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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ Hi there,<br /> So, to cut a long story short, I got Assassinorum Execution force for Christmas (a fun little game !).<br /> I now have the 4 assassins.<br /> I tried them all in one game (and they all died stupidly), so I have near 0 experience/tactics to share.<br /> How do you use them?<br /> <br /> I'm not playing tournament, but I would like to use them correctly with my friends.<br /> I guess that outflanking could be very useful, especially when the board is crowded.<br /> <br /> I like the Callidus better, because she is easier to play (just put her near a weak devastator squad or something like that and kill them turn 1 with that ap2 template) and she is a good distraction carnifex.<br /> Moreoever, she has some abilities, like reroll to seize or -3 to your opponent reserve.<br /> <br /> Any idea on how to correctly use a vindicare ? 150 points for 5 shots in a game.<br /> How to make it worth it ?]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 18:05:12]]> GMT</pubDate>
				<author><![CDATA[ godardc]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ Callidus: infiltrate near something you need dead, hope you get T1, survive until you can mulch things in combat.<br /> <br /> Culexus: infiltrate up the board and run straight at enemy Psykers. Also constant invisibility helps immensely when holding objectives. All of your psychic dice go into his shooting attack to erase any infantry squad.<br /> <br /> Eversor: run at the opponent and WRYYYYYYYYYY your way through them. Power sword is better than the Neuro-gauntlet in almost all situations barring 2+ armor and some <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.<br /> <br /> Vindicare: the books and fluff want you to think this guy is your warlord/character killer. He is not. 5-7 shots maximum is a steep price. Use it wisely.  Even with No Escape, any <span class="glossaryitem" onmouseover='gp(67);'>IC</span> still has a 4+ <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>! to use, and gambling away high priority targets on multiple 4+ rolls is never worth it. Use his as a support force multiplier. Your enemy cannot <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>! mooks. Is your assault unit approaching charge range? Better take out the target's heavy flamer. Oh your terminators are getting near that plasma gun? Better remove it from the squad. Almost always use the 2+ to wound round. The turbo pen round is fun against some vehicles, and possibly sarges without invulns, but the shield vreaker shouldn't be used at all. Too risky for one 4+ to wound hit. 2+ to wound is always your best bet to make sure his small amount of accurate shooting pays off. Stick him in the 2nd to highest piece of ruins and let him do overwatch with a 3+ cover.]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 20:12:22]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/713576/9123563.page"><b>Mr ghoti wrote:</b></a><br/>the shield vreaker shouldn't be used at all. Too risky for one 4+ to wound hit. </div></blockquote><br /> Not true. Against models with insanely buffed invul (i.e. 2++, 3++) it is much better than 2+ to wound.]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 21:04:29]]> GMT</pubDate>
				<author><![CDATA[ mrhappyface]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9123648.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9123563.page"><b>Mr ghoti wrote:</b></a><br/>the shield vreaker shouldn't be used at all. Too risky for one 4+ to wound hit. </div></blockquote><br /> Not true. Against models with insanely buffed invul (i.e. 2++, 3++) it is much better than 2+ to wound.</div></blockquote><br /> <br /> Why would you want to be shooting at a model with that sort of <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> unless he is one of the last ones on the board or maybe a leader with only 1 wound left. Its just not worth the possibility of missing with that 50/50 chance that turn.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 12:56:27]]> GMT</pubDate>
				<author><![CDATA[ rawne2510]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/713576/9124773.page"><b>rawne2510 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9123648.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9123563.page"><b>Mr ghoti wrote:</b></a><br/>the shield vreaker shouldn't be used at all. Too risky for one 4+ to wound hit. </div></blockquote><br /> Not true. Against models with insanely buffed invul (i.e. 2++, 3++) it is much better than 2+ to wound.</div></blockquote><br /> <br /> Why would you want to be shooting at a model with that sort of <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> unless he is one of the last ones on the board or maybe a leader with only 1 wound left. Its just not worth the possibility of missing with that 50/50 chance that turn.</div></blockquote><br /> You would want to be shooting at them with something that ignores invuls because the rest of your army isn't going to scratch them. For example: someone has a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> with a 2++ re-rollable save, if you leave him he is going to psychic and beat stick the hell out of your army, so having something that can ignore that save is useful. Yes it's a four wound model but you can't ignore it.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 13:17:29]]> GMT</pubDate>
				<author><![CDATA[ mrhappyface]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ Indeed. The best targets for a vindicere is segeants, apothecaries, etc.<br /> <br /> Look at it this way - taking wrath of magnus as an example - a thousand sons squad probably has a 3+ invulnerable save, possibly 3+ rerolling 1s. Slotting the aspiring sorceror is a pretty decent use of a shot - and the shieldbreaker is well suited.<br /> <br /> Turbopenetrators combined with the spy mask is a very good way to take out AV10-12 jinking skimmers.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 13:28:15]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9124812.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9124773.page"><b>rawne2510 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9123648.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9123563.page"><b>Mr ghoti wrote:</b></a><br/>the shield vreaker shouldn't be used at all. Too risky for one 4+ to wound hit. </div></blockquote><br /> Not true. Against models with insanely buffed invul (i.e. 2++, 3++) it is much better than 2+ to wound.</div></blockquote><br /> <br /> Why would you want to be shooting at a model with that sort of <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> unless he is one of the last ones on the board or maybe a leader with only 1 wound left. Its just not worth the possibility of missing with that 50/50 chance that turn.</div></blockquote><br /> You would want to be shooting at them with something that ignores invuls because the rest of your army isn't going to scratch them. For example: someone has a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> with a 2++ re-rollable save, if you leave him he is going to psychic and beat stick the hell out of your army, so having something that can ignore that save is useful. Yes it's a four wound model but you can't ignore it.</div></blockquote><br /> <br /> Usually most thing has something such evil as 2++ rerollable would be flying in the air, like the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> you mentioned or the Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with both impossible robe and the lucky roll on that +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save warlord trait, you just have nothing to scratch them anyway.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> So to me, the best way to use Vindicare is to use him like a buffed Lascannon carrying <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, shoot at vehicles with his ignore cover S10 AP2 rounds is the only "decent way" to use him.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 14:50:14]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/713576/9124966.page"><b>Neophyte2012 wrote:</b></a><br/><br /> Usually most thing has something such evil as 2++ rerollable would be flying in the air, like the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> you mentioned or the Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with both impossible robe and the lucky roll on that +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save warlord trait, you just have nothing to scratch them anyway.<br /> </div></blockquote><br /> A <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> has wings but it is used as a beat stick, you don't fly a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> because you want it to charge things.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 15:00:38]]> GMT</pubDate>
				<author><![CDATA[ mrhappyface]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9124985.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9124966.page"><b>Neophyte2012 wrote:</b></a><br/><br /> Usually most thing has something such evil as 2++ rerollable would be flying in the air, like the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> you mentioned or the Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with both impossible robe and the lucky roll on that +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save warlord trait, you just have nothing to scratch them anyway.<br /> </div></blockquote><br /> A <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> has wings but it is used as a beat stick, you don't fly a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> because you want it to charge things.</div></blockquote><br /> <br /> If I were a Daemon Player who want beat stick, I would just take a Bloodthirster or kitted out  Nurgle <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Balekor, I probably would not fly my <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> and keep casting Bolt of Change, and the StrD power every turn, until I am confident that opponent is weaken when I land to charge in and clear off that survivors Tactical Marines on objective.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 16:28:13]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/713576/9125154.page"><b>Neophyte2012 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9124985.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9124966.page"><b>Neophyte2012 wrote:</b></a><br/><br /> Usually most thing has something such evil as 2++ rerollable would be flying in the air, like the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> you mentioned or the Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with both impossible robe and the lucky roll on that +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save warlord trait, you just have nothing to scratch them anyway.<br /> </div></blockquote><br /> A <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> has wings but it is used as a beat stick, you don't fly a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> because you want it to charge things.</div></blockquote><br /> <br /> If I were a Daemon Player who want beat stick, I would just take a Bloodthirster or kitted out  Nurgle <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Balekor, I probably would not fly my <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> and keep casting Bolt of Change, and the StrD power every turn, until I am confident that opponent is weaken when I land to charge in and clear off that survivors Tactical Marines on objective.</div></blockquote><br /> As a Daemon player, when I run all Tzeentch armies I like to a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> with ML3, the impossible robes and a staff of change with 2x Greater rewards. This gives me a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> with a 3++ re-rolling 1s and 5 S8 ap2 attacks base, throw on cursed earth for a 2++. He is great because he draws fire, he is almost unkillable (4+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> from rewards makes him better), he can break most things in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> and he is still a psyker.<br /> If I want a flying psychic gun boat I would take a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Fateweaver for a greater variety of powers.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 16:37:18]]> GMT</pubDate>
				<author><![CDATA[ mrhappyface]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ HappyFace does have a point.<br /> <br /> They don't seem like combat demons, but they are terrifying when played correctly. Better than a bloodthirster too I think.<br /> <br /> <span class="glossaryitem" onmouseover='gp(415);'>OT</span>:<br /> <br /> Mostly what has been said is correct.<br /> <br /> The callidus is really there just to kill an expensive <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad or the such, expect her to die horribly.<br /> <br /> The eversor is just hilarious, probably my favorite.<br /> <br /> In a competitive meta, I think the Culexus is a must take.<br /> <br /> Vindicare is there to remove the single wound models that need removing (apothecaries, squad leaders, etc)<br /> <br /> All very fun to use, and pretty effective, but expect the lot of them to self destruct when they reach their target (literally in the Eversor's case)]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 16:48:24]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9125176.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9125154.page"><b>Neophyte2012 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0cea7a77a489664a5a441c78c9cff308.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9124985.page"><b>mrhappyface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/713576/9124966.page"><b>Neophyte2012 wrote:</b></a><br/><br /> Usually most thing has something such evil as 2++ rerollable would be flying in the air, like the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> you mentioned or the Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with both impossible robe and the lucky roll on that +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save warlord trait, you just have nothing to scratch them anyway.<br /> </div></blockquote><br /> A <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> has wings but it is used as a beat stick, you don't fly a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> because you want it to charge things.</div></blockquote><br /> <br /> If I were a Daemon Player who want beat stick, I would just take a Bloodthirster or kitted out  Nurgle <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Balekor, I probably would not fly my <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> and keep casting Bolt of Change, and the StrD power every turn, until I am confident that opponent is weaken when I land to charge in and clear off that survivors Tactical Marines on objective.</div></blockquote><br /> As a Daemon player, when I run all Tzeentch armies I like to a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> with ML3, the impossible robes and a staff of change with 2x Greater rewards. This gives me a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> with a 3++ re-rolling 1s and 5 S8 ap2 attacks base, throw on cursed earth for a 2++. He is great because he draws fire, he is almost unkillable (4+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> from rewards makes him better), he can break most things in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> and he is still a psyker.<br /> If I want a flying psychic gun boat I would take a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Fateweaver for a greater variety of powers.</div></blockquote><br /> <br /> Okok, sounds reasonable and cleared my inaccurate interpretation. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  thx for sharing.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8898e33ad5ae385446e127c203385d2e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9125192.page"><b>gummyofallbears wrote:</b></a><br/>HappyFace does have a point.<br /> <br /> They don't seem like combat demons, but they are terrifying when played correctly. Better than a bloodthirster too I think.<br /> <br /> <span class="glossaryitem" onmouseover='gp(415);'>OT</span>:<br /> <br /> Mostly what has been said is correct.<br /> <br /> The callidus is really there just to kill an expensive <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad or the such, expect her to die horribly.<br /> <br /> The eversor is just hilarious, probably my favorite.<br /> <br /> In a competitive meta, I think the Culexus is a must take.<br /> <br /> Vindicare is there to remove the single wound models that need removing (apothecaries, squad leaders, etc)<br /> <br /> All very fun to use, and pretty effective, but expect the lot of them to self destruct when they reach their target (literally in the Eversor's case)</div></blockquote><br /> <br /> I thinked twice, the Vindicare might also be ok in removing the hidden powerfist, special weapon carrier as well ad poping a shot at Dreadnoughts and tanks.<br /> <br /> Culexus is good when you are fighting IMPERIUM psykers, unless you spam Culexus, Xeno and Daemons Psyker can always go around him because they are either on jetbikes or flying in the sky.<br /> <br /> Eversor are good figting high wounds count bad armor save target. Such as Nurgle Spawns.<br /> <br /> Callidus is the one I haven't figure out her best target and the way to make her points back. Last time I use her. She got Instant Deathed by Rail rifle before she can do anything, even Tau was shooting her at BS2 (snap fire but combined fire with 3units.)]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 16:54:27]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ Yeah, the Vindicare will likely never make his points back. It is a more Tactical unit you use to remove special weapons and Aspect Leaders and such.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 17:10:55]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ How do you play the Eversor ? Infiltrated ? outlflanked ? Just deployed ?]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 19:44:11]]> GMT</pubDate>
				<author><![CDATA[ godardc]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ I've only played him a few times, I've infiltrated him almost every time.<br /> <br /> Usually I want him to take fire and put a bit of pressure while my wolves moved up, it bought me about a turn or two.<br /> <br /> I don't like outflanking, mainly because you are off the table turn one, so you can't get a charge better than Turn 3.<br /> <br /> <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, I've only used these guys a few times in total.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 20:00:50]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ You can't charge after having infiltrated. Doesn't it bother you when you play him ?]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 20:51:41]]> GMT</pubDate>
				<author><![CDATA[ godardc]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6fe864cac5d5e402d1edd55b1b5a9887.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713576/9125701.page"><b>godardc wrote:</b></a><br/>You can't charge after having infiltrated. Doesn't it bother you when you play him ?</div></blockquote><br /> Normally you can't charge after Deep Striking either.  It gets units close for the next opportunity though.<br /> <br /> Plus at least the Eversor is...slightly durable?  I mean, it is 4++/5+++ that will likely be next to other assault units you got.  He and the Culexus definitely doesn't operate on their own compared to the Callidus or Vindicare.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 20:56:44]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ I can see him working well if supported correctly, with another unit, in deed.<br /> I guess the assassins work better in smaller game ?]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 21:11:14]]> GMT</pubDate>
				<author><![CDATA[ godardc]]></author>
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				<title>How to correctly play the Assassins (officio assassinorum) ?</title>
				<description><![CDATA[ He can't charge the turn he infiltrates, but he won't be able to charge turn 1 in most situations, its very rare he will get a first turn charge, so infiltrating puts him in the place to do so, and makes space for my units, with none of the risk of outflanking or deep striking or the such.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 22:31:16]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
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