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		<title><![CDATA[Latest posts for the thread "Space Wolf Terminators VS Veteran Blade Guard"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Space Wolf Terminators VS Veteran Blade Guard"]]></description>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ So... I am trying to consider Space Wolves Terminators VS Veteran Blade Guards.<br /> <br /> Regular Terminators are a bit bland. But <span class="glossaryitem" onmouseover='gp(124);'>SW</span> Terminators are much better. A whole lot of flexabilaty. And even if you go full melee you can have a special shooting weapon in there for every five. <br /> <br /> Let us assume that you model the Terminators with lightning claws. You can do power sword as well, but claws are better in my opinion. And you take a power shield. <br /> <br /> Terminators: 33 points per model. Can get +1 to hit from Terminator stratagem. Move 5. Save 2+, 4++, +1 to save roll. Lightning claw with reroll. Minimum squad is 5.<br /> <br /> Blade guard: 35 points per model. Can get Trans human psyiology stratagem. Move 6. Save 3+, 4++, +1 to save roll. 2 damage power's word. Minimum squad is 3. Can shoot with gun. <br /> <br /> The battlefield role for these hard to kill melee squads seems to be pushing opponents off their objective. Standing around on your home objective makes no sense. While though, they have no range attacks. Not attacking with them seems poor. <br /> <br /> All inn all I think that terminators seem very supperior. Harder to kill. And they are much more flexible. <br /> <br /> How ever, blade Guards do have some upsides. They have a minimim group of 3. This seems to be the biggest benefit. With many objectives to fight over it makes sence to have <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> squads that can fend for themselves. The other benefit is the D2 weapons that will be beneficial VS marines. Currently there are not that many other 2 wound targets. <br /> <br /> What do people think? Is there something I am not seeing? <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2020 23:23:06]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ I don't think you are supposed to post pictures of point costs (from books or other sources) so i'd edit it out to be safe.<br /> <br /> On topic <span class="glossaryitem" onmouseover='gp(225);'>WG</span> terminators all the way! the option to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> is huge for mobility, and as <span class="glossaryitem" onmouseover='gp(124);'>SW</span> you can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> close to an objective and charge or failing that Heroic intervention (at 6" most likely) onto it if the enemy tries to claim it.]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2020 19:22:14]]> GMT</pubDate>
				<author><![CDATA[ Jimbobbyish]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ D2 is a HUGE deal. Which Terminators do not have on their claws.]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2020 19:29:45]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ But they do have it on <span class="glossaryitem" onmouseover='gp(105);'>PF</span> and with <span class="glossaryitem" onmouseover='gp(124);'>SW</span> do gain +1 to hit when charging, being charged or <span class="glossaryitem" onmouseover='gp(604);'>HI</span> to counter the -1 to hit]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2020 19:50:14]]> GMT</pubDate>
				<author><![CDATA[ Jimbobbyish]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ Really it depends what your target is claws have more attacks and perform better at to wound rolls<br /> <br /> Multi damage is great vs sm but vs 1w harlequins guardsmen or SOB gives you no advantage<br /> <br /> And its difficult to get the bladeguard to where they need to be vs those armies to hit multiwound targets.]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2020 19:56:02]]> GMT</pubDate>
				<author><![CDATA[ U02dah4]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ I wouldn't kit termies for the anti infantry role. Blood claws and <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> are way better for that. Equip termies to kill elite infanries, monsters and vehicles in melee. 5 termies with claws won't do anything against blobs, and against small squads of infantries regular bolters from troops or transports are already enough to clear the objective. <br /> <br /> I also prefer them over Blade Guards. ]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2020 08:40:31]]> GMT</pubDate>
				<author><![CDATA[ Blackie]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ I find that terminators can fit a pretty utilitarian roll with their Vanilla kit.  Storm bolters to mince meat up the screens, and power fists for clobbering the juicy target sitting behind them.  With Bolter discipline they maintain a very effective threat range.  For bonus points kit them with combi plasma and use Keen senses to really do some shooting the turn they arrive, or combi flamers for 5d6 auto hits plus bolter shots.]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2020 21:41:49]]> GMT</pubDate>
				<author><![CDATA[ Axxion51]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ Well I am running 6 with combo plasma. 2 with rocket launchers and 2 for Melle. 7 shields in there, 4 with melee weapons out of the 10.<br /> <br /> Walk behind with bjørn. Let's me re roll 1's.<br /> <br /> From there I can give them all +1 to hit as they are Terminators, 1cp, ignore modefiers 1 <span class="glossaryitem" onmouseover='gp(707);'>CP</span>,  wisdom of the ancients to give re-roll 1 for damage 1cp. They will be propper killy.<br /> <br /> But Blade Guard in 3 man groups to sweep objectives sounds good. ]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2020 23:57:22]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[  cool trick that I have enjoyed, is following behind units with a jump pack Lord/battle leader with Armor of Russ.  That way if they manage to get the first charge into your guys you can heroic intervention over your models.  It makes it easier to get into the fight that way while keeping them safe. Then armor of Russ keeps them from making attacks until your terminators have had their chance.  <br /> <br /> Though, I typically have used this strategy when I deep strike the terminators, and I don't usually count on making an 8-9" charge.]]></description>
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				<pubDate><![CDATA[Wed, 30 Dec 2020 14:08:27]]> GMT</pubDate>
				<author><![CDATA[ Axxion51]]></author>
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				<title>Space Wolf Terminators VS Veteran Blade Guard</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/794912/11017842.page"><b>Axxion51 wrote:</b></a><br/> cool trick that I have enjoyed, is following behind units with a jump pack Lord/battle leader with Armor of Russ.  That way if they manage to get the first charge into your guys you can heroic intervention over your models.  It makes it easier to get into the fight that way while keeping them safe. Then armor of Russ keeps them from making attacks until your terminators have had their chance.  <br /> <br /> Though, I typically have used this strategy when I deep strike the terminators, and I don't usually count on making an 8-9" charge.</div></blockquote><br /> <br /> The jump pack is a nice addition! I was thinking of babysitting squads with judisiar. Was also contemplating adding armour of russ to a champion. As he can interween whenever he want to. But upgrading to a jump pack might be worth it on a chaplain, psyker etc. ]]></description>
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				<pubDate><![CDATA[Wed, 30 Dec 2020 15:46:07]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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