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	<id>https://wiki.warmahordes.net/index.php?action=history&amp;feed=atom&amp;title=Template%3ATK_Tips</id>
	<title>Template:TK Tips - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.warmahordes.net/index.php?action=history&amp;feed=atom&amp;title=Template%3ATK_Tips"/>
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	<updated>2026-04-28T03:29:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.warmahordes.net/index.php?title=Template:TK_Tips&amp;diff=11050&amp;oldid=prev</id>
		<title>imported&gt;Warmachine University contributors: Imported from HTTrack HTML mirror</title>
		<link rel="alternate" type="text/html" href="https://wiki.warmahordes.net/index.php?title=Template:TK_Tips&amp;diff=11050&amp;oldid=prev"/>
		<updated>2022-04-08T11:20:16Z</updated>

		<summary type="html">&lt;p&gt;Imported from HTTrack HTML mirror&lt;/p&gt;
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&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WARNING: THESE TK TIPS ARE USED ON EVERY CASTER PAGE. PLEASE DON&amp;#039;T PUT CASTER-SPECIFIC TIPS HERE&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Main article: &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Telekinesis&amp;quot; title=&amp;quot;Telekinesis&amp;quot;&amp;gt;Telekinesis&amp;lt;/a&amp;gt;&lt;br /&gt;
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&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Telekinesis&amp;lt;/b&amp;gt; is possibly the strongest spell in the game. Here are some general tips applicable to any caster: (&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../indexc344.html?title=Template:TK_Tips&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt;)&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Battle Engines can be placed (unlike other huge-based models).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Enemy model out of your charge range? Move your own model 2&amp;quot; forward. Still too far away? Move the enemy 2&amp;quot; closer. That&amp;#039;s a 4&amp;quot; threat range extender!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Move enemy models 2&amp;quot; straight backwards, so they don&amp;#039;t have range to charge/attack you next turn. While you&amp;#039;re at it, spin them around so they can&amp;#039;t declare charges &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; so you get the back strike bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Move models out of your charge lanes, or to open up LOS.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Move enemy models out of scenario zones.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Is there an enemy &amp;#039;jack or &amp;#039;beast right at the edge of control range? TK them away from their controller so they can&amp;#039;t Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they&amp;#039;re out of formation.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Do enemy models get a bonus for being B2B? You can stop that.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; TK your own caster forwards or backwards to be more threatening or more cowardly.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; TK enemy models into range of your passive debuffs (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Dark_Shroud&amp;quot; title=&amp;quot;Dark Shroud&amp;quot;&amp;gt;Dark Shroud&amp;lt;/a&amp;gt;), then gang up on them.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; TK enemy models into hazards to force them to take damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Move friendly models out of melee before they activate, to avoid free strikes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Run an arc node up, cast your spell, then TK the node itself backwards to keep it safer for next turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Or run an arc node up, cast TK on the node itself to move it forwards, to gain +2&amp;quot; range on your follow-up spell. &amp;lt;br/&amp;gt;This is especially useful if advancing the node those last 2&amp;quot; would trigger something nasty like &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Garryth2&amp;quot; title=&amp;quot;Garryth2&amp;quot;&amp;gt;Garryth2&amp;lt;/a&amp;gt;&amp;#039;s feat.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
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Post‐expand include size: 80/2097152 bytes&lt;br /&gt;
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Highest expansion depth: 2/40&lt;br /&gt;
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		<author><name>imported&gt;Warmachine University contributors</name></author>
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