of different ones) <br /> sword is good against MEK<br /> axe is AP2 but we will loose 6 initiative<br /> and spear is crappy one-use weapon ]]></description>
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				<pubDate><![CDATA[Fri, 3 May 2013 12:18:28]]> GMT</pubDate>
				<author><![CDATA[ Freakazoitt]]></author>
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				<title>GK henchmen assassin weapons</title>
				<description><![CDATA[ This has been discussed a lot of times. <br /> <br /> Axe + sword in each, use whatever you need to. ]]></description>
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				<pubDate><![CDATA[Fri, 3 May 2013 12:34:32]]> GMT</pubDate>
				<author><![CDATA[ DakotaBlue]]></author>
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				<title>GK henchmen assassin weapons</title>
				<description><![CDATA[ how about mace? I think its useful against other assassins, wyches, eldars etc]]></description>
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				<pubDate><![CDATA[Fri, 3 May 2013 14:44:04]]> GMT</pubDate>
				<author><![CDATA[ Freakazoitt]]></author>
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				<title>Re:GK henchmen assassin weapons</title>
				<description><![CDATA[ The generic answer is always sword & axe but I have often wondered about the power lance and maul also.<br /> <br /> Things to consider with death cult assasins: <br /> 1 - They should be getting the charge.<br /> 2 - They start at strength 3.<br /> 3 - they have higher than average initiative<br /> <br /> Now you have lots of options to boost thier strength through the use of hammer hand with attached psykers (inquisitor or techmarine), this would allow you to make better use of power weapons that use base strength. Also these characters can have access to rad grenades which will lower toughness of enemy models in hand to hand. You should be getting the charge off and picking your battles. While power sword and axe combo is probably the best all around I wonder if power spear & axe wouldn't be better, if your gettin the charge, then the spear is better for plus one S. <br /> <br /> An additional consideration is crusaders, since they are almost always fielded with <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>. So what is the best weapon choice for them? They are primarily used as a meat shield given that they have a 3++. Now these guys are only I3 so the axe is probably better used here (I go back and forth between axe and maul). If you're taking the axe on the crusaders then do you still need the axe on the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>, or could you give them a different combination?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 12:44:38]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>Re:GK henchmen assassin weapons</title>
				<description><![CDATA[ I tend to run my death cult assassins with axes and swords. Works great against just about anything: If it has 3+ or 4+ armor the sword will work just fine, and the axe is for cracking terminators. I tend to run my crusaders with power staves though, it augments their lack of strength nicely to have +2, and they are there more for their defensive properties than to kill things anyway. <br /> <br /> Also death cult assassins are strength 4 base. ]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 13:17:13]]> GMT</pubDate>
				<author><![CDATA[ Neorealist]]></author>
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				<title>GK henchmen assassin weapons</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> are S 4 base,  the axe is good for <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2.  Then I could see a combo of mauls and swords.  S6 mauls would double out a lot of xenos units.  As for crusaders they only have 1 attack at s3(4 with an axe), so they don't kill things that well.]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 13:23:45]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Re:GK henchmen assassin weapons</title>
				<description><![CDATA[ Crusader should always take an AX.   They have INT3, so they are not losing much by going down to INT1, and the extra <span class="glossaryitem" onmouseover='gp(123);'>Str</span> and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> are better for them.<br /> <br /> For <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> weapons:<br /> <br /> The lance should never be taken.  If your <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> are charging, they should be winning combat. You should not need the extra strength.  It also means that the enemy would then have a chance to run into your <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and give them a disadvantage/<br /> <br /> <br /> I think that the Ax in one hand is a must have in a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> list.  You will simply need the AP2 sometimes.  Without it your <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> will just scratch terminator armor.  The only time to leave this one at home, is if you are tailoring a list and you know that there will be no 2+ saves on the table.<br /> <br /> <br /> Then the question is between the sword and the Mace.  The Sword is better at killing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> (which is about 75% of the stuff in the game) and the Mace is better at killing everything else that is not a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.  <br /> <br /> The Mace combines very well with Rad Grenades.  Facing Tyranid Warriors with Mace + Rad is a sad day for the bugs.<br /> <br /> <br /> The other thing is, the units that you are better against by taking a mace, will still probably die to a unit of <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> with swords. <br /> Also, I do not want to send my <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> unit into a horde unit.  I want to use the to assassinate a big expensive elite unit, which is more likely to have a 3+ save.<br /> Going up against a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> unit with only AP4, can give your <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> some trouble, depending on the type of <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and the number of attacks back.<br /> <br /> <br /> <br /> I face a lot of Space wolves, so ignoring their armor so the grey hunters do not get the Wolf Standard re-rolls is more important for me.<br /> <br /> <br /> <br /> To sum up<br /> Axes on crusaders<br /> Ax + Sword or Ax + Mace on your <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> depending on how much you see <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> in your metagame.]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 13:48:57]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Re:GK henchmen assassin weapons</title>
				<description><![CDATA[ We have quite a few marine players in my area, but they are not hard to deal with. It's the Xenos armies that cause me more headaches specifically necrons and new tau. <br /> <br /> I have been favoring maces more lately for this reason alone.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> What about mixing? I run 6 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and 4 crusaders. So give the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> axe and sword and 3 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> axe and maul?]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 14:41:26]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>GK henchmen assassin weapons</title>
				<description><![CDATA[ I'm a fan of the axe/mace. Not that I've ever run it, but it's been used on me and it can handle everything. <span class="glossaryitem" onmouseover='gp(269);'>ID</span>'ing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with a maul and grenades is just awesome. Although I like Lion's suggestion of a mix.<br /> That way you never have to sacrifice initiative when fighting <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. You also don't have to sacrifice tank killing ability. The maul just batters any tank out there except for the Land Raider.]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 17:15:55]]> GMT</pubDate>
				<author><![CDATA[ Griddlelol]]></author>
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				<title>Re:GK henchmen assassin weapons</title>
				<description><![CDATA[ I gave a power maul to my lord commissar last night for fun; some kroot walked on right next to the commissar and his squad and I then shot them and assaulted. The mace was serious business. I think he bashed 3 kroot to death they then failed their leadership and ran. ]]></description>
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				<pubDate><![CDATA[Sat, 4 May 2013 19:02:15]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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