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		<title><![CDATA[Latest posts for the thread "New to GK.  How should I set up my two Terminator squads?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "New to GK.  How should I set up my two Terminator squads?"]]></description>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ For <span class="glossaryitem" onmouseover='gp(305);'>GK</span> players, what is the best way to set up two Terminator squads?<br /> <br /> Thanks in advance<br /> <br /> <span class="glossaryitem" onmouseover='gp(215);'>SG</span>]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 21:31:55]]> GMT</pubDate>
				<author><![CDATA[ ServiceGames]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ Personally I'd go with 1 hammer, halberds for the rest and 1 psycannon.]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 23:28:30]]> GMT</pubDate>
				<author><![CDATA[ Mike712]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ Falchions are good. Psycannons can be too expensive sometimes. <br /> <br /> <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, I either run all halberds, or I go all out and grab 5 hammers, 2 special weapons and the rest falchions or halberds depending on how choppy I feel. I then throw in kaldor and some libbies and pray for invis.<br /> <br /> Take flamers if you can make sure you don't scatter when you deep strike. Otherwise take cannons.<br /> <br /> Swords suck, a halberd is worth the 2 points always. Psilencers are bad. <br /> <br /> Also, leave the staff for librarians.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 00:06:14]]> GMT</pubDate>
				<author><![CDATA[ Jaxler]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ In general, Falchions give you more <span class="glossaryitem" onmouseover='gp(262);'>DPS</span> than Halberds.  So if you want <span class="glossaryitem" onmouseover='gp(111);'>raw</span> damage, suit up with the twin swords.  You will probably want to keep Hammerhand up though.<br /> <br /> Alternatively, if you want to save warp charges (and points) then Halberds are the way to go.  They aren't that much less effective and they help you economize when your Librarians, Dreadknights, Draigo, e.t.c. may be wanting those warp powers.<br /> <br /> Psycannons are the go-to gun for most Grey Knight players.  That said, it depends on what you're facing.  Psycannons are a fair all-rounder, but so are Incinerators and they're half the cost.  <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Incinerators are actually stronger than most others and you can glance <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 on 6's with them so they aren't bad for <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>'s either.<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>'ing aside, these are my tips for guns:<br /> <br /> Incinerators: Fighting hordes or lots of cover.<br /> <br /> Psilencer: Probably the most hit or miss, but arguably the best against Daemons, Tyranids or anybody spamming <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.  You'll want to pretend to be Tau and use volume of fire to overcome saves.<br /> <br /> Psycannon: When a tank must go bust or the toughness is 8 or higher.<br /> <br /> I've been leaning more towards Incinerators as my default since it helps keep the squad cheap (relatively).  Terminators are fairly fragile in most metas and it can be saddening to see a ~200 point unit get near wiped by a single Large Blast.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 00:10:27]]> GMT</pubDate>
				<author><![CDATA[ Audustum]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ I run Halberds and Psycannons on my Terminators with one Hammer, and leave the Incinerators to my <span class="glossaryitem" onmouseover='gp(514);'>DK</span> and Interceptors.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 15:15:34]]> GMT</pubDate>
				<author><![CDATA[ vyse.04]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ So, is it better to put the hammer on the justicar or on a standard trooper?<br /> <br /> I am thinking a standard trooper, so that the Justicar can accept challenges and fight normally, while all the other terminators can soak up hits before the hammer is taken out. ]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 15:29:58]]> GMT</pubDate>
				<author><![CDATA[ Youn]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ I'll echo what's been said so far that having a hammer and a psycannon are almost a must.<br /> <br /> Otherwise I like to mix and match my units. With hammer hand even the swords are fine but I like to have my units set up like this<br /> <br /> Justicar: Pair of Falchions & Meltabomb<br /> 1 w/ Psycannon / Halbert<br /> 1 w/ Hammer<br /> 1 w/ Falchions<br /> 1 w/ Halberd<br /> 212pts<br /> <br /> is it the most competitive? Probably not but this is how I kitted two units out and It's worked out well so far. ]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 17:26:56]]> GMT</pubDate>
				<author><![CDATA[ digital-animal]]></author>
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				<title>New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ My setup is:<br /> <br /> Halberd - Justicar<br /> Halberd<br /> Halberd<br /> Power Sword, Psycannon<br /> Daemon Hammer<br /> <br /> I can see the argument for 2x Falchions but it's so hard to get into melee with anything that's got low enough toughness for the extra attack to matter. And depending on your meta 2 extra storm bolter dice can be helpful. I've seen arguments to put the Daemon Hammer and the Psycannon on the same model. I prefer to hedge my bets a little bit, losing both to 1 precision shot or barrage blast template is a huge problem. Spreading them out means I'm less likely to lose 30 extra points in 1 bad roll. <br /> <br /> If the Shadow War is any indication of future balance, you might want to consider stock power swords. They don't have the same bonus strength as a halberd, but they do have a -1 rend, while the halberd has none. <br /> <br /> Finally halberds look cool and you can pose them in a few different ways. ]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 17:30:10]]> GMT</pubDate>
				<author><![CDATA[ Marmatag]]></author>
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				<title>Re:New to GK.  How should I set up my two Terminator squads?</title>
				<description><![CDATA[ 2 Hammers, 2 Psycannons, and 5 Halberds per 10 terminators is my standard setup. 1 hammer and 1 psycannon per 5, and always max squads. Add more halberds or falchions if you need filler points, maybe a melta bomb if you want. <br /> <br /> And always ALWAYS psycannons as a general rule. Only take Incinerators if you are list-tailoring. Otherwise, your Dreadknights will have all the templates you need. ]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 01:23:22]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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