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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ Some armies have easy access to lots of warp charges such as <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, Daemons, and Eldar.<br /> <br /> How would you beef up a Marine army to increase the number of warp charges? <br /> <br /> As Librarians are quite expensive, one could think about Inquisitors, Psykers from Henchmen detachments. Something overlooked?]]></description>
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				<pubDate><![CDATA[Tue, 10 Jun 2014 16:48:54]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ For regular <span class="glossaryitem" onmouseover='gp(119);'>SM</span>:<br /> <br /> -Tigurius and either another stock libby or as mentioned some allied inquisition or <span class="glossaryitem" onmouseover='gp(305);'>GK</span><br /> <br /> -You could go Sentinels of Terra and give your libby the Bones of Ozrak (+1 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> and reroll failed Psy tests)<br /> <br /> For <span class="glossaryitem" onmouseover='gp(25);'>DAs</span>:<br /> <br /> -Ezekiel and more <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 libbies, since they have access to Divination I don't know if I'd wanna ally]]></description>
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				<pubDate><![CDATA[Tue, 10 Jun 2014 16:59:12]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ Tigurius and a Bones librarian give you six for roughly 270 points. Both re rolling failed tests, no less.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jun 2014 17:19:42]]> GMT</pubDate>
				<author><![CDATA[ obsidiankatana]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ Yea, thats what I am running tiggy with bones librarian for 6 re-rollinig dice.  It enables you to 1 dice lots of mastery 1 powers and make them burn through their pool much quicker.<br /> <br /> So for example each die goes from 50% to 75% chance of being casted. So now they have a 16.6 chance of deny per die.  So they need to burn roughly 4.5 dice per one of yours to stop a cast. instead of the 3 dice normally per casting die]]></description>
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				<pubDate><![CDATA[Tue, 10 Jun 2014 19:43:12]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Re:Warp Charges for Marine Armies</title>
				<description><![CDATA[ If you want to break the 9 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> threshold the only real way is to get <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, Inquisition, Chaos Daemons, or Eldar as allies. The reason that the 9 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> threshold matter is that to block an opponent out of the psychic phase 50% of the time a deny the witch pool has to be 8+3*(your mastery level). So the sort of optimal level for most psyker builds seems to be ~30-35 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>. This means if you want to be able to get off at least 50% of your powers against a psyker heavy build you will need 9 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>.<br /> <br /> Now the great thing about <span class="glossaryitem" onmouseover='gp(119);'>SM</span> psykers is that most of them are useful apart from their powers. The special character usually have great stat lines or special abilities which buff your army. The basic libby can take useful wargear and make an <span class="glossaryitem" onmouseover='gp(682);'>AM</span> blob <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>.<br /> <br /> The cheapest way to increase <span class="glossaryitem" onmouseover='gp(195);'>WC</span> is ML1 Inquisitors (55pts) with 3 psyker henchmen (18pts). This is also the most flimsy and least useful.<br /> <br /> The most useful <span class="glossaryitem" onmouseover='gp(195);'>WC</span> batteries are Coteaz (100pts) and <span class="glossaryitem" onmouseover='gp(305);'>GK</span> psyker henchmen (18pts) in psybacks. The henchmen and psybacks are all objective secured. The <span class="glossaryitem" onmouseover='gp(195);'>WC</span> are still seriously cheap and they are BB with <span class="glossaryitem" onmouseover='gp(119);'>SM</span>. You should see a huge number of this type of army as they are just brutally useful.<br /> <br /> <span class="glossaryitem" onmouseover='gp(808);'>CWE</span> have three cheap sources of <span class="glossaryitem" onmouseover='gp(195);'>WC</span>. The farseer is a great value per <span class="glossaryitem" onmouseover='gp(328);'>ML</span> and the warlocks and spiritseers are both just slightly worse but can be taken in numbers. As an ally the spiritseers are the only real game for <span class="glossaryitem" onmouseover='gp(195);'>WC</span> sources as warlocks require <span class="glossaryitem" onmouseover='gp(808);'>CWE</span> to be primary. You can then take some dire avengers and objective secured waveserpent to stick them in. This can give you 10 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> from a single <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot using iyanden rules and two serpents which are brutal game winning murder machines.<br /> <br /> Chaos Daemons are a decent source of <span class="glossaryitem" onmouseover='gp(195);'>WC</span> but their real benefit is giving access to malefic without murdering themselves with perils. This is the best way I have found to represent the Blood Ravens going traitor in DoW2. They clearly are not represented well by the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex and make more sense using the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dex with daemon allies.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Jun 2014 21:25:03]]> GMT</pubDate>
				<author><![CDATA[ ansacs]]></author>
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				<title>Re:Warp Charges for Marine Armies</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7d3f630d32a654b3f8068b4f67d581fc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6921010.page"><b>ansacs wrote:</b></a><br/>Chaos Daemons are a decent source of <span class="glossaryitem" onmouseover='gp(195);'>WC</span> but their real benefit is giving access to malefic without murdering themselves with perils. This is the best way I have found to represent the Blood Ravens going traitor in DoW2. They clearly are not represented well by the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex and make more sense using the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dex with daemon allies.<br /> <br /> </div></blockquote>Traitor BRs eh?<br /> <br /> Let me make a list for that...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Here's the list i promised (using my custom <span class="glossaryitem" onmouseover='gp(436);'>CTs</span>), good for 2000 pts. and with 11 <span class="glossaryitem" onmouseover='gp(195);'>WCs</span><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Chapter Master - <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, Bike, <span class="glossaryitem" onmouseover='gp(224);'>TH</span> & <span class="glossaryitem" onmouseover='gp(80);'>LC</span> - Warlord<br /> x3 Librarians - <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2, one on Bike (6 <span class="glossaryitem" onmouseover='gp(195);'>WCs</span>)<br /> <br /> Bike Squad (x5 for Troops) - x2 Grav-guns, Sgt. Combi-Grav<br /> x2 Sniper Scout squads (x5 in each w/ Camo Cloaks)<br /> <br /> Venerable Dread w/ <span class="glossaryitem" onmouseover='gp(336);'>HF</span> and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> in <span class="glossaryitem" onmouseover='gp(262);'>DP</span> (Deathwind Launcher and LB)<br /> x5 Sternguard w/ Combi-Melta/Plasma (depending on the job) in <span class="glossaryitem" onmouseover='gp(262);'>DP</span> (Deathwind Launcher)<br /> <br /> x2 Stormtalons w/ Skyhammers<br /> <br /> x2 <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span><br /> <br /> x2 Heralds of Tzeentch - <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2, Greater Gift (4 <span class="glossaryitem" onmouseover='gp(195);'>WCs</span>)<br /> <br /> x10 Pink Horrors - Instrument (1 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>)
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				<pubDate><![CDATA[Tue, 10 Jun 2014 22:57:15]]> GMT</pubDate>
				<author><![CDATA[ ace101]]></author>
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				<title>Re:Warp Charges for Marine Armies</title>
				<description><![CDATA[ at 1750 I typically have 7 warp charge with Marines. Running two Librarians mastery level 2. one has the Bones of Osrak. I also ally in two Ordos Inquisitors that are both Mastery level 1. <br /> Today I ran a 2000 point list which also included an Ordos Heriticus inquisitor(mastery 1) and a 5 man Grey Knight Strike Squad. I played a game against Daemons, and consistantly had more warp charge then he did(his heralds were in reserve, and as such only had two or three psykers on the table at a time)]]></description>
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				<pubDate><![CDATA[Wed, 11 Jun 2014 03:24:21]]> GMT</pubDate>
				<author><![CDATA[ Thaanos]]></author>
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				<title>Re:Warp Charges for Marine Armies</title>
				<description><![CDATA[ I think this is a more accurate reflection of the DoW2 traitor Blood Ravens. The key elements is essentially Azariah Vidya who is nicely described by Tiggy's rules as it lets him have an excellent shot at possession and be generally useful. The Blood Ravens seem to favor drop pod insertions throughout the game. Azariah Vidya was working with daemons of nurgle primarily. So it is best if the daemons are nurgle. The best thing is this makes the daemon components seriously tough to take out. Then there are the rogue psykers to Azariah uses to help his summon daemons, ditto in this list. This list has a total of 16+1d6 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> produced turn 1 and a very good chance to generate a few possessions. It will also be relatively resistant to alpha strikes.<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Traitor Blood Ravens<br /> <br /> Space Marines (Primary Detachment) <br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + (165pts)<br />     * "Azariah Vidya" using Chief Librarian Tigurius, Ultramarines rules (165pts)<br /> <br /> + Troops + <br />     * Tactical Squad (210pts) 10 man unit w/ <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, meltagun, and drop pod, Sarge w/ melta bombs and combi melta <br />     * Tactical Squad (210pts) 10 man unit w/ <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, meltagun, and drop pod, Sarge w/ melta bombs and combi melta <br />     * Tactical Squad (210pts) 10 man unit w/ <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, meltagun, and drop pod, Sarge w/ melta bombs and combi melta <br /> <br /> + Heavy Support + <br />     * Thunderfire Cannon (100pts) <br /> <br /> Chaos Daemons (Allied Detachment) <br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + <br />     * Daemonic Heralds (440pts) <br />         * Herald of Nurgle w/ Exalted Reward (aka portaglyph), Psyker Level 2 <br />         * Herald of Nurgle w/ Exalted Reward (aka portaglyph), Psyker Level 2 <br />         * Herald of Nurgle w/ Psyker Level 2 <br />         * Herald of Nurgle w/ Psyker Level 2 <br /> <br /> + Troops + <br />     * Nurglings (60pts) 4x Nurglings<br />     * Nurglings (60pts) 4x Nurglings<br /> <br /> Inquisition (Inquisitorial Detachment)<br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + <br />     * Ordo Malleus Inquisitor (64pts) 3x Servo Skulls, Psyker (<span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1)<br />     * Ordo Malleus Inquisitor (64pts) 3x Servo Skulls, Psyker (<span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1)<br /> <br /> + Elites + <br />     * Inquisitorial Henchmen Warband (18pts) 2 Acolytes, Psyker<br />     * Inquisitorial Henchmen Warband (18pts) 2 Acolytes, Psyker<br />     * Inquisitorial Henchmen Warband (18pts) 2 Acolytes, Psyker<br /> <br /> + Fortification + <br />     * Void Shield Generator (110pts) Barricades, 3x Projected Void Shields<br /> 
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				<pubDate><![CDATA[Wed, 11 Jun 2014 05:40:18]]> GMT</pubDate>
				<author><![CDATA[ ansacs]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6919703.page"><b>wuestenfux wrote:</b></a><br/><br /> How would you beef up a Marine army to increase the number of warp charges? </div></blockquote><br /> <br /> Why would you want to?]]></description>
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				<pubDate><![CDATA[Wed, 11 Jun 2014 15:12:43]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e5821b8c4135164c177e3c767597bf14.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6923145.page"><b>DarknessEternal wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6919703.page"><b>wuestenfux wrote:</b></a><br/><br /> How would you beef up a Marine army to increase the number of warp charges? </div></blockquote><br /> <br /> Why would you want to?</div></blockquote><br /> Out of curiosity.<br /> <br /> Casting or negating outstanding powers like invisibility or fortune could be game changing.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jun 2014 15:18:01]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ You can add 7 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> with <span class="glossaryitem" onmouseover='gp(682);'>AM</span> allies via 3 primaris psykers and one Astropath. Not sure this is most cost effective.<br /> <br /> So going chaos, eldar, <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, demons isn't necessary to break 9 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>. Heck throw in Coteaz and a generic <span class="glossaryitem" onmouseover='gp(272);'>inq</span> and you're at 10 already from just allies.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jun 2014 15:45:21]]> GMT</pubDate>
				<author><![CDATA[ Mavnas]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6923161.page"><b>wuestenfux wrote:</b></a><br/><br /> Casting or negating outstanding powers like invisibility or fortune could be game changing.</div></blockquote><br /> How many hundreds of points do you really want to spend fishing for such a possibility though?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jun 2014 19:41:56]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ Well you will also have a good chance to get some powers off yourself even if they have a crazy number of warp charges.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jun 2014 21:08:03]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ Without allies and using single <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> you can get 11 with <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. 3 librarian dreads, mephy and a lvl2 libby.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jun 2014 23:10:31]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Warp Charges for Marine Armies</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e5821b8c4135164c177e3c767597bf14.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6927905.page"><b>DarknessEternal wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/599882/6923161.page"><b>wuestenfux wrote:</b></a><br/><br /> Casting or negating outstanding powers like invisibility or fortune could be game changing.</div></blockquote><br /> How many hundreds of points do you really want to spend fishing for such a possibility though?</div></blockquote><br /> <br /> Well for 18 points I can get one roll on telepathy as well as psychic shriek.  Throw it in a rhino with dozer for an extra 45.  Now you are looking at 63 for two mark charges and a roll on telepathy.  3-4 of those units and you got good shots at invis. <br /> <br /> It seems like a lot of tournaments will be going double <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> so I am now starting to plan around that assumption.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 00:47:24]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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