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		<title><![CDATA[Latest posts for the thread "Khorne List"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "Khorne List"]]></description>
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				<title>Khorne List</title>
				<description><![CDATA[ Any thoughts on the below please?<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> <br /> Lord – 65 (155)<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> <br /> AoBF <br /> Sigil <br /> Bike <br /> <br /> Kharn - 160<br /> <br /> <br /> Troops <br /> <br /> 9x <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> – 127 (211)<br /> <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weaps<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> <br /> 1x Plasma gun <br /> Rhino <br /> <br /> 10x berzerkers – 200 (250)<br /> Power weapon <br /> Rhino <br /> <br /> 14x Cultists, 8xag – 74<br /> <br /> <br /> Fast<br />  <br /> Heldrake – 170<br />  <br /> 5x Bike –  (130)<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> <br /> IoW<br /> Melta <br /> <br /> <br /> Heavy <br /> <br /> Vind - 120<br /> <br /> 5x Havoc –  (115)<br /> 4x <span class="glossaryitem" onmouseover='gp(5);'>AC</span> – 40<br /> <br /> 5x Havoc –  (115)<br /> 4x <span class="glossaryitem" onmouseover='gp(5);'>AC</span> <br /> <br /> 1500<br /> <br /> Kharn rides with the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 06:59:01]]> GMT</pubDate>
				<author><![CDATA[ Chaos chump]]></author>
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				<title>Khorne List</title>
				<description><![CDATA[ Berzerkers don't go in rhinos. You can't assault the turn you disembark, and you can't assault the turn after your opponent blows up the rhino.<br /> <br /> Also, with a blind fury lord and kharn and all those <span class="glossaryitem" onmouseover='gp(19);'>CC</span> guys and <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> bikes, what on earth do you need a helldrake for? Drop that and you can afford to upgrade all your autocannon havocs to lascannon ones, with points to spare to fix the troops (or upgrade the vindicator to a land raider for kharn). In that way you lose a bit of what you're already good at, but fill some big gaps in your killing power.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 07:40:02]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Khorne List</title>
				<description><![CDATA[ <blockquote class="uncited"><div>nd you can't assault the turn after your opponent blows up the rhino. </div></blockquote><br /> <br /> gak man, really? I've heard so much whining about non-assault transports, didn't realize it was *this* bad.<br /> <br /> Use your Khorneboyz in Zone Mortalis and play shootyhammer with the rest of us]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 07:45:39]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Khorne List</title>
				<description><![CDATA[ Yeah, and the worst part was that it was changed in a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>. Which means, after they were done castrating <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with the sixth ed. rulebook, they stood back, looked at their work and thought "Nope, I think <span class="glossaryitem" onmouseover='gp(19);'>CC</span> is still just a bit too strong. Let's nerf it just a little more".<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 07:49:32]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Re:Khorne List</title>
				<description><![CDATA[ Rhinos can protect your men a bit of you dont get first turn though, move 6 and disembark 6 gives you a longer first move, and they can then be mobile cover cover/nuisance, i still see a purpose for them at 35 points.<br /> <br /> Or 12/smoke or 18 turn first, out second. assault 3rd.]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 08:06:18]]> GMT</pubDate>
				<author><![CDATA[ Chaos chump]]></author>
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			<item>
				<title>Khorne List</title>
				<description><![CDATA[ Or they can get blown up on turn one, giving your opponent first blood and killing a few berzerkers in the explosion. And also leaving them clustered together to be hit by blast weapons. And lose you <span class="glossaryitem" onmouseover='gp(316);'>KP</span> games. And the berzerkers would have to start the next firm's movement with a difficult terrain test... <br /> <br /> If you want those extra 6", then swap kharn for Huron. If you want transports, then purge your <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slots and the drake and take land raiders.<br /> <br /> If you could give berzerkers a rhinos for free, I still wouldn't take one for them in this edition.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 08:15:19]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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