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Old 07-12-2012, 01:09 PM   Top  -  End  -  #181
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Oh boy, Orks + Dread Mob! Now I can take EVEN MORE GROT TANKS.

...

I just have to build another 20 or 30 of the pesky little things...

And am I the only one who noticed that Deffkoptas in a Dreadmob get Buzzsaws for only 40% of what you pay in Codex: Orks? Goodness, that might make the darn things affordable.
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Old 07-12-2012, 01:19 PM   Top  -  End  -  #182
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

And here are the psyker updates.

Agree with you on the Blood Angels there Bluntpencil.
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Old 07-12-2012, 04:31 PM   Top  -  End  -  #183
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
And here are the psyker updates.
Wow, with those changes the Wraithseer just might become worth taking, It is going to be an expensive choice, but T8, W4, a 3+ /5++ save followed by a 4+ FNP can take a lot of punishment.
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Old 07-12-2012, 04:39 PM   Top  -  End  -  #184
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

So, how crippling would it be to NOT have flyers? I really want to put together a CSM list with Daemons as allies, but neither army gets any fliers (unless I missed something). Would an army like that just get destroyed by an army with flyers, or would it still work?

I'm leaning towards Nurgle, generally, if that helps.
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Old 07-12-2012, 05:04 PM   Top  -  End  -  #185
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by MachineWraith View Post
So, how crippling would it be to NOT have flyers?
Oh, not at all. Flyers aren't what you need to have--what you need is Flyer Defense. Scratch-build (or buy, if you're boring ) an Aegis with a Quad Gun or something, and you'll be fine.

Personally, I'm just going to field a whole mess of Lootaboys and hide them behind an unarmed Aegis and just Go To Ground any time they're legitimately threatened (2+ Cover, whee!). Three dozen Snap Shots, all day erry day.


Speaking of dumb things, does Feel No Pain protect against Perils? If I am remembering correctly, PotW ignores all armor/invul saves, but FNP is specifically identified as "not a type of save". May just have to stick Zogwort in a unit of Nobz/Gitz with a Dok (too bad he can't get a bike...).

Last edited by Hootman : 07-12-2012 at 05:05 PM.
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Old 07-12-2012, 06:07 PM   Top  -  End  -  #186
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Just tried my first battle with 6:ed and got stomped good by guard. He brought 2 griffons, 1 basilisk and a vendetta to 750 points. Then we rolled Big guns never tire, ouch.

But anyway, I really like the new rules, my librarian was great fun and a Land speeder with two mult-meltas was even funnier (for one round, then it got blown up).

And I have to say, the Vendetta, just bloody amazing with the new rules. It's allways been good, but now, just amazing.
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Old 07-12-2012, 09:02 PM   Top  -  End  -  #187
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by Hootman View Post
Oh, not at all. Flyers aren't what you need to have--what you need is Flyer Defense. Scratch-build (or buy, if you're boring ) an Aegis with a Quad Gun or something, and you'll be fine.
Nearly everyone is buying/making an Aegis Line, and the people who aren't are only doing so because their group doesn't allow Fortifications - which is totally a fair call, unlike disallowing Allies. But, for most of us who have been playing the game for a while who have a ton of bits, use different things for the Quad Gun.

For example, Eldar players can grab four Starcannons. Although, now, that you need AP2, Eldar might think about using Shuriken Cannons instead. You still use the rules from the book, but, Eldar players wont look like they're bringing along Autocannons.


While we're talking about Eldar; The new rules for Power Weapons specifically say WYSIWYG. If you're the kind of person who is able to and/or would do this; Start re-modelling/bitz-grabbing your Howling Banshees with Power Mauls.

Sure, you're only AP4. But now your 'useless' Banshees are S5, I10, Concussive. You don't really need to be AP2 because you'll be dealing so many wounds - add Doom.
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Old 07-12-2012, 10:03 PM   Top  -  End  -  #188
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Please forgive my ignorance but bits grabbing? You can scratch build models? I thought just about everything had to be GW approved unless you are really short on models then proxy.
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Old 07-12-2012, 10:08 PM   Top  -  End  -  #189
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Please forgive my ignorance but bits grabbing? You can scratch build models? I thought just about everything had to be GW approved unless you are really short on models then proxy.
As long as most of the model is built using GW bits it's not really a problem.

I built a Warboss for a friend using bits from a Venerable dredd, a normal Warboss and a Minataur from fantasy.

Worked like a charm
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Old 07-12-2012, 11:03 PM   Top  -  End  -  #190
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Please forgive my ignorance but bits grabbing? You can scratch build models? I thought just about everything had to be GW approved unless you are really short on models then proxy.
Not even close.

GW stores will insist that your models be at least constructed from GW bits or made from scratch with plasticard and greenstuff. Independent retailers and gaming groups will usually let you use bits from anywhere.
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Old 07-13-2012, 06:31 AM   Top  -  End  -  #191
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

If you play at a GW store, they will frown on using models from other companies. I play at a non-GW stop anyway, so nothing is stopping us from using, say, Reaper minis. And I have scratch-built a thing or two.
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Old 07-13-2012, 06:43 AM   Top  -  End  -  #192
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

And im playing in a private gaming club, so we can use whatever we dam well want to as long as it looks fitting.

Quote:
While we're talking about Eldar; The new rules for Power Weapons specifically say WYSIWYG. If you're the kind of person who is able to and/or would do this; Start re-modelling/bitz-grabbing your Howling Banshees with Power Mauls.
I think that would depend on how dominating terminators get, but personaly i think its a better idea to keep the AP3 swords for power armor, and just bladestorm terminators down like usual.
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Old 07-13-2012, 06:50 AM   Top  -  End  -  #193
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Yeah. Banshees, specifically, are the Eldar hard counter to marines that come close enough to be fought.
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Old 07-13-2012, 07:04 AM   Top  -  End  -  #194
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Mathhammer time!

Spoiler


Okay, basically, Howling Banshees are better with power mauls as opposed to power swords against everything except Toughness 4, 3+ Armour, and even then, it's only a small loss. This isn't even factoring in Concussive.

They are immensely better against lighter armour. They are equally good against T5 3+ Armour. They are a little better against Terminators.

However, there is the problem that anyone that models Eldar with blunt, bludgeoning weapons is a complete tool.

Last edited by bluntpencil : 07-13-2012 at 07:22 AM.
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Old 07-13-2012, 07:16 AM   Top  -  End  -  #195
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Thinking about Power Mauls there...

If you were to play a Blood Angels successor, and use Dante as your own Chapter Master (counts as) and remodeled the Axe Mortalis as a mace or such, would that be considered cheesy?

Power Axes suck for Initiative 6 hero types. Power Mauls don't.
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Old 07-13-2012, 08:42 AM   Top  -  End  -  #196
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by bluntpencil View Post
Thinking about Power Mauls there...

If you were to play a Blood Angels successor, and use Dante as your own Chapter Master (counts as) and remodeled the Axe Mortalis as a mace or such, would that be considered cheesy?

Power Axes suck for Initiative 6 hero types. Power Mauls don't.
This is something you'd have to ask your metagame about. But I at least would be asking you for some wine to go with that cheese.
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Old 07-13-2012, 08:50 AM   Top  -  End  -  #197
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Okay, basically, Howling Banshees are better with power mauls as opposed to power swords against everything except Toughness 4, 3+ Armour, and even then, it's only a small loss. This isn't even factoring in Concussive.
Funny then that T4 3+ is the most common type of enemy

Also, you didnt figure in the effect of Doom on the enemy, it swings things even more towards the swords in the case of killing marines.
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Old 07-13-2012, 08:57 AM   Top  -  End  -  #198
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Funny then that T4 3+ is the most common type of enemy
Not anymore it isn't. Or it shouldn't be if your MG is halfway competitive.

Top armies;
Terminators - any kind. 2+ Armour. While not Terminators, Sanguinary Guard also get a word in here too.
Imperial Guard - T3, no armour.
Plague Marines - T5

However, even with Mauls, Howling Banshees are still not the best choice and you're still better off with 3 units of Fire Dragons, or 2 and a unit of Scorpions. If you really the Banshees, make use of the Allies rules and bring some Incubi instead.
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Old 07-13-2012, 09:22 AM   Top  -  End  -  #199
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I barely ever see Termies. I see Marines with a unit of termies or two, sure. But mostly I see space wolves, tyranids, necrons, tau and eldar. So, I think if I played Banshees, I'd keep them with swords. I think pretty much everyone here agrees that Marines and IG are boring fluffwise. I think the common wording goes "We already play Fantasy, if we have to play 40k, let's play something that actually looks like SciFi."
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Old 07-13-2012, 09:26 AM   Top  -  End  -  #200
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Not anymore it isn't. Or it shouldn't be if your MG is halfway competitive.
Even if the MG is competetive, then it still doesnt mean that everyone can afford to and want to get rid of all their old PA models, so no.

Quote:
However, even with Mauls, Howling Banshees are still not the best choice and you're still better off with 3 units of Fire Dragons, or 2 and a unit of Scorpions. If you really the Banshees, make use of the Allies rules and bring some Incubi instead.
Yes, the transport nerf was a heavy hit to banshee's, so Scorpions or harlequins may be a better pick, depending on the metagame, but that wasnt what we were discussing.

Anyway, i just realised you made a mistake in the analysis of your mathhammer Bluntpencil, you find that swords have a 16.6% wound rate, while mauls have 11.1%.

You then call it a slight drop in killing potential, when your own numbers show that swords would kill around 50% more marines than mauls would
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Old 07-13-2012, 09:32 AM   Top  -  End  -  #201
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Secondary objectives are quite interesting, I've found. Last game I played, every available capturing unit ended up dying, so the game rested on who could grab the secondary objectives in the time remaining. Bloody Land Raider got Linebreaker for my opponent, and he ended up killing my warlord through the use of the new wound allocation roles and my inability to pass a 2+ look out sir roll.

I could only get first blood, because the pain in the backside Chaos Terminator Lord just would not bloody die, no matter how often I shot it. So overall, something to bear in mind in games that look to run close to a draw.
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Old 07-13-2012, 10:12 AM   Top  -  End  -  #202
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Secondary objectives are certainly interesting. I had a test game there were my 2+ save, T6 Necron Destroyer lord got killed my a vindicator shell and 3 bolters.

"Oh no, my lord died" suddenly gets combined with "...which gives my opponent First Blood and Warlord Slayer!"
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Old 07-13-2012, 10:33 AM   Top  -  End  -  #203
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by lord_khaine View Post
Even if the MG is competetive, then it still doesnt mean that everyone can afford to and want to get rid of all their old PA models, so no.



Yes, the transport nerf was a heavy hit to banshee's, so Scorpions or harlequins may be a better pick, depending on the metagame, but that wasnt what we were discussing.

Anyway, i just realised you made a mistake in the analysis of your mathhammer Bluntpencil, you find that swords have a 16.6% wound rate, while mauls have 11.1%.

You then call it a slight drop in killing potential, when your own numbers show that swords would kill around 50% more marines than mauls would
That's a good point, but 150% of 'next to nothing' is still 'next to nothing'.

If you compare that to the 2.78% vs Termies and 5.6% vs Termies, that's 100% difference. Mauls kill double the Terminators. That's a big difference too.

Personally, I find the Guard comparison most interesting.

Yeah, swords are best against T4 3+ armour, but only by a little. Add in concussive... and it gets better. Doom, like you have said, could alter this, but Space Wolves might negate that.

Mauls are better against anything that isn't T4 3+ armour, by quite a bit.

I would say 'check yo metagame' but I won't.

I will, instead, say 'take swords and don't be an ass'.
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Old 07-13-2012, 10:46 AM   Top  -  End  -  #204
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This is something you'd have to ask your metagame about. But I at least would be asking you for some wine to go with that cheese.
Personally, last edition, I had contemplated converting Dante to wield a sword, since axes aren't too elegant looking.

Now I would feel guilty doing so.
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Old 07-13-2012, 11:18 AM   Top  -  End  -  #205
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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I'm thinking of putting an army together for a tournament in a few months. It's new edition 40K with these caveats:
-1800 Points
-No Fortifications
-No Allies
-I'm also pretty sure that Missile Launchers will be able to use Flakk Missiles (though I need to get clarification on this)

With this in mind, I'm thinking of running the following pile of Wolves:
Spoiler


The assault cannon wolf guard would run with the Plasma foot sloggers, with the remaining 4 drop podding in with Njal on some poor unsuspecting battle line. The Storm Shield can tank most of the AP2 shots, and once the Combi-Meltagun has been used he can be an ablative wound for weaker fire.
Shuffled things up a little- dropped the second foot slogger unit for a Battle Leader and Thunderwolf with two Fenrisian Wolves to be the hammer to the terminators' anvil. I'm not sure whether it's worth it though, would be nice to have another troops choice, or some Wolf Scouts (woo making Acute Senses useful again!)
I would also really like to put a Master of Runes in there, I really like the look of the Divination discipline. I would really like to take a BA or DA Epistolary though, just so I can put Invisibility on a unit with Storm Caller up.

Still, any comments/criticisms?
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Old 07-13-2012, 12:01 PM   Top  -  End  -  #206
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Old 07-13-2012, 12:24 PM   Top  -  End  -  #207
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Originally Posted by Squark View Post
Spoiler
So... probably cutting the thunderwolf dudes and swapping the Rhino squads for more Plasma footsloggers gives me ~290 points to spend (or 130 if I buy a 4th plas-squad). If I add in a few more combi-weapons to the wolf guard and take the extra missile launchers for Long Fangs, I might be able to find enough points for a multi-melta landspeeder.. or I could drop Njal for a normal rune priest or two and reshuffle some more.
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Old 07-13-2012, 01:56 PM   Top  -  End  -  #208
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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That's a good point, but 150% of 'next to nothing' is still 'next to nothing'.
It is however not "next to nothing", but instead "just enough to win the combat" against most marine units.

And i while i agree on that mauls are better against terminators, then i dont think it matters due to the simple reason of them not being good enough to win the combat, and if thats the case, why bother then?

Quote:
I would say 'check yo metagame' but I won't.

I will, instead, say 'take swords and don't be an ass'.
And i will then repeat my earlier comment of "take swords because they are the best choice anyway"

Anyway, how does wound allocation with mixed AP values work now, like if fx you have rending attacks?
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Old 07-13-2012, 02:07 PM   Top  -  End  -  #209
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Does anyone have a good Noise marine list as a parent army for a Daemon army? I've been meaning to try out the whole ally system especially with battle brothers.
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Old 07-13-2012, 02:11 PM   Top  -  End  -  #210
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by Gauntlet View Post
So... probably cutting the thunderwolf dudes and swapping the Rhino squads for more Plasma footsloggers gives me ~290 points to spend (or 130 if I buy a 4th plas-squad). If I add in a few more combi-weapons to the wolf guard and take the extra missile launchers for Long Fangs, I might be able to find enough points for a multi-melta landspeeder.. or I could drop Njal for a normal rune priest or two and reshuffle some more.
The multi-melta land speeder will have the same problem as the Rhinos only more so because there's only one of it. And without melta or lascannons, how will you deal with AV14?

I have observed Grey Hunters with meltaguns on foot doing very well for themselves. The Rhinos can go away, but keep the meltaguns. And take Thunderwolves (because they win).

Alternatively:

Logan Grimnar

Wolf Guard
-Arjac
-Whatever else you want

Long Fangs
-4 multimeltas
-Drop pod

Stick Arjac and Logan with the Long Fangs in the drop pod, make them Relentless, blow up any two tanks of your choice turn 1, and kick the hell out of anything your opponent has that tries to do anything about it. A Rune Priest also in the drop pod is optional but very, very lulzy.
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