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		<title><![CDATA[Latest posts for the thread "Grey Knight  Brotherhhod"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Grey Knight  Brotherhhod"]]></description>
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				<title>Grey Knight  Brotherhhod</title>
				<description><![CDATA[ So I have a rather large game coming up and have a dilemma.  The main part of my force will be a full Brotherhood with maxed out squads and 5x Razorbacks with twin linked lazcannons.<br /> <br /> My dilemma comes in deciding on the heavy weapons in the Strike and purgation squads.  I want to have a mix of psycannons and psylancers.  Who do I give what and why?]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2015 01:50:26]]> GMT</pubDate>
				<author><![CDATA[ Jedly]]></author>
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				<title>Grey Knight  Brotherhhod</title>
				<description><![CDATA[ Well since no one else chimes in, I don't actually play greyknights as my army its my girlfriends. What I've gathered from looking over her codex is this.<br /> <br /> Purgation squads lack relentless, meaning their salvo shots are shortened to half range and like half shots.<br /> I believe that strike squads have the same issue.<br /> <br /> If you're going to stick them in rhinos, I'd use purgation with psycannons from the front of rhinos. <br /> <br /> That being said, bringing terminators and combat squadding them into 2 units one close combat, the other with 2 psycannons in them i think will be your best bet however there the problem is that rhinos aren't assault vehicles so you're gunna disembark and take a round of fire unless terrain favors you.<br /> <br /> If you have more questions feel free to contact me via pm, just incase I don't see your reply.<br /> <br /> Regards<br /> Nemesor Blackwing]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2015 20:01:50]]> GMT</pubDate>
				<author><![CDATA[ Nemesor Blackwing]]></author>
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				<title>Grey Knight  Brotherhhod</title>
				<description><![CDATA[ since strike squads can deepstrike I'd recommend the heavy incinerators because the psilencer is heavy and the psycannon is salvo and if you're going to be taking an army like this I think it's best to have the option to move when you can.<br /> <br /> Purifiers and Interceptors are generally a better bet compared to purgation/strike squads at the moment. You can cast the cleansing flame from the purifiers out of the hatch of a rhino and then proceed to shoot whatever guns you take with them as well. Just a thought. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2015 20:20:30]]> GMT</pubDate>
				<author><![CDATA[ digital-animal]]></author>
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				<title>Grey Knight  Brotherhhod</title>
				<description><![CDATA[ If you are insistent on using the brotherhood formation, I am inclined to agree with the use of flamers on <span class="glossaryitem" onmouseover='gp(471);'>DS</span> strike squads. However, load up your purgation squads into rhinos  and fire psycannons out of the gun ports. That's about all they are good for. Otherwise just treat them like Autocannon wielding <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads (which is to say leave them at home). Purifier squads are better in every way. The you can load up 4 <span class="glossaryitem" onmouseover='gp(59);'>HW</span> in a 10 man group, and combat squad them down into basically a better strike squad, and a better purgation squad. They also come with a grand total of 4 warp charges and a cleansing flame to help clear the area. They cant deep strike but delivering them via Storm Raven is a valid and sometimes devastating stratagy]]></description>
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				<pubDate><![CDATA[Tue, 15 Dec 2015 21:20:13]]> GMT</pubDate>
				<author><![CDATA[ GKTiberius]]></author>
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				<title>Grey Knight  Brotherhhod</title>
				<description><![CDATA[ Don't forget that just because you bought the <span class="glossaryitem" onmouseover='gp(458);'>DT</span> Razorback doesn't mean they have to deploy inside the vehicle. The Strike Squads can still <span class="glossaryitem" onmouseover='gp(471);'>DS</span> with their Incinerators at the same time as their <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannons are firing on opposing transports.<br /> <br /> As for Purgation Squads. . . I have the same dilemma. Their night vision seems useless if you're usually going to be out of range Turn 1. But you have to take them in the formation, so why not max them out (maxed to me meaning 4x heavy guns in a 5-man squad, which is the only other thing that makes them 'better' than strike squads). So I dunno, one squad of 4x psycannons, and the other with 4x psilencers? Deploy within the transports, then first turn move to where you expect they will be needed by Turn 2 or 3, once they've had a movement phase where they can remain stationary.<br />  -- Good Emperor's nosehairs, that's a sucky battleplan. Sorry.]]></description>
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				<pubDate><![CDATA[Wed, 16 Dec 2015 02:10:39]]> GMT</pubDate>
				<author><![CDATA[ SkrawnyNob]]></author>
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