<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "GK henchmen advice needed"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "GK henchmen advice needed"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>GK henchmen advice needed</title>
				<description><![CDATA[ Hey folks!<br /> <br /> I'm planning to create myself 6-10 (models) henchmen to bring in diversity to my all-metal knight army lookwise. I want them transported in either a rhino or razorback so i guess melee-heavy would suit here - any suggestions which henchmen to pick and how to equip them? Thanks for your tips!<br /> <br /> Greetz<br /> <br /> <br /> <br /> <br /> edit: Right section here? If not, please move <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6856609.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6856609.page</link>
				<pubDate><![CDATA[Fri, 23 May 2014 07:40:03]]> GMT</pubDate>
				<author><![CDATA[ obob]]></author>
			</item>
			<item>
				<title>GK henchmen advice needed</title>
				<description><![CDATA[ Off the top of my head I'd imagine melee oriented henchmen in a rhino will have problems.<br /> <br /> They're not assault transports, and simply sitting there infront of the enemy at close range for a full turn looking like mooks isn't a good way for a melee unit to close the gap.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6856615.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6856615.page</link>
				<pubDate><![CDATA[Fri, 23 May 2014 07:43:06]]> GMT</pubDate>
				<author><![CDATA[ morganfreeman]]></author>
			</item>
			<item>
				<title>Re:GK henchmen advice needed</title>
				<description><![CDATA[ If you are running the with coteaz then i just take 2 units 20 warrior acolates or 2 units of 10 in rhinos the larger units serve well as a meat shield and if you get them into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> they can sorta tarpit the enemy long enough for you other models to catch up. or the ones in rhinos are good for hiding till late game and sneaking onto objectives. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6856894.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6856894.page</link>
				<pubDate><![CDATA[Fri, 23 May 2014 10:44:32]]> GMT</pubDate>
				<author><![CDATA[ Guilldog]]></author>
			</item>
			<item>
				<title>GK henchmen advice needed</title>
				<description><![CDATA[ Well, only thing that can hurt knights would be,<br /> <br /> Coteaz with hammer hand<br /> <br /> Inquisitor with hammer hand<br /> <br /> 12 death cult assassins with mauls and axes<br /> <br /> This will put the assassins from S4 on the charge, +2 from mauls, +2 from both hammer hands, makes your S8 letting you glance on 5s, with 48 attacks, thing is if you don't kill him your going to die. <br /> <br /> Nothing else can hurt them.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6857245.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6857245.page</link>
				<pubDate><![CDATA[Fri, 23 May 2014 13:15:04]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
			</item>
			<item>
				<title>GK henchmen advice needed</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d81b47dfb9a4f54637b4fde9fe70169b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/596273/6857245.page"><b>Arbiter wrote:</b></a><br/>Well, only thing that can hurt knights would be,<br /> <br /> Coteaz with hammer hand<br /> <br /> Inquisitor with hammer hand<br /> <br /> 12 death cult assassins with mauls and axes<br /> <br /> This will put the assassins from S4 on the charge, +2 from mauls, +2 from both hammer hands, makes your S8 letting you glance on 5s, with 48 attacks, thing is if you don't kill him your going to die. <br /> <br /> Nothing else can hurt them.</div></blockquote><br /> <br /> <br /> <br /> Drop 2 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and replace them with 2 Crusaders with axes.  Now you have a unit that can survive overwatch.  After that, 10 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> is probably overkill by 4 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>.  Find a assault vehicle and you're on your way to a scary unit.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6867788.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/596273/6867788.page</link>
				<pubDate><![CDATA[Mon, 26 May 2014 16:35:28]]> GMT</pubDate>
				<author><![CDATA[ w0lfgang7]]></author>
			</item>
	</channel>
</rss>