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 Summer Showdown 40k!!

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Slammer
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 5:37 pm

i would be careful with the cover save. it may help with them being shoot, but keep in mind flamers, and close combat will slip past, so placement is everything.
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 5:41 pm

Oh, 2+ armour is definitely better, but stealth is the primaris.
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 5:42 pm

do u still get your 4+ inv
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 5:44 pm

Yeah, but I can get the 2+ saves on the guardians as well, provided I roll them
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 5:46 pm

how many powers can u do a turn, how many rolls u get for powers
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 5:48 pm

10 guys with one power a piece. After I roll powers I can split them up to join the units or keep them in the council
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 6:47 pm

do they take an HQ slot then?
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 6:48 pm

They don't take any slot.
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 9:06 pm

why do they even use a force org chart anymore...
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PostSubject: Re: Summer Showdown 40k!!   Fri Jun 14, 2013 9:44 pm

Its the same as it was in the old codex, except I can only take 1 unit and have to pull from it instead of one per farseer plus the ones I bought fro my guardians. The dispersal after roll for powers is awesome though, since I can put the powers where I need them.
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PostSubject: Re: Summer Showdown 40k!!   Mon Jun 17, 2013 10:02 pm

didnt seem to help much,,,, you should try telepathy on one of the farseers
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PostSubject: Re: Summer Showdown 40k!!   Tue Jun 18, 2013 12:44 am

Telepathy? It was you who kept hassling me to drop telepathy for divination in the old book. Make up your mind.
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PostSubject: Re: Summer Showdown 40k!!   Tue Jun 18, 2013 5:22 pm

the new powers bring new options. your problem is you cant deal enough damage to keep up with other armies when they get in range. running away is fine but you will get cornered if your opponent plays correctly. what you want from telepathy is the damage and debuff powers.
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PostSubject: Re: Summer Showdown 40k!!   Tue Jun 18, 2013 7:18 pm

In an effort to stop stealing this thread, I moved the discussion to here.
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