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		<title><![CDATA[Latest posts for the thread "[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?"]]></description>
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				<title>[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?</title>
				<description><![CDATA[ Hello fellows! I try to be competitive with the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span><br /> <br /> <u><b>Crimson Slaughter Combined Arms Detachment</b></u><br />  <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 1: Sorcerer (force axe, mastery level 3, balestar of mannon, bike, sigil of corruption) WARLORD <br />  <br /> TROOP1: Chaos Cultists <br /> TROOP2: Chaos Cultists <br /> FA1: 5 Chaos Spawn (mark of nurgle) <br /> FA2: 5 Chaos Spawn (mark of nurgle) <br /> FA3: Heldrake (baleflamer) <br />  <br /> <b><u>Black Legion Cyclopia Cabal</u></b><br />  <br /> HQ1: Sorcerer (force axe  mastery level 3, veteran of the long war, spell familiar, bike, meltabombs) <br /> HQ2: Sorcerer (force axe, mastery level 3, veteran of the long war, spell familiar, bike, meltabombs)<br /> HQ3: Sorcerer (force axe, mastery level 3, veteran of the long war, spell familiar, jump pack, meltabombs)<br /> HQ4: Sorcerer (force axe, mastery level 3, veteran of the long war, spell familiar, jump pack)<br />  <br /> <u><b>Renegade Knights Forsworn Knights Detachment</b></u><br />  <br /> Renegade Knight  (2x avenger gatling cannon) <br /> <br /> <br />  <br />  ]]></description>
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				<pubDate><![CDATA[Fri, 1 Jul 2016 10:03:26]]> GMT</pubDate>
				<author><![CDATA[ Plague Planet Lord]]></author>
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				<title>[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?</title>
				<description><![CDATA[ I like this. I .ight just suggest a few Force Swords, or even Force staffs/mauls in there just to swing something at initiative. The always challenging thing is what kills most Sorcerers in my lists. ]]></description>
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				<pubDate><![CDATA[Fri, 1 Jul 2016 23:13:59]]> GMT</pubDate>
				<author><![CDATA[ Nightlord1987]]></author>
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				<title>[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/220a31e1b9f5d8a21a32fcd782a8a58e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/695341/8750942.page"><b>Nightlord1987 wrote:</b></a><br/>I like this. I .ight just suggest a few Force Swords, or even Force staffs/mauls in there just to swing something at initiative. The always challenging thing is what kills most Sorcerers in my lists. </div></blockquote><br /> Gotta agree here...  Axes are big no-no on hyper expensive models with no invuln saves.<br /> <br /> I would also suggest running at least one,  if not two of those Sorcs with Santic Daemonology.  Sure the Primaris is mostly garbage,  but especially if aiming for a mini-Deathstar build,  you can't ever snub the idea of Hammerhand + Sanctuary.  <br /> Hammerhand alone is worth it,  as it makes any Sword users S6,  while staff users get that magical S8!<br /> <br /> Oh,  and Cleansing Flame is murderous to <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>'s,  as it's on average rolls 7/S5 auto-hits.  Should almost always be able to reliably sneak a wound and thus a grounding test onto any <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>.]]></description>
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				<pubDate><![CDATA[Sat, 2 Jul 2016 00:50:34]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?</title>
				<description><![CDATA[ Whoops... there doesn't seem to be anything here.]]></description>
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				<pubDate><![CDATA[Sun, 3 Jul 2016 12:07:05]]> GMT</pubDate>
				<author><![CDATA[ AtlasTelamon]]></author>
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				<title>[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?</title>
				<description><![CDATA[ At under 40 models, I wouldn't want to field this in a tournament, invisibility or no invisibility. My list linked here I think has all the tools to essentially end the game after turn 2.<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/695521.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/695521.page</a><br /> <br /> I blame the cyclopean cabal. How many points have you sunk into that? About 600? Sure, the free power is great, and I'm sure you can get your hands on endurance and invisibility almost every time, but 12 dice doesn't make up for the lack of firepower, when you're spending 8-10 dice each turn to make sure your unit stays alive.<br /> <br /> That said, if you must field one, I agree with the other folks: Variety of force weapons is advised. If 3 force axes aren't enough, 4 won't be, either. I like the jump pack/bike combination. It makes for lovely shenanigans of toughness and movement.]]></description>
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				<pubDate><![CDATA[Sun, 3 Jul 2016 12:54:46]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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				<title>[1850] - Crimson Slaughter+Cyclopia Cabal+Renegade Knight  - Chaos revenge?</title>
				<description><![CDATA[ Thank you for the replies guys<br /> <br /> I've considered to drop two power axe for two power maul<br /> <br /> I know this list is very elitist, I can remove some psyker levels and play the cabal with one sorcerer with level 3 and the others with level 1, but what can I put in this list with the 150 points saved? Two single oblit?]]></description>
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				<pubDate><![CDATA[Sun, 3 Jul 2016 14:34:07]]> GMT</pubDate>
				<author><![CDATA[ Plague Planet Lord]]></author>
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