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pretre

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On 6/8/2017 at 4:31 PM, WestRider said:

Most, if not all, of them are in Index: Imperium 2. Index Chaos has just the Bastion, for some reason (which is also in II2), and the T'au-specific ones are in their Index: Xenos 2 with the rest of their stuff.

yeah looked at the fortification rules and promptly bought a weapons battery so I can put punishers on top instead of the quad lascannons on the redoubt.

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Played several games of 8th couple days ago but really? People are considering power points for games beside intro and 3k+? I think power points a perfect for intro games and makes Apocalypse games sooo much easier.

Anyways, Thousand Sons v Ad Mech. Played two games back to back (1000pts and 1250pts) in under 3 hours with looking up stats and being interrupted almost the entire second game. First game was Rubic Marines, Scarab termites, Sorcerer, Demon Prince and a huuuge brick of Tazzigors. I was playing a tech priest, unit of giant robot, two units of grav survivors and a unit of skitarii rangers. Deployment was super easy.

Thousand sons got turn one, moved, deepstruck the termies in next to the skitarii, killed all but two after moral. My turn one, the robots pumped out 36 shots at 36" at 6/-2/1 rerolling 1's into the tazzigors killing about 15 of them. Grav servitors killed all but two of the termies. Turn 2 more shots, got charged, ended the game with only the tech priest and sorcerer punching it out in the middle of the table.

Game Two we changed it up to me taking a knight and him taking multiple sorcerers to spam smite. The other units killed each other off while the knight got slammed with mortal wounds from the sorcerers while doing ZERO wounds with over 30+ shots over two turns.

Overall the games were quick and brutal. All the units seemed fairly well balanced. Tbo, understanding that the armies are slightly vanilla because the indexes are just a stopgap until the real indexes drop, this feels like my favorite version of 40k yet.

 

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10 hours ago, Spaceork said:

Played several games of 8th couple days ago but really? People are considering power points for games beside intro and 3k+? I think power points a perfect for intro games and makes Apocalypse games sooo much easier.

Anyways, Thousand Sons v Ad Mech. Played two games back to back (1000pts and 1250pts) in under 3 hours with looking up stats and being interrupted almost the entire second game. First game was Rubic Marines, Scarab termites, Sorcerer, Demon Prince and a huuuge brick of Tazzigors. I was playing a tech priest, unit of giant robot, two units of grav survivors and a unit of skitarii rangers. Deployment was super easy.

Thousand sons got turn one, moved, deepstruck the termies in next to the skitarii, killed all but two after moral. My turn one, the robots pumped out 36 shots at 36" at 6/-2/1 rerolling 1's into the tazzigors killing about 15 of them. Grav servitors killed all but two of the termies. Turn 2 more shots, got charged, ended the game with only the tech priest and sorcerer punching it out in the middle of the table.

Game Two we changed it up to me taking a knight and him taking multiple sorcerers to spam smite. The other units killed each other off while the knight got slammed with mortal wounds from the sorcerers while doing ZERO wounds with over 30+ shots over two turns.

Overall the games were quick and brutal. All the units seemed fairly well balanced. Tbo, understanding that the armies are slightly vanilla because the indexes are just a stopgap until the real indexes drop, this feels like my favorite version of 40k yet.

 

I need to get some games in. My Tau are nearing building completion. Not painting but building. 

 

On a side note. The game is simple enough to learn now that I think I could teach it and I have yet to play. Yeesh it is simple 

I like that it is simple. More games, less arguments, more fun. Win across the board 

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5 minutes ago, Lyraeus said:

I need to get some games in. My Tau are nearing building completion. Not painting but building. 

 

On a side note. The game is simple enough to learn now that I think I could teach it and I have yet to play. Yeesh it is simple 

I like that it is simple. More games, less arguments, more fun. Win across the board 

While it is simple, there are a lot of tactical decisions to be made still. Deployment, command points, choosing when to leave combat, picking which members of a unit will splitfire, movement and how it relates to pulling other units into combat and positioning models to fire at HQ's. The game hasn't lost tactical depth, its just there in a different way.

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9 hours ago, Spaceork said:

While it is simple, there are a lot of tactical decisions to be made still. Deployment, command points, choosing when to leave combat, picking which members of a unit will splitfire, movement and how it relates to pulling other units into combat and positioning models to fire at HQ's. The game hasn't lost tactical depth, its just there in a different way.

Correct. That is what I have seen from all the videos I have seen

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The new edition of Warhammer 40,000 lands in stores in just 6 days.|

 

Over the past couple of months, we’ve learned a lot about it in dozens of articles about the game, the setting and the factions. In case you missed any, or if you just want something to read while you eagerly await your copy of Dark Imperium, here’s a quick recap of where you can find all those articles:

The New Warhammer 40,000

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New Edition FAQ

The Galaxy Map

Three Ways to Play

Weapons

Movement Phase

Psychic Phase

War Zone: Armageddon

Shooting Phase

Charge Phase

Fight Phase

Morale

The Great Rift

Battle-forged Armies

War Zone: Cadia

Large Models

Infantry

Characters

Weapons – Part 2

Datasheets

Points and Power Levels

War Zone: Damocles

Stratagems

The Indomitus Crusade & the Dark Imperium

Tactical Reserves

Vehicles

Close Combat Weapons

Stronghold Assault

Transports

Cities of Death

A Forge World Datasheet

Missions

Primaris Space Marines

The Ultima Founding

Choosing Your Army

War Zone: Ultramar

Battlezones

A Vision of the Far Future

Faction Focus:

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Chaos Space Marines

Astra Militarum

Craftworlds

Chaos Daemons

T’au Empire

Drukhari

Imperial Knights

Tyranids

Death Guard

Orks

Genestealer Cults

Space Marines

Necrons

Thousand Sons

Imperial Agents

Harlequins

Ynnari

Warhammer 40,000 Vox-cast

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The Rules

The Sculptors

The Background

The Army Painters

The Art

Primaris Space Marines:

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A New Breed of Hero

New Warhammer 40,000: Primaris Space Marines

Primaris Space Marines FAQ

Primaris Space Marines: Gaming

The Ultima Founding

Dark Imperium: Unboxed

Death Guard:

Faction Focus: Death Guard

Dark Imperium: Unboxed

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Last week, we had a look at some of the new rules for the Forge World miniatures covered in Imperial Armour Index: Space Marines and Imperial Armour Index: Chaos.|

 

Today we take a look at some units from Imperial Armour Index: Xenos.

We’ll start off with a Tyranid, one of the most popular Forge World additions to the hive fleet forces in the last edition due to both its durability, synapse and protective gas-cloud aura – the Malanthrope. We can see from the range of useful abilities this guy has, he’ll likely still be seen in many forces.

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Next up, the Ork Meka-Dread. With the increase in vehicle durability, and the deadliness of combat, Ork Dread-based armies become a very viable option, and this bruiser is the guy you want at the front of the charge:

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Our final preview is of the XV109 Y’vahra Battlesuit. This highly mobile cousin of the Riptide dishes out just as much devastating firepower as he did last edition, so you’ll still see plenty of these advanced Battlesuits on the battlefield.

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All these of these units, as well as the full Tyranid, T’au Empire, Ork, Aeldari and Necron ranges of Forge World models are covered in the upcoming  Imperial Armour Index: Xenos, available soon and designed to be used with the new edition of Warhammer 40,000.

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1 hour ago, Threejacks said:

Yeah,,gonna have to get me one of them Meka-dread things...

 

same here. I already have a mega dread. a meka dred seems fun.

I wonder when the xenos forgeworld books will be released. I did notice the lack of the old ork forgeworld models so the fighta bomber will have to be a standard ork plane.

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6 hours ago, pretre said:

I assume the 'this' in the Y'havra weapon profile should be replaced with 'a'.

All three of the Datasheets they showed off have either typos or Rules issues. The Malanthrope's Shrouding Spores affect enemy shooting attacks targeting "Models" within 5" of it, but shooting attacks always target Units, not Models. The Meka Dread has a Weapon profile listed for "Rokkit-bomms", but no way to actually equip it with them.

Why am I not surprised :P

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Frankie, organiser of the new SoCal Open and part of the play testing team behind the new edition of Warhammer 40,000, released this weekend, returns once again having turned his methodical and calculating brain to the equally logical Adeptus Mechanicus:

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Frankie: These cybernetic warriors are known for their cold logic, colder hearts and esoteric weaponry. Their armies have typically been seen in the War Convocation formation, formed around an Imperial Knight and a variety of different units and loads of “free” wargear. They’re a powerful army and remain so in the new Warhammer 40,000. The forces of the Adeptus Mechanicus will have armies of Robots, cyborgs, warrior priests of the machine god and Belisarius Cawl himself.

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So, first off, let’s talk about Belisarius Cawl. He is one of the most detailed and characterful models Games Workshop has ever made and looks amazing on the tabletop. His rules are equally impressive. He gives friendly Martian units within 6″ a re-roll to hit in the Shooting phase, similar to a Space Marine Chapter Master.

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He also lets you add or subtract 1 when you roll on the Canticle chart every turn which is incredible. He’s no slouch in shooting either with a gun that can potentially do 18 damage! Any big ticket unit will come to fear Cawl. Overall, he is one of the most solid HQ’s in the new Warhammer 40,000 and will be leading many Martian Adeptus Mechanicus armies.

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Next, we have a unit that wasn’t used much in the previous edition: the Electro Priests. Both the close combat and shooting versions are solid choices now with impressive damage output. The shooting version (Corpuscarii) gives you mass amounts of shots that explode on a 6+ to hit. And be aware that if you can get a +1 to hit, you get the bonus hits on the roll of a 5 or 6 – especially if you’re standing next to a Character that lets you re-roll hits.

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The Fulgurite, or close combat flavour of Electro-Priest can do mortal wounds on the wound roll of a 6+, which is tremendously powerful. Both units have a 5+ invulnerable save and an additional 5+ “Feel no Pain” style save for every wound they take. They are an excellent backfield protection unit that come in at a reasonable price point.

Wait – I mentioned cyborgs, didn’t I? Well, let’s talk about the Ironstrider Ballistarii. These models have a 6+ invulnerable save, 6 Wounds and Toughness 6, which makes them tough targets to take down. The main reason to take these models, though, is their fire power. You can take them in a unit of 1-6, and each can be armed with a Twin Cognis autocannon, which is 4 shots at Strength 7 AP -1 and 2 Damage. Or my personal favourite, the Twin Cognis Lascannon, which is two shots at Strength 9 AP -3 and D6 Damage. The melee version, the Dragoons, are also fantastic with exploding 6’s to hit on their weapons and a high movement. But the key for either flavour of these guys is they are very points efficient. You will see many of them in Adeptus Mechanicus armies.

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Lastly, let’s talk about the Kastelan Robots. These models are monsters and can shoot twice or swing twice in close combat or even get +1 to their saves due to their suite of special abilities. They are Toughness 7, 6 Wounds a piece and are quick with an 8″ move. The Kastelan fists are +4 Strength, -3 AP and do 3 Damage with each swing meaning you do not want to find yourself engaging in fisticuffs with these guys. They can also be equipped with Heavy Phosphor Blasters which, when shot twice, will put a ton of damage down the field. These robots are great at taking mid table and holding it for the entire game, fending off enemy units.

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The Adeptus Mechanicus are a great army in new Warhammer 40,000 and are not only very fun to play but also to play against. Now replace those weak fleshy parts of your body and prepare to give homage to the Omnissiah!

Frankie is part of the team that runs some of the biggest independent Warhammer 40,000 events in the world, including the Las Vegas Open, the Bay Area Open and the recently announced Southern California Open. An avid player for years, with an impressive tournament record, he’s also been part of the playtest team for the new edition of Warhammer 40,000, putting in hundreds of hours to make sure this new edition will be great for all you gamers out there (Thanks Frankie!).

So, basically, he knows his stuff.

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With the release of the brand new Warhammer 40,000 this weekend, Reece visits the Space Marine Chapters who take the principles of the Codex Astartes somewhat less seriously than some of their brothers.|

 

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Reece: Today we’re going to explore the savage Space Wolves, furious Blood Angels and taciturn Dark Angels as well as touch on some of what to expect with Grey Knights and Deathwatch. We’ve got a lot to go over, so let’s get to it!

The Adeptus Astartes are the iconic faction in the grim darkness of the 41st Millennium. For many players, they are the first thing that comes to mind when one thinks about Warhammer 40,000. But there are more than just the Chapters of Space Marines who largely follow the Codex Astartes, there are many non-codex Chapters, too. Some of which are renowned for not only their independent natures but also their accomplishments in battle.

I have always had a soft spot in my heart for the First Legion; the Dark Angels. My first miniature was a Dark Angels Captain from way back when. The Dark Angels have had a long and storied history in the lore but a bumpy ride in terms of their performance on the tabletop. They’ve often struggled to find their niche when compared to Chapters like Blood Angels and Space Wolves, who are fairly easily defined in comparison to Codex Chapters and have often been top contenders.

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Dark Angels in new Warhammer 40,000 are simply exceptional. They have so many tools, so many different ways to play effectively, that the Dark Angels player’s biggest problem will be choosing which of his units to use! Azrael, Chapter Master of the Dark Angels, is hands down one of my favourite characters in the game now. He’s got a plethora of tools with his only shortcoming being his relatively slow speed – but even that is easily mitigated by using a Transport vehicle. What he provides though, is fantastic. He gives Dark Angels models within 6″ a 4+ invulnerable save which by itself is incredible. But on top of that, as with other Chapter Masters, he gives a ‘re-roll misses’ aura that works in the Shooting and Fight phases for friendly Dark Angels. Additionally, he grants you a bonus Command Point and packs an almighty wallop in both shooting and melee.

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He is just one of many character options available to the Dark Angels player as well. Dark Angels also have a host of specialised units to choose from. Deathwing Knights are one of my favourite melee units available to any Space Marines Chapter, and Black Knights as ever, will strike fear into your opponent with their vicious Plasma Talons and Corvus Hammers.

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Similarly, Blood Angels distinguish themselves through their unique units and special rules. What I love about Blood Angels is the wide variety of auras they can overlap on units to take them from good to great. For example, Death Company who begin with base 2 Attacks, and gain 1 on the charge, can get another Attack using the Blood Angels psychic power Unleash Rage for a total of 4. On top of that, a Sanguinary Priest can give them +1 Strength with his aura. Astorath provides further bonuses with an aura that lets them ignore morale, and provides re-rolls to hit in the Fight phase. But wait, there’s more! The Sanguinor can give them another Attack with his aura…wow. You can end up with Death Company boasting 5 Attacks each on the charge, re-rolling hits at Strength 5. Give them Power Swords and nearly nothing in the game will survive a full strength charge from them. A truly scary unit.

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Space Wolves have options galore but I am immediately drawn to their exceptional troops. Both Grey Hunters and Blood Claws provide great utility. Grey Hunters have the unique ability to take a boltgun, bolt pistol and chainsword for every model, making them very flexible. They can take 2 special weapons in a 10-man squad (in addition to a plasma pistol on another Grey Hunter) and a combi-weapon on the Pack Leader, meaning they also pack a punch at range. The Wolf Standard lets you re-roll 1’s when you advance or charge for greater speed and, if you want, hey, you can put the Pack Leader in Terminator armour, too!

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Blood Claws are similarly fantastic and make your choice to fill Troops slots a tough one. While they cannot take a boltgun, they do come standard with a chainsword and bolt pistol and can be taken in squads of up to 15 to really maximise the oomph of your bonus auras. They also get +1 Attack on the charge while still retaining a 3+ to hit in melee – they deliver a lot of punishment for a low price tag. A Wolf Priest who grants re-rolls to hit in melee and a Leadership boost goes exceptionally well with these hotheaded warriors.

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There is still so much to talk about but we’re running out of space. I will give you a little information on the Deathwatch and Grey Knights, though. The Deathwatch remain a force all about customisation and flexibility. Their Special Issue Ammunition lets them take down xenos scum of any variety.

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Grey Knights have incredible damage output. Nearly all of them are Psykers, able to deal mortal wounds, and pack around double the firepower of a standard Space Marine. In melee, they wield deadly Force weapons which can cut down even the foulest of enemies.

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Unfortunately, that is all of our time for this article. Hopefully, the information provided piqued your interest in these non-Codex Chapters as they are all characterful and tremendously enjoyable to play.

Reece helps runs some of the biggest independent Warhammer 40,000 events in the world, including the Las Vegas Open and the recently announced Southern California Open. Like Frankie, he’s also been part of the playtest team for the new edition of Warhammer 40,000, putting in hundreds of hours to make sure this new edition will be great for all you gamers out there (Thanks Reece!).

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39 minutes ago, Sugarlessllama said:

I don't know. I think Blood Angels are still really awesome without the named characters. In fact I'm planning on doing a BA army for the new edition. :D

Speaking from someone with tons of BA, I just think they could have put a bit more thought into the army from the start. Why does my DC cost more than berzerkers again?

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I have learned that dedicated anti air is a wise investment.  My Voidraven has been wreaking havoc on people who dont have it.  Admittedly its fun to see it romp like that but it is a definite lesson as well.  The game where someone brought a plane was cool.  Those missiles on the stormtalon hurt me but never killed me by games end. 

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5 hours ago, spagunk said:

Speaking from someone with tons of BA, I just think they could have put a bit more thought into the army from the start. Why does my DC cost more than berzerkers again?

Well, they have way more weapons options, access to Sanguinary Priest which gives them an additional 1 S, and they access to jump packs (which gives them the FLY keyword, and super deployment, which is huge), and on a 6 they ignore wounds. I think they are pretty solid.

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1 minute ago, Sugarlessllama said:

Well, they have way more weapons options, access to Sanguinary Priest which gives them an additional 1 S, and they access to jump packs (which gives them the FLY keyword, and super deployment, which is huge), and on a 6 they ignore wounds. I think they are pretty solid.

None of this seems to relay much thought into how the army actually works. Besides, they used to ignore wounds on a 5+ before, they already had +1 Str from furious charge AND got +1 WS with priests. Jump packs were already there, albeit not as "super" as they are now. We also already had those weapon options with the exception that now we can get them on dev squads (if you can actually get them in range properly).

I just don't see much thought into them other than "let's make them an aura army" without understanding what made BA actually good: Fast, hard strikes right into the enemies face.

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35 minutes ago, spagunk said:

None of this seems to relay much thought into how the army actually works. Besides, they used to ignore wounds on a 5+ before, they already had +1 Str from furious charge AND got +1 WS with priests. Jump packs were already there, albeit not as "super" as they are now. We also already had those weapon options with the exception that now we can get them on dev squads (if you can actually get them in range properly).

I just don't see much thought into them other than "let's make them an aura army" without understanding what made BA actually good: Fast, hard strikes right into the enemies face.

  • Sure, they had a FnP before. However, FnP is gone. No Mas. Finito. And so having a 6+ to ignore wounds, including Mortal Wounds is great. It is also very rare.
  • WS is gone. They always hit on a 3. Which is more than they hit before.
  • Jump packs are really good now.
    • First they allow a unit to "deep strike" without scatter. Which is great.
    • Since they aren't deployed, you are more likely to have first turn, since the player who deploys first gets first turn.
    • They get the FLY keyword, so they can charge Fliers. Like Helldrakes.
    • Units with the FLY keyword can fall back and still shoot. So they are really, really mobile.
    • You can charge out of deep strike. Yeah. You read that right.
    • You can also charge out of Rhinos. Yup.
  • And They Shall Know No Fear makes the morale phase less of a concern.

Seriously, Blood Angels are awesome. You say you want fast, hard strikes, right into the face of your opponent. And you got it. That is what they do. They strike fast. They strike hard.
 

I'm not trying to be a dick, but what else do you want?

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A lot of armies are feeling somewhat like more bland and rushed versions of themselves, but that's because they are. I'm sure the books will feel more robust than an index army.

In the meantime, try to enjoy that we're all 8th edition compatible from day one!

I'm still wrapping my head around scourges, hellions, and beast masters embarking in transports :mellow:

They may have stolen my beloved WWP from me, but dammit, I'll use Venoms to springboard hellions 19" down the table, why not??

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3 hours ago, Sugarlessllama said:
  • Sure, they had a FnP before. However, FnP is gone. No Mas. Finito. And so having a 6+ to ignore wounds, including Mortal Wounds is great. It is also very rare.
  • WS is gone. They always hit on a 3. Which is more than they hit before.
  • Jump packs are really good now.
    • First they allow a unit to "deep strike" without scatter. Which is great.
    • Since they aren't deployed, you are more likely to have first turn, since the player who deploys first gets first turn.
    • They get the FLY keyword, so they can charge Fliers. Like Helldrakes.
    • Units with the FLY keyword can fall back and still shoot. So they are really, really mobile.
    • You can charge out of deep strike. Yeah. You read that right.
    • You can also charge out of Rhinos. Yup.
  • And They Shall Know No Fear makes the morale phase less of a concern.

Seriously, Blood Angels are awesome. You say you want fast, hard strikes, right into the face of your opponent. And you got it. That is what they do. They strike fast. They strike hard.
 

I'm not trying to be a dick, but what else do you want?

I want you to stop saying they are awesome when, in fact, they are just "Okay". :tongue:

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