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Old 03-12-2008   #1 (permalink)
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Default 2v2 Lynxrpken & Baron VS DK & STEVE

I have too little time to come up with fluff for this mess, but basically it is HOLD THE BRIDGES AT ALL COSTS! (baron can edit later )

Battle Scenario:
"On the Sereth Bridge I met a man..."

The Bridges that span the River Sereth are the only stable and safe way for a force to cross the beguilingly temperamental waters. They must be secured and your forces have been given the onerous, yet necessary, task of eliminating any enemy presences in the area before the rest of the Army can advance to the next target.

Objective:
Your force must control BOTH Bridges and still be in possession of them when the Battle ends.
To claim a Bridge you must have a scoring unit in the centre of the span with no enemy units present on the structure (scoring or otherwise).

If both Bridge are not in a single force's control by the end of the last turn then Victory Points will determine the victor.

Scenario Special Rules:
River Sereth
counts as Difficult Terrain at the best of times but every other turn an unknown phenomenon turns the placid water course into a raging torrent which counts as Dangerous Terrain for Infantry.

"Victory is nigh!"
Whilst on a Bridge units benefit (suffer?) from the USR for Stubborn in close combat as they see the objective within their grasp and are reluctant to let it slip so easily away. Shooting will affect them as normal.

Infiltrate
No Infiltrators may be placed on the opposite side of the River from where their force's deployment zone is situated- as crossing the River Sereth unnoticed is so difficult as to be impossible.

Dawn
The first turn is played using Night fighting rules as the initial blush of dawn is only just beginning to lighten the sky, and the men of the Imperial Guard are starting to stir from their encampment.

Game Length:
The game lasts for 8 Turns

The Battlefield: 10 Foot By 10 Foot Board (3 Meter by 3 Meter)



Votin Open until April 1st (April Fools!!!)

================================================== =======
The Forces Of Chaos:
================================================== =======
DRAGOON KING's BLACK LEGION
Black Legion

HQ
Chaos Lord : Terminator Armour, Mark of Khorne, Bloodfeeder, Twin-linked Bolter -
Mounted in Land Raider with Daemonic Possession
Daemon Prince - Mark of Tzeentch, Wings, Wind of Chaos

Elites
8 Chosen : 4 Plasma Guns, 1 Heavy Bolter
8 Terminators : 1 Heavy Flamer, 3 Combi-meltas

Fast Attack
5 Raptors : 2 Meltaguns, Aspiring Champion with Plasma Pistol, Powerfist and Meltabombs
7 Chaos Bikers : Icon of Nurgle, 2 Flamers

Heavy Support
Predator : Twin-linked Lascannon, 2 Lascannons, Extra Armour
Predator : Autocannon, 2 Heavy Bolters, Havoc Launcher,Extra Armour

Troops
10 Bezerkers : 2 Plasma Pistols, Aspiring Champion with Power Weapon and Plasma
Pistol - 285pts. Mounted in Rhino : Extra Armour

10 Bezerkers
: 2 Plasma Pistols, Aspiring Champion with Power Weapon and Plasma
Pistol - 285pts. Mounted in Rhino : Extra Armour

STEVEBERENYI's NURGLE Retinue of TYPHUS
HQ

Typhus

Chaos Termie Lord
Daemon Weapon, Mark of Nurgle, Personal Icon
Combi-Flamer

Elite

10 Chaos Terminators
Icon of Nurgle
2 Reaper Autocannons

10 Chaos Terminators
Icon of Nurgle, 8 Twin Lightning Claws
2 Heavy Flamers

TROOPS

10 Plague Marines
2 Melta Guns
Rhino (Extra Armor)

10 Plague Marines
2 Melta Guns
Rhino (Extra Armor)

10 Plague Marines
2 Flamers
Rhino (Extra Armor)


Fast Attack

3 Chaos Bikers
Icon of Nurgle, 2 Meltas

Heavy Support

3 Obliterators

================================================== =======
THE FORCES OF THE IMPERIUM
================================================== =======
Lynxrpken's Imperial Guard

HQ
heroic sinor officer
bolt pistol
macharian cross
4x gaurdsmen 1x heavy bolter
master vox

Fire support squad alpha
3x heavy bolters
6x lasguns

Fire support squad bravo
3x auto cannon
6x lasgun

Anti tank squad alpha
3x lascannon
6x lasgun

ELITES
storm trooper squad alpha
9 stormtroopers
1 vetran sgt
1 vox

storm trooper squad bravo
9 stormtroopers
1 vetran sgt
1 vox

TROOPS SECTION

infantry platoon
comand squad alpha
jr officer
marcarian cross
4xgaurdsmen
1x heavy bolter

alpha squad
9 gurdsmen
1 sgt
vox
heavy bolter

bravo squad
9 gurdsmen
1 sgt
vox
heavy bolter

charlie squad
9 gurdsmen
1 sgt
vox
heavy bolter

delta squad
9 gurdsmen
1 sgt
vox
heavy bolter

infantry platoon #2
jr officer
marcarian cross
4xgaurdsmen
1x heavy bolter

foxtrot squad
9 gurdsmen
1 sgt
1 vox
1 auto cannon

golf squad
9 gurdsmen
1 sgt
1 vox
1 auto cannon

hotel squad
9 gurdsmen
1 sgt
1 vox
1 auto cannon

india squad
9 gurdsmen
1 sgt
1 vox
1 auto cannon



armoured fist squad alpha
9 gaurdsmen
1 sgt
1 heavy bolter
1 vox

trandport chimera
hull mounted heavy bolter
turret mounted heavy bolter

armoured fist squad bravo
9 gaurdsmen
1 sgt
1 heavy bolter
1 vox

trandport chimera
hull mounted heavy bolter
turret mounted heavy bolter

HEAVY SUPPORT

heavy weapons platoon

fire support squad charlie
3x heavy bolters
6x lasguns

fire support squad delta
3x heavy bolters
6x lasguns

fire support squad echo
3x heavy bolters
6x lasguns

heavy weapons platoon bravo

fire support squad foxtrot
3x heavy bolters
6x lasguns

fire support squad golf
3x heavy bolters
6x lasguns


fire support squad hotel
3x heavy bolters
6x lasguns

heavy weapons platoon charlie

anti tank squad charlie
3x lascannon
6x lasguns

fire support squad india
3x autocannons
6x lasguns

fire support squad juliet
3x autocannon
6x lasguns

The Space Marine's of Baron Spikey
Traits: (Fierce)
Advantages- No Mercy, No Respite
Take The Fight To Them
Drawbacks- Eye to Eye

HQ

Master
Terminator Armour
Pair of Lightning Claws
Adamantine Mantle
Furious Charge
=168 pts

Reclusiarch
(attached)
Terminator Armour
Storm Bolter
Crozius Arcanum
Rosarius
Furious Charge

Terminator Command Squad
- 6 Terminators w/Furious Charge
Terminator Armour
1x Power Weapon
5x Power Fists
Storm Bolters

ELITES

Terminator Assault Squad Alpha- 5 Terminators w/Furious Charge
Terminator Armour
4x Pair of Lightning Claws
1 Thunder Hammer & Storm Shield
[Land Raider Extra Armor, Dozer Blade]

Terminator Assault Squad Beta- 5 Terminators w/Furious Charge
Terminator Armour
4x Pair of Lightning Claws
1x Thunder Hammer & Storm Shield
[Land Raider Extra Armor, Dozer Blade]

TROOPS

Tactical Squad Alpha- 10 Marines w/Furious Charge
Power Armour
Bolt Pistol
Close Combat Weapon
Frag Grenades

Tactical Squad Beta- 10 Marines w/Furious Charge
Power Armour
Bolt Pistol
Close Combat Weapon
Frag Grenades

FAST ATTACK

Assault Squad Alpha- 10 Marines w/Furious Charge (no jump packs)
Power Armour
Bolt Pistol
Close Combat weapon
Frag Grenades

Assault Squad Beta- 10 Marines w/Furious Charge (no jump packs)
Power Armour
Bolt Pistol
Close Combat weapon
Frag Grenades

HEAVY SUPPORT

Land Raider Crusader (HQ Transport)
Extra Armor, Dozer Blade
================================================== =======

Please Remember To Put Your Vote In A DIFFERENT COLOR!
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Old 03-12-2008   #2 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

my chimeras usually ignore water is this so in this case or is it difficult terrain for them as well
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Old 03-12-2008   #3 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

yes. but it does not count as dangerous terrain for them ever.
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Old 03-12-2008   #4 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

nice looking lists guys and what a great scenerio

im thinking the mass of heavy weapons brought by the guard could fend off the chaos host
as far as bridges IMHO no one will own both bridges
so on to VPs i think the toughness of the nurgle and the brutality of the beserkers will give the chaos team the upper hand
but them again those Terminator assault squad DS could cripple the other side at the right time
this is a tough one to call

so i voteCHAOS
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Old 03-12-2008   #5 (permalink)
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Default

good senerio i'll have a battle stratagy up by the end of the night I can not do it now tomany variables for me to consiter while I am at work

Iam confused on what this means
Victory is nigh!"
Whilst on a Bridge units benefit (suffer?) from the USR for Stubborn in close combat as they see the objective within their grasp and are reluctant to let it slip so easily away. Shooting will affect them as normal.

Last edited by SteveBerenyi; 03-12-2008 at 02:15 PM.
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Old 03-12-2008   #6 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

while they are on the bridges they are stubborn in close combat. Stubborn is in the Rulebook.
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Old 03-12-2008   #7 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

Hummm well I'll have a look at the tactics when they post....I'll vote then...

Its kinda too close/hard for me to imagine without them BUT THIS SENARIO KICKS BUTT!!
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Old 03-12-2008   #8 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

My Tactics:
Turn 1 ZOOM OUT into the voluptous jungle as the night will give me freedom to move at the fastest possible speeds.

Turn 2 will hopefully have almost everything in the trees i will be able to move through un hindered by shots. The Nurgle bikers racing ahead and hopefully summoning the termie squads to hold the bridges!

Turns 4-8 Cause as much damage as is physically possible while (being nurgle) taking far fewer wounds than anyone else.

My whole plan is to survive. and take as much out with me as possible.
i am counting on my partner's Zerkers to charge headlong into the armies slaying most or the IG in HTH and tieing up some of the barons forces while my oblits bombard the armor of the baron and my termies cut down as many of his infantry as possible.

The 30 Plague marines will hold the Bridge closest to the IG while the assualt termies will hold the Bridge closest to the baron.

The Heavy support termies and Oblits will back up the assualt termies waiting for the SMs and MY Termie lords will be with the Assualt termies causing casualtys among the SMs
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Old 03-12-2008   #9 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

Turns 1-3:
move everything towards the Bridge closest, not at full speed though, the Land Raiders will be moving at 6" and I'll try and keep the troops interspersed amongst them so they can use the Tanks bulk to shield themselves and also to provide protection from Infantry assault

Turns 4-5:
throw everything at Steve's forces in an attempt to punch through to the opposite shore line then continue on to the next Bridge.

Turns 6-8:
try to shield the IG from the majority of Steve's forces, potentially sending troops to impede Dragoon's forces (don't expect them to win, simply to stall) whilst the Guard continues to pummel the forces of Chaos with the numerous heavy weapons they have.

With every single Infantry model having at least Strength and Initiative 5 on the charge it should help to counter-act the Nurgle troops higher toughness (also the HQ squad: re-roll hits, Master re-roll wounds all at Str.5, and is fearless).

Last edited by Baron Spikey; 03-12-2008 at 05:26 PM.
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Old 03-12-2008   #10 (permalink)
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Default

ok here we go

HSO and staff in additionto the fire support squads attached (alpha and bravo) will move and possition themselves just south of the hill east of the river to provide fire at the units emerging from the camp to the west this will also give them line of site with the bridge later in the battle.

anti tank support alpha will move to a center possition between the two hills just outside of the deployment zone

storm troopers alpha will procede west and park just south of the hill just west of the deployment zone while squad bravo moves south of the hill to the south and parks to provide defencive fire against northern moving threats. alpha squad will thus cover bravo and engage any enemie force that threatend them as well as providing cover fire for any units moving twards the bridge or threats moving north from it.

entire IP alpha will move into a firing line possition north of the bridge as to provide fire against steves forces which should be approaching the bridge at this point. IP bravo will will assist in this task untill the bridge is clear as will both AFS's. once the bridge is clear this attack group (IP bravo and both AFS's will procede south and provide a simmilar line of fire for the southern bridge

after turn 5 stormtrooper squad Alpha would also move into this possition and CC with threat tring to retake the northern bridge.

all three heavy weapons platoons would move to deploy fire on targets on or near the northern bridge as with IP Bravo when the bridge bravo and charlie platoons would also deploy south of the northern bridge starting with charlie platoon with bravo staying put untill charlie gets into possition once it does bravo will follow droping one squad one the bridge (taking the northern bridge) while its remaining eliment moves sount east of the bridge just inside the forest to provide heavy support against anything that again may be comming northwhile at the same time
after bravoand charlie and in possition alpha platoon would procede southwest to provide a line of fire against anything moving up from the south as well as maintaining a line of site with anything moving tward the bridge the command platoon would also move to this same possition

should I loose the bridge I would retake it and park a AFS on it

should my P not take the southern bridge
the other AFS would take it parking one or both stormtroopers squads one north one south . this is all based on the assumption P is going to provide CC support for my units by engaging north and east as needed .


THINGS TO KEEP IN MIND. my metals allow me to redeploy 4 squads up to 12 inches as needed this will be used to maximize the impact of the fire support squads containing the autocannons lascannons and heavy bolters as needed before the game.


more to follow as the arguments progress

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Originally Posted by lynxrpken View Post
this is all based on the assumption P is going to provide CC support for my units by engaging north and east as needed .

which He said is his plan
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Last edited by SteveBerenyi; 03-13-2008 at 06:17 AM.
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Old 03-12-2008   #11 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

I'm going to have to think on this one..........
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Old 03-12-2008   #12 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

I think both sides have a good chance but IG has more hard hitting weapons. Looking at his deployment and advancment stratagy, looks like he is going to use them a lot. pacing himself and moving in as the game pergresses. If he battal brother to the SW holds off the others they should take both.

Also the number of weapons with ap 2 (lascannons) and 4 or better ( autocannons ) makes it hard to see him not taking out his points worth even if both bridges are not taken. points or objective I vote THE FORCES OF THE IMPERIUM

Last edited by Baron Spikey; 03-12-2008 at 08:32 PM. Reason: you can edit your own posts by clicking the little edit button below this text
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Old 03-12-2008   #13 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

Hmm.... Hard one... Hard one..
Neither side will hold both bridges. That is definitely certain. However... my vote goes with Chaos
More because I think the Termies, Zerkers & Plague Marines would 'cause ALOT of damage point-wise to the IG, and quite alot vs the SM (Though not as much.. as the SM Aren't carrying paintball guns and torches..)
Very close battle for me though... Good luck!
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Old 03-13-2008   #14 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

Just a few things- Lynx, you have to take command squads (like an infantry platoon does) for those Heavy Support support squads. 2, How many points are we playing here?

By the way lynxrpken has 207 Men!! Thats gonna clog up any meat grinder, I don't think those berserkers are getting anywhere anytime soon, theres only two squads that can only charge 2 squads (and some raptors, and some other nasty things, but still), and theres like 20 squads in the IG side of things. I think the chaos player is better off assaulting the Marines. That being said, I think chaos might still do better... But I'm going with numerical superiority. I vote Imperium and not just because of the huge numbers, but because the marines can tie down the Chaos player by assaulting the units on the bridge. Chaos actually has less slashy death, its just better. The only problem for Spiky and Lynx is gonna be getting there, they only have a land raider and two chimeras for speed. But in an all out war, I think the Imperium will win.
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Last edited by Baron Spikey; 03-28-2008 at 05:29 PM. Reason: just deselected the vote so it wasn't confusing
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Old 03-13-2008   #15 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

2 Land Raiders and a Land Raider Crusader for me- can you say 'Blitzkrieg'?
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Old 03-13-2008   #16 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

I thought long and hard about this one. I am going Chaos, the reason I dont think the IG have enough hard hitting weapons. I think with Predator support the Plgue Mrines and Zerkers will are going to be victorious, though I think there are to many termies in Steves.

I dont like the Crusader in the Marines either, I think if you were using that you would want it on the bridge ASAP, that would pretty much secure it, moving it slowly isnt going to work as there are a lot of points tied into it.

It's close and on another night I may have called it different, but CHAOS
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Old 03-13-2008   #17 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

the chimeras are going to ignore the water (skimmers) and based on my deployment and subsequent stratagy I should have no problem stealing the bridge to the north once any center board threat is neutralised my two AFS if needed could take the southern bridge and have all the support they need with almost around 40 heavy weapons and a platoon in the center backing them up.

numbers and heavy weapons where my stratagy making this list I have no good CC but we coordinated it so my P had all the CC we would need and I had all the fire power we need the two lists complement eachother perfectly
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Old 03-13-2008   #18 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

I am tempted to send all 3 Land Raiders hurtling towards the Bridge and let the troops catch up and hold the Bridge whilst the Tanks move on- only trouble is that I dont know what Dragoon's plan is so I thought I'd best keep my army together so it can fight off anything that comes near. Don't want it getting taken apart piecemeal.
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Old 03-13-2008   #19 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

I dont dis count that, I went with my gut, IG numbers can easily be chopped down very quickly. I think you need heavier support IMO , if not to draw fire away from your troops if anything
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http://www.40kterra.com/forums/showthread.php?t=3223
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Old 03-13-2008   #20 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

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Originally Posted by Mart007 View Post
I dont think the IG have enough hard hitting weapons.
correct me if I am wrong but I count 51 heavy weapons

19 s 7 or higher 8 or 9 that are ap 2 or better

32 heavy bolters are hard hitting that alone is 96 s5 shots

+ the rest is between 108 and 128 shots per turn from a heavy weapon of some kind depending on what cant fire because it moved

but even then they can shoot there lasguns which will not in theory do much untill you consiter im fielding almost 200 of - the ones which are also special weapons could be as many as 380 shots per turn from them by the way that is a very conservative extimate

that is also the reason one unit or platoon is moving at a time the moving platoon is covered by the one that is unmoved
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if at all possible try get them in the rear.

can the inquisition tell why kids love cinniman toast crunch?

Last edited by lynxrpken; 03-13-2008 at 04:00 PM.
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Old 03-13-2008   #21 (permalink)
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Default Re: 2v2 Lynxrpken & Baron VS DK & STEVE

damnit, on one level i think that i should vote for the emperium do to all those fantastic heavy weapons and the fact that all the SM are very close combat oriented. but nurgle is here along with zerkers..............ummmm...........i'm gonna have to go with chaos i have to say that because if one or two of the zerker squads get into CC with IG you can write them off and with 8 turns they'll probably get there. also is there enough room in the deployment zone for all of Lynx's troops that is one of the questions that came to mind. all of his guns could be rendered usless if cover is utilized. and the arguement that str5 attacks and guns help against nurgle with there tgh5 is only the half truth, the feel no pain will be invaluable to the nurgle. sorry guys all chaos
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