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PostPosted: Sun Apr 03, 2011 3:55 am


Jason Kharo
Ooooooh....
T2 eldar, hahahahaha.

Grandmaster with Helbard and Rad Grenades
5 Paladins with Helbards.

Eldar Killers.

T1 Grots...


come on grots are weak already you dont have to make them feel like crap about themselves.
PostPosted: Sun Apr 03, 2011 3:56 am


Ha! so cool Interceptor squads are Jump Infantry when I read the Personal Teleporters.

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Van Evok

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PostPosted: Sun Apr 03, 2011 6:21 am


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Ha! so cool Interceptor squads are Jump Infantry when I read the Personal Teleporters.

yes, the best part is of course 30 inch one time move, imagine those pesky eldar rangers in cover 36 inches away feeling safe? one second, er, shunt later you are flaming them with incinerators razz
even better thing Ive devised is giving personal teleport to 3 dreadknights, with some good roll on d3 for Grand Strategy you get 3 scouting teleporting dreadknights for first turn charge...
30 inches scout shunt - 12 inches jump move in first turn - 6 inches assault move... 48 inches of first turn assault - dodge this!
PostPosted: Mon Apr 04, 2011 3:53 am


Van Evok
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Ha! so cool Interceptor squads are Jump Infantry when I read the Personal Teleporters.

yes, the best part is of course 30 inch one time move, imagine those pesky eldar rangers in cover 36 inches away feeling safe? one second, er, shunt later you are flaming them with incinerators razz
even better thing Ive devised is giving personal teleport to 3 dreadknights, with some good roll on d3 for Grand Strategy you get 3 scouting teleporting dreadknights for first turn charge...
30 inches scout shunt - 12 inches jump move in first turn - 6 inches assault move... 48 inches of first turn assault - dodge this!

Yes it is expensive but i like your way of thinking! ;D Best is that they are monstrous creatures! Yahoo!

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Van Evok

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PostPosted: Mon Apr 04, 2011 4:28 am


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Van Evok
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Ha! so cool Interceptor squads are Jump Infantry when I read the Personal Teleporters.

yes, the best part is of course 30 inch one time move, imagine those pesky eldar rangers in cover 36 inches away feeling safe? one second, er, shunt later you are flaming them with incinerators razz
even better thing Ive devised is giving personal teleport to 3 dreadknights, with some good roll on d3 for Grand Strategy you get 3 scouting teleporting dreadknights for first turn charge...
30 inches scout shunt - 12 inches jump move in first turn - 6 inches assault move... 48 inches of first turn assault - dodge this!

Yes it is expensive but i like your way of thinking! ;D Best is that they are monstrous creatures! Yahoo!

They are monsters not only by name, with greatsword allowing to reroll both to hit and to wound they are absolute terror for lesser troops and even other monsters as the nemesis rules give them advantage of force weapon... when fighting dreadknight you are always one psychic test away from instant death!
PostPosted: Mon Apr 04, 2011 5:16 am


Van Evok
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Van Evok
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Ha! so cool Interceptor squads are Jump Infantry when I read the Personal Teleporters.

yes, the best part is of course 30 inch one time move, imagine those pesky eldar rangers in cover 36 inches away feeling safe? one second, er, shunt later you are flaming them with incinerators razz
even better thing Ive devised is giving personal teleport to 3 dreadknights, with some good roll on d3 for Grand Strategy you get 3 scouting teleporting dreadknights for first turn charge...
30 inches scout shunt - 12 inches jump move in first turn - 6 inches assault move... 48 inches of first turn assault - dodge this!

Yes it is expensive but i like your way of thinking! ;D Best is that they are monstrous creatures! Yahoo!

They are monsters not only by name, with greatsword allowing to reroll both to hit and to wound they are absolute terror for lesser troops and even other monsters as the nemesis rules give them advantage of force weapon... when fighting dreadknight you are always one psychic test away from instant death!

Ridiculous 2D6 armour penetration and re-roll with greatsword damn!

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Van Evok

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PostPosted: Mon Apr 04, 2011 7:30 am


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Van Evok
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Van Evok
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Ha! so cool Interceptor squads are Jump Infantry when I read the Personal Teleporters.

yes, the best part is of course 30 inch one time move, imagine those pesky eldar rangers in cover 36 inches away feeling safe? one second, er, shunt later you are flaming them with incinerators razz
even better thing Ive devised is giving personal teleport to 3 dreadknights, with some good roll on d3 for Grand Strategy you get 3 scouting teleporting dreadknights for first turn charge...
30 inches scout shunt - 12 inches jump move in first turn - 6 inches assault move... 48 inches of first turn assault - dodge this!

Yes it is expensive but i like your way of thinking! ;D Best is that they are monstrous creatures! Yahoo!

They are monsters not only by name, with greatsword allowing to reroll both to hit and to wound they are absolute terror for lesser troops and even other monsters as the nemesis rules give them advantage of force weapon... when fighting dreadknight you are always one psychic test away from instant death!

Ridiculous 2D6 armour penetration and re-roll with greatsword damn!

mind you demon princes with warptime are quite similar...
PostPosted: Mon Apr 04, 2011 8:45 am


Do a quick 1v1 of a equal points battle of any Daemon Price and Dreadnight with sword.

Jason Kharo

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PostPosted: Mon Apr 04, 2011 2:00 pm


Jason Kharo
Do a quick 1v1 of a equal points battle of any Daemon Price and Dreadnight with sword.

Dont even bother, dreadknight tops demon princes toughness, wounds, armor save - though in this case irrelevant - and gets nemesis force weapon of s10 for free, with reroll to hit via preferred enemy...
What helps princes is their cheap wings compared to personal teleporter,
but on the standard chart of CSM you can have only 2 vs 3 dreadknights possible in the GK
PostPosted: Mon Apr 04, 2011 2:06 pm


[Insert Link receive item song here]
Raises his copy of the codex. 4laugh heart


Also got 2 boxes of GK marines and GK termies. :p
Man they have bitz. <.<"
Not the mention the rules.... by the emperor.... o.o"

Asmondai
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Jason Kharo

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PostPosted: Mon Apr 04, 2011 2:46 pm


How does it go against the Greater Daemons?

Would a NFW instant kill a Greater Daemon?
PostPosted: Mon Apr 04, 2011 3:04 pm


All Daemons have Eternal Warrior, as I recall. It's entailed in the Daemons rule. CSM Daemon Princes have it as well.

Jason, they were able to in the last book due to the discrepancy between Force Weapons and Instant Death. Now Force Weapons cause Instant Death, hence negated by Eternal Warrior.

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Jason Kharo

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PostPosted: Mon Apr 04, 2011 3:30 pm


Ah I thought so, but it causes an extra wound if you pass the psychic test, yes?
PostPosted: Mon Apr 04, 2011 5:37 pm


Jason Kharo
Ah I thought so, but it causes an extra wound if you pass the psychic test, yes?

nope, but all nemesis weapons got demonbane rule which means after even single wound demonic/psyker victim needs to take a ld test or go poof! without any saves
And believe me, with nemesis weapons,psykout grenades, preferred enemy, hammerhand and brotherhood banner even basic GK termies can erm, terminate greater demons! I know, incredibly lame pun!

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Hoxtalicious

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PostPosted: Tue Apr 05, 2011 3:49 am


The fluff of the codex is a true affront to the overall background of the hobby.
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