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		<title><![CDATA[Latest posts for the thread "Dreaded first turn..."]]></title>
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				<title>Dreaded first turn...</title>
				<description><![CDATA[ <p>In most <span class="glossaryitem" onmouseover='gp(3);'>40K</span> games I've seen or played in, most folks want to go first (there are a few exceptions).&nbsp; This can be crippling for many who don't get first turn. Ideally, everyone wants to hide their armor so they don't lose it in the beginning, but terrain may not always be so forgiving.&nbsp; At first, I thought if the 'Night Fight' rules were in effect for first turn, this could solve the problem. But, Tyranid players just got big ol' grins on their faces. </p>  <p>I've been looking at ways without altering game mechanics to try and minimize the 'must go first or probably lose' effect <span class="glossaryitem" onmouseover='gp(3);'>40K</span> seems to have (it may be real or imagined, but folks believe it). Has anyone come up with something that works and is fair for all the various armies involved?</p>  <p>&nbsp;</p>]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 22:47:37]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Even in third edition, first turn wasn't always the best option.  Scenarios like Cleanse and Nightfight definitely made it not always the way to go.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> did three things in the 4th edition rules which all reduce the importance of getting first turn.<br><br>1.  Made the 25% of the table terrain guideline.  Playing with a decent amount of terrain is one of the biggest ways to make sure <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is an interesting and tactical game.  Playing on an open table is the quickest way to ruin it.<br><br>2.  Made the Omega scenario level, which by default you're supposed to play 1/3rd of the time.  In Omega, the vehicles (unless they have Scout like Warwalkers and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Sentinels), the monstrous critters, and most of the special types of units start off the table, and the infantry have the Concealment rule in the first turn, very much like your Nightfight idea.<br><br>3. Made the objectives in the missions (4 out of 5 of the standard missions) worth a LARGE number of <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>, so that last-turn objective grabs can really turn the tide.  I played in a tournament on Dec 2 in which I was facing a space wolf player on a city table in Secure & Control.  We had 3 objectives in am 1850 game, so each was worth 617 points.  He seized 2/3 of the objectives early, but I grabbed one, then around turn four I took the second, and on the bottom of turn six I ran a squad in a transport up to contest the last one.  I also got lucky and caused the squad holding objective #3 to break, mostly by rapidfiring the crud out of them and forcing a bunch of failed armor saves.  If I had just contested the objective I would have denied my opponent 617 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>; by taking it away from him it was a 1234 point swing!  While first turn can mean a lot of damage on a table with poor terrain, paying attention to the scenario and grabbing objectives in the last turn can make a BIG difference.<br><br>All that said, the most important and consistent way to reduce the impact of first turn is just to play with more terrain.  Under most circumstances this almost always makes the game better.<br>]]></description>
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				<pubDate><![CDATA[Fri, 15 Dec 2006 23:12:16]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Terrain is key. One off games can be easily rectified. I have a pretty good collection. Tourneys can be problematic. Maybe as a collective we should look at adding more terrain for the store.<br><br>Interesting point about the objectives. I think we see a lot of the older <span class="glossaryitem" onmouseover='gp(238);'>RTT</span> scenarios where the objectives aren't worth nearly as much. This is a very valid point that maybe locally we need to address. Missions need to be worth more.<br><br>Except for last year's Atlanta <span class="glossaryitem" onmouseover='gp(42);'>GD</span> <span class="glossaryitem" onmouseover='gp(238);'>RTT</span>, I've never participated in a tourney where Escalation was used. I typically don't mind Escalation, but I do have many folks complain about it. Not sure if it's supposed to be 1/3 of the games, however we typically roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> (1-2 Alpha, 3-4 Gamma, 5-6 Omega) as there isn't really a hard and fast rule on it.<br><br>All good points. Appreciate the input.]]></description>
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				<pubDate><![CDATA[Sat, 16 Dec 2006 02:16:31]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ I i dont know many necron player wanting to go first at all  Its about there WWB roles and  for  me  as a  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player I  dont  care if i go first or  second. DUe to  most of the time all i have on the  table are  6  troop choices and mandrakes , while the rest of the army <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> or  Deep strikes IN so its not whoses goes first it  whose going too last until turn five or  six with me. ]]></description>
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				<pubDate><![CDATA[Mon, 18 Dec 2006 05:18:14]]> GMT</pubDate>
				<author><![CDATA[ Kultofthebonedragons]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ I see your point with Necrons. <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> and Deep Striking Monoliths is more benefitted by going last. Dark Eldar; this sounds more like your type of army build. I know a few <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players who groan when they don't get first turn. They tend to have more Raiders in their lists, however. <span class="glossaryitem" onmouseover='gp(541);'>WWP</span>'s are a big factor to help alleviate this.<br><br>It can be I just see this as more of a problem during tourney play where the players (typically) don't get much say in the terrain. This is probably the biggest factor after review.<br><br>]]></description>
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				<pubDate><![CDATA[Mon, 18 Dec 2006 05:33:25]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Oh no  I have raiders i have  two Ravager and  three raiders in that list , It just keeps them safe  for a  few turns and  plus  If  I have too i can run out and  get those last minute  table corners too with the <span class="glossaryitem" onmouseover='gp(541);'>WWP</span>.  ITs  All about the  cover savs for  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> stick  you  troops in  cover and    they dont move.]]></description>
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				<pubDate><![CDATA[Mon, 18 Dec 2006 06:21:45]]> GMT</pubDate>
				<author><![CDATA[ Kultofthebonedragons]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <p>with my deathwing since most of the army deepstrikes i usually want to go second just to avoid getting shot at for a couple turns and getting the last chance to attack at the end of turn 6.....but that aside in every army i play i actually expect to go second and try to use terrain to my advantage. rather it be to&nbsp;hide behind and walk into/jump over when i get to go, reduce enemy return fire lanes or hide in to get cover saves etc...</p>  <p>all dependant on what i am facing and what the terrain looks like. </p>]]></description>
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				<pubDate><![CDATA[Mon, 18 Dec 2006 16:36:44]]> GMT</pubDate>
				<author><![CDATA[ mughi3]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ I love going first with guard, as I get to drop ordinance on anything visible.  The more I can shoot, the better  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 19 Dec 2006 02:10:16]]> GMT</pubDate>
				<author><![CDATA[ rryannn]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ The game suffers from the "I go first" syndrome. But night fight first turn would kill a tau army.....and benefit a nids army too much.]]></description>
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				<pubDate><![CDATA[Tue, 19 Dec 2006 02:17:31]]> GMT</pubDate>
				<author><![CDATA[ carmachu]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ carmachu-Yeah, I discovered some Tyranid builds really benefitted from not getting shot at 1st turn.<br><br>Kult-sounds like you play with sufficient terrain to keep 5 Raider sized vehicles from being shot at if you don't get first turn, or they are in the <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> like I suspect they would be.<br><br>]]></description>
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				<pubDate><![CDATA[Tue, 19 Dec 2006 05:51:48]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ With the right 25% of scenery the game tends to give a 2nd turn advantage, as this gives the 2nd player the ability to seize objectives with no response. Even seek and destroy offers significant advantages to the 2nd turn player, for certain factions anyway - so long as you can hide for the first turn. That said, there are some exceptions, such as nids, for example, although certain nid builds benefit from playing the 'long duree'.<br><br> <br><br>]]></description>
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				<pubDate><![CDATA[Tue, 19 Dec 2006 08:48:15]]> GMT</pubDate>
				<author><![CDATA[ torgoch]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ What about Mech Eldar and Tau? With my Eldar, it's usually a hard choice to either go first and risk pen hits or get last turn to grab objectives.]]></description>
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				<pubDate><![CDATA[Tue, 19 Dec 2006 22:51:49]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ when you play with raiders you do have the tendancy to learn how to hug terrain and use movement to your advantage. The Importance of first turn varies by how much terrain you got or by what the mission is. Some armies I think are too hungup on the 1st turn and sure night fighting can help but also Tau as I remember have a nifty little wargear known as blacksun filter. Most Armies have some form of nightfight wargear unless your eldar or Dark Eldar. ]]></description>
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				<pubDate><![CDATA[Wed, 20 Dec 2006 02:07:01]]> GMT</pubDate>
				<author><![CDATA[ thehod]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[  Yeah it   really sucks  for  night   fight with  Dark eldar. If you have have a   heavy Dakka dakka Army like mine  I have to  move up out of  cover. But I do  enjoy  those Night shiled on  raiders and  ravagers when  i have extra points. It just how  you   use terrian and  how well you can hide  your army first turn.]]></description>
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				<pubDate><![CDATA[Wed, 20 Dec 2006 03:45:44]]> GMT</pubDate>
				<author><![CDATA[ Kultofthebonedragons]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <p><div   >I've been looking at ways without altering game mechanics to try and minimize the 'must go first or probably lose' effect <span class="glossaryitem" onmouseover='gp(3);'>40K</span> seems to have (it may be real or imagined, but folks believe it). Has anyone come up with something that works and is fair for all the various armies involved </div  ><br />  <br />  We tried using the <span class="glossaryitem" onmouseover='gp(86);'>LoTR</span> turn mechanics in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br />  <br />  Roll priority.<br />  Player A move, Player B moves.<br />  Player A shoots, Player B shoots.<br />  Player A assault moves, Player B assault moves<br />  Combat done all at once in the order chosen by the player who won priority that turn. <br />  <br />  That's the overly simplified version. But all in all it was fun.</p>  <p>You did say &quot;without altering&quot; and that IS altering. You still get your &quot;Phases&quot; and it effectively gets rid of &quot;FTS&quot; </p>]]></description>
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				<pubDate><![CDATA[Wed, 20 Dec 2006 04:27:29]]> GMT</pubDate>
				<author><![CDATA[ DaIronGob]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <p><div   > Tau as I remember have a nifty little wargear known as blacksun filter.</div  ></p>  <p>even niftier is tau smart missle systems which ignore nightfighting rules all together.  &gt;<img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> </p>]]></description>
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				<pubDate><![CDATA[Wed, 20 Dec 2006 15:18:04]]> GMT</pubDate>
				<author><![CDATA[ mughi3]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Or just play a proper game like Epic  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 01:27:53]]> GMT</pubDate>
				<author><![CDATA[ torgoch]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ DaIronGob inspired me!<br />  <br />  I actually tried playing a skirmish (about 500 pts per site) doing a priority system.  Oddly enough (or maybe sadly enough!!!), it ran just as smoothly as a regular <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game!&nbsp; <br />  <br />  Turn-<br />  Priority (strategy dice)<br />  <br />  -Player 1-Move, shoot and charge (if in range) one unit<br />  -Player 2-Move, shoot and charge (if in range) one unit<br />  <br />  -No more units...Assault phase<br />  &nbsp;&nbsp;&nbsp;&nbsp; Resolve combats.&nbsp; Yes, this means that there are more than&nbsp; a&nbsp;&nbsp; &nbsp; &nbsp;&nbsp; few combats where both sides charged. <br />  &nbsp;&nbsp;&nbsp; <span  > Combat done all at once in the order chosen by the player who&nbsp;&nbsp; won priority that turn. </span><br />  <br />  <br />  <span  ></span>]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 02:13:57]]> GMT</pubDate>
				<author><![CDATA[ ninjajuicer]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ The part that really gets the juices flowing using the priority system is the fact that there will eventually be more than one unit getting a charge bonus in the same combat.<br><br>]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 04:48:09]]> GMT</pubDate>
				<author><![CDATA[ DaIronGob]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By torgoch  on  12/19/2006 1:48 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  With the right 25% of scenery the game tends to give a 2nd turn advantage, as this gives the 2nd player the ability to seize objectives with no response. Even seek and destroy offers significant advantages to the 2nd turn player, for certain factions anyway - so long as you can hide for the first turn. That said, there are some exceptions, such as nids, for example, although certain nid builds benefit from playing the 'long duree'.<br />  <br />  <br />  <br />  </div></blockquote>  <br />  <br />  I tend to agree, even when I am playing Tau where I would benefit from moving over 6&quot;/glance rule I prefer to take 2nd turn. It is mostly the advantage of going last (on turn 6) that I am after.]]></description>
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				<pubDate><![CDATA[Thu, 21 Dec 2006 06:06:17]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ In almost every game I play I can't help but bring up how flawed the &quot;you go, I go&quot; method is. I've never understood why <span class="glossaryitem" onmouseover='gp(50);'>GW</span> still clings to this method when almost every other miniature war game uses much better systems. At the very least going unit by unit should be considered. Being able to move, fire, and assault an entire force without ANY fear is kind of silly. The only thing I can say though on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s behalf is that a game of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> goes much faster than it did back in the good old days. It also goes much faster than a game with similar sized forces in other game systems that use more popular turn methods like unit by unit, weighted, random, or action points. Getting through a game quickly is a definite advantage. If the game changed tomorrow the first thing we would probably see is people complaining about it taking twice as long to play now or something.<br />  <br />  Aetherverse's &quot;weighted method&quot; is my favorite by the way.]]></description>
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				<pubDate><![CDATA[Fri, 22 Dec 2006 07:13:36]]> GMT</pubDate>
				<author><![CDATA[ Glaive Company CO]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Plenty of other games still use the "You go, I go" method (Flames of War immediately springs to mind and I know there are many, many others). While not necessarily realistic, it has the huge benefit of streamlining the basic rules and simplifying what is going on the tabletop. That is, you don't have to keep track of each unit's initiative value, which unit already moved, fired and/or assaulted and those that haven't, and so on so forth. <br><br>That said, my favorite ruleset of all time is Command Decision III, in which everything is done simultaneously and uses concealed order chits to determine what (if anything) the unit does. It sounds complicated, but in practice, it is quite simple and elegant. <br><br>Without going in to too much detail, there are four phases per turn: Movement/Opportunity Fire, General Fire, Command and Morale. Before the game there is a free command phase where every command stand (or self ordering stand) gets to place an order chit beside it or (if a command stand) beside any unit under it's chain of command and in radio/telephone contact or within visible distance. The order chits are concealed, either being one sided and placed face down or with a cover piece, and when revealed in the first step of the Movement phase, the unit must follow that order. <br><br>This is but the tip of the iceberg, but as I said, in practice it is really elegant. ]]></description>
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				<pubDate><![CDATA[Fri, 22 Dec 2006 09:47:07]]> GMT</pubDate>
				<author><![CDATA[ nyarlathotep667]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ With your comments in mind, I played a couple games yesterday. We both had mechanized armies (Eldar and Tau) so getting shot up first turn could be disasterous. I ensured we played with a decent amount of terrain with mostly Size 3 Area terrain (<span class="glossaryitem" onmouseover='gp(21);'>CoD</span> buildings). <br><br>Game 1 my opponent took first turn and really did not do much ( I got win by extra <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> w/ Gamma Cleanse by last turn moves)<br>Game 2 I took first turn and dropped 2 Devilfish (Tau ended up winning by getting last move w/ Alpha Recon)<br><br>Lessons learned is ideally we (mech Eldar and Tau) want decent amounts of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain to hide behind and then be able to go 2nd.]]></description>
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				<pubDate><![CDATA[Sun, 24 Dec 2006 01:13:12]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Glad to hear you had a couple of fun games.<br><br>With lots of terrain and objectives, fast-moving armies often find it advantageous to go second.  The more <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking terrain, generally the better it is for Eldar (unless maybe you?re up against Tyranids).  The art of table setup lies in making an attractive battlefield which allows maneuver to be important to the game without making the result a foregone conclusion.]]></description>
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				<pubDate><![CDATA[Sun, 24 Dec 2006 01:28:20]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ The 'last turn objective grab' is something I dislike about <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  It really detracts from whatever 'realism' the game has.  I realize that it is somewhat of a sop for not getting the first turn of shooty death.  However, as it has been pointed out, decent amounts of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> - blocking terrain can help ameliorate that problem.<br><br>If every game were random game length, it would be much better - you'd never know if you were going to get shot/assaulted off of that objective.<br><br>]]></description>
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				<pubDate><![CDATA[Sun, 24 Dec 2006 17:01:03]]> GMT</pubDate>
				<author><![CDATA[ Strangelooper]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <p>Random game length is cool for that factor.<br />  <br />  Note that it's not a <span class="glossaryitem" onmouseover='gp(3);'>40k</span>-specific problem. Pretty much every other you go/I go game has the exact same issue; even if you don't have a set turn length, a fixed time limit (as in tournament games) can have the same effect. Warmachine tends to demonstrate it when the player up last can make moves and attacks for a last-turn <span class="glossaryitem" onmouseover='gp(140);'>VP</span> grab which would leave them terribly exposed if there was another turn.</p>  <p>Of course, even in alternating unit activation this comes up, just on a smaller scale.&nbsp; Any competitive chess player will tell you that White moving first is a big advantage.</p>]]></description>
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				<pubDate><![CDATA[Mon, 25 Dec 2006 03:46:37]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Sarigar on 12/24/2006 6:13 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  With your comments in mind, I played a couple games yesterday. We both had mechanized armies (Eldar and Tau) so getting shot up first turn could be disasterous. I ensured we played with a decent amount of terrain with mostly Size 3 Area terrain (<span class="glossaryitem" onmouseover='gp(21);'>CoD</span> buildings). <br />  <br />  Game 1 my opponent took first turn and really did not do much ( I got win by extra <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> w/ Gamma Cleanse by last turn moves)<br />  Game 2 I took first turn and dropped 2 Devilfish (Tau ended up winning by getting last move w/ Alpha Recon)<br />  <br />  Lessons learned is ideally we (mech Eldar and Tau) want decent amounts of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain to hide behind and then be able to go 2nd.</div></blockquote>  <p><br />  <br />  i totally disagree, but then i have a non standard tau force-i run it as a tank company</p>  <p>&nbsp;</p>  <p>i always want fisrt turn, i like S3 area terrain as much as the next guy, but i want to stay moving with 3 hammerheads and 5 fishon the table. i try to hide as much as possible just in case i don't go first but even then if my opponant has say a basilisk etc...my skimmers could take penning hits even hidden. with my 12&quot; move in turn 1 i am going to hit something even if it is hidden thanks to the smart missle system. my shortest effective range is my burst cannon with the effective range of 30&quot;&nbsp; when combined with my move. </p>]]></description>
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				<pubDate><![CDATA[Mon, 25 Dec 2006 08:55:29]]> GMT</pubDate>
				<author><![CDATA[ mughi3]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ I agree the first turn is risky with lots of skimmers/vehicles. I had 8 vehicles and the Tau player had 10. With the terrain set up as it was, it ended up not getting screwed if you didn't go first. We were able to hide enough to minimize getting pummelled. But, whoever went last was able to get their last push for objectives (table quarters/enemy deployment zone in this case). Shooting  first was not a big issue.<br><br>But, your point is exactly my observation when I first posted this. It seems terrain is hugely dependent whether a person wants/needs to go first. I think in tourneys is where I probably will see this as more of an issue. I've got a tourney on the 13th of January. I'll post up my observations again afterwards.]]></description>
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				<pubDate><![CDATA[Mon, 25 Dec 2006 23:36:11]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mannahnin  on  12/25/2006 8:46 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <p> <br />  Note that it's not a <span class="glossaryitem" onmouseover='gp(3);'>40k</span>-specific problem. Pretty much every other you go/I go game has the exact same issue; even if you don't have a set turn length, a fixed time limit (as in tournament games) can have the same effect. Warmachine tends to demonstrate it when the player up last can make moves and attacks for a last-turn <span class="glossaryitem" onmouseover='gp(140);'>VP</span> grab which would leave them terribly exposed if there was another turn.</p>  </div></blockquote>  <br />  <br />  My wife got 'clue' for our family for christmas, funny thing is that I was sitting there thinking how much turn order matters in that game... I bit my tongue and didn't bother saying anything, lest my in-laws or wife would think I was a clue powergamer...]]></description>
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				<pubDate><![CDATA[Thu, 28 Dec 2006 01:55:51]]> GMT</pubDate>
				<author><![CDATA[ happypants]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By happypants on 12/28/2006 6:55 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By Mannahnin on 12/25/2006 8:46 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <p><br />  Note that it's not a <span class="glossaryitem" onmouseover='gp(3);'>40k</span>-specific problem. Pretty much every other you go/I go game has the exact same issue; even if you don't have a set turn length, a fixed time limit (as in tournament games) can have the same effect. Warmachine tends to demonstrate it when the player up last can make moves and attacks for a last-turn <span class="glossaryitem" onmouseover='gp(140);'>VP</span> grab which would leave them terribly exposed if there was another turn.</p>  </div></blockquote>  <br />  <br />  My wife got 'clue' for our family for christmas, funny thing is that I was sitting there thinking how much turn order matters in that game... I bit my tongue and didn't bother saying anything, lest my in-laws or wife would think I was a clue powergamer...</div></blockquote>  <p>That's awesome.&nbsp; I was thinking about it in Cathedral last night.&nbsp; </p>  <p>I have a friend who doesn't play <span class="glossaryitem" onmouseover='gp(3);'>40k</span> anymore who used to be just about the best player in the area.&nbsp; He and I would often go head to head in epic games during the leagues or the league finals.&nbsp; We had a game of his Tyranids vs my Eldar in 3rd edition (probably 1750pts or so) which went for about five hours.&nbsp; We took almost an hour just deploying.&nbsp; These were the most chess-like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> games I ever played.&nbsp; Skill and planning were everything.&nbsp; Not coincidentally, he&nbsp;had also been&nbsp;a tournament&nbsp;chess player.&nbsp; He often referred to who had the &quot;tempo&quot; in the game, meaning the initiative- forcing your opponent to react to your moves.&nbsp; In chess, White starts with the tempo and part of Black's challenge is stealing it.&nbsp; <br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 28 Dec 2006 05:59:33]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ Like some are saying I think more terrain is the way to go.. lots of terrain = lots of fun .. it's really just a problem in fantasy when you have to move blocks and wheel and stuff. Usually in either game though, I tend to let the other guy go first unless I really feel I need to / can do a lot of damage right in the beginning. I like to see what they do and try to get a feel for what their strategy is gonna be.]]></description>
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				<pubDate><![CDATA[Thu, 28 Dec 2006 08:52:13]]> GMT</pubDate>
				<author><![CDATA[ Necros]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By happypants on 12/28/2006 6:55 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  My wife got 'clue' for our family for christmas, funny thing is that I was sitting there thinking how much turn order matters in that game... <br />  <br />  </div></blockquote>  <p>&nbsp;</p>  <p>My wife just read this, and said, &quot;hrm, he's right... wait, does that make me a powergamer too?&quot;</p>]]></description>
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				<pubDate><![CDATA[Thu, 28 Dec 2006 10:31:55]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ @ Necros lots of terrain favours assualty armies, lack of terrain goes well for shooty armies.  Most boards at tournies have less than the guidline of 25% terrain.  I have been to tournies where one board had 1 sets of trees on each side and that was all.  I prefer more terrain.]]></description>
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				<pubDate><![CDATA[Fri, 29 Dec 2006 05:19:58]]> GMT</pubDate>
				<author><![CDATA[ beef]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ At Atlanta GamesDay this past year, I played in their <span class="glossaryitem" onmouseover='gp(238);'>RTT</span> where there was literally that little terrain as well.  In all the tourneys I've ever played, that was the worst offender for the smallest amount of terrain for a table.<br><br>]]></description>
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				<pubDate><![CDATA[Fri, 29 Dec 2006 08:51:35]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ I think they save the better terrain for the better players on the top tables.]]></description>
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				<pubDate><![CDATA[Fri, 29 Dec 2006 11:05:26]]> GMT</pubDate>
				<author><![CDATA[ beef]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ "Never ascribe to malice what can be adequately explained by stupidity"<br><br>If most tournies you go to have that little terrain, you're just playing at bad tournies.  Plain and simple.]]></description>
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				<pubDate><![CDATA[Fri, 29 Dec 2006 13:59:57]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By beef on 12/29/2006 4:05 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I think they save the better terrain for the better players on the top tables.</div></blockquote>  <p><br />  <br />  all <span class="glossaryitem" onmouseover='gp(48);'>GTs</span> as far as i know(and have experienced)&nbsp;have very little terrain for a very simple reason. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has to transport it all and set it up. since it is not at thier own facility. you try to image bringing 25% terrain for 100+ 48&quot; X72&quot; tables</p>  <p>al the <span class="glossaryitem" onmouseover='gp(741);'>RTTs</span> i have played alt have been at dedicated gaming stores who have tons of terrain sitting arounf&nbsp;and even predesigned tables so finding 25% terrain there is a cinch. </p>]]></description>
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				<pubDate><![CDATA[Fri, 29 Dec 2006 14:14:29]]> GMT</pubDate>
				<author><![CDATA[ mughi3]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By mughi3 on 12/29/2006 7:14 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  all <span class="glossaryitem" onmouseover='gp(48);'>GTs</span> as far as i know(and have experienced)&nbsp;have very little terrain for a very simple reason. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has to transport it all and set it up. since it is not at thier own facility. you try to image bringing 25% terrain for 100+ 48&quot; X72&quot; tables</div></blockquote>  <p>This is part of why the US <span class="glossaryitem" onmouseover='gp(48);'>GTs</span> were expensive.&nbsp; They literally had more than a hundred 4x6 hard-surfaced tables and enough terrain pieces to get fairly close to 25% coverage.&nbsp; It was a bit less, but when the tables and terrain were built, it was still 3rd edition.&nbsp; They also hauled around a few Games Day tables.&nbsp; All of it got packed into trucks and driven hundreds (thousands?&nbsp; Did they use the same tables in Chicago or LA?) of miles.</p>  <p>&nbsp;</p>  <blockquote class="uncited"><div>Posted By mughi3 on 12/29/2006 7:14 <span class="glossaryitem" onmouseover='gp(634);'>PM</span>  <p>al the <span class="glossaryitem" onmouseover='gp(741);'>RTTs</span> i have played alt have been at dedicated gaming stores who have tons of terrain sitting arounf&nbsp;and even predesigned tables so finding 25% terrain there is a cinch. </p>  </div></blockquote>  <p>Likewise here.&nbsp; I've heard of some of the Indy events and some of the local Games Day tournaments having too little, because they have a high attendance&nbsp;and don't have the resources of the <span class="glossaryitem" onmouseover='gp(48);'>GTs</span>.&nbsp; That&nbsp;said, many&nbsp;do nowadays put a ton of effort and money into them.&nbsp; The tables at&nbsp;The Colonial <span class="glossaryitem" onmouseover='gp(48);'>GT</span> last year are all Gale Force Nine originals that they actually produce professionally for sale.&nbsp; Really gorgeous. </p>  <p><a target=_blank href="http://www.gf9.com/terrain/albums/album21/forest_01_600x400.jpg">http://www.gf9.com/terrain/albums/album21/forest_01_600x400.jpg</a></p>  <p><a target=_blank href="http://www.gf9.com/terrain/albums/album25/rocky_waste_01_600x450.jpg">http://www.gf9.com/terrain/albums/album25/rocky_waste_01_600x450.jpg</a></p>  <p>Those are two of the four or five standard types they had at The Colonial, though they used about a third to a quarter of that much terrain for Warhammer. <br />  <br />  Adepticon has had issues in the past, partially due to having really massive attendance.&nbsp; They're putting in a heroic effort for 2007, though.</p>  <p><a target=_blank href="http://adepticon.org/modules.php?name=Terrain">http://adepticon.org/modules.php?name=Terrain</a><br />  </p>]]></description>
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				<pubDate><![CDATA[Fri, 29 Dec 2006 15:02:32]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ the first table was great, the second I doubt filled the 25% quota, hardly any cover.  Fair enough its a "barren world" but thats to easy a getout clause.]]></description>
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				<pubDate><![CDATA[Sat, 30 Dec 2006 00:36:03]]> GMT</pubDate>
				<author><![CDATA[ beef]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[  Just a  since of a  feel here how many players have  destroyed at least 25% of   your  emeny on the first  turn or vise   you had  over  25% of  your army destroyed or not function  in first  turn???<br> I know  have  laid waste too many  players with my   dark eldar first turn were they had  to sit there and  take a beating , same goes with me too I had to  endure a   few games where were i lost all my  raiders, ravagers and  half my  warriors  first turn. But thats all about the  game . Im done ranting now]]></description>
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				<pubDate><![CDATA[Sat, 30 Dec 2006 06:38:30]]> GMT</pubDate>
				<author><![CDATA[ Kultofthebonedragons]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By beef on 12/30/2006 5:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  the first table was great, the second I doubt filled the 25% quota, hardly any cover. Fair enough its a &quot;barren world&quot; but thats to easy a getout clause.</div></blockquote>  <p><br />  <font size="2">Actually not the case.</font></p>  <p  ><span >It&rsquo;s tough to see in that pic, but there are five bases of movable rocks there&nbsp;that are usually played as size 3 area terrain, five hilly rock formations, and five pools of water.<span >&nbsp; </span>The way they&rsquo;ve arranged that table it doesn&rsquo;t look like as much, because a lot of the pieces are near the edges.<span >&nbsp; </span>The hills and area terrain bases are all movable, but they&rsquo;re so well made that the hills and the rocks on the area terrain bases look like they&rsquo;re molded on.  </span></p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Sat, 30 Dec 2006 06:40:39]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ ok fair enough, the pic was not to clear.]]></description>
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				<pubDate><![CDATA[Sun, 31 Dec 2006 22:14:55]]> GMT</pubDate>
				<author><![CDATA[ beef]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ In late 2nd edition days, we became so disenchanted with the game mechanics of not only wanting to go first, but also the overwatch stalemates and hide-athons that went on, that we developed an alternate turn sequence that worked brilliantly. It went through testing nicely and was about to be submitted to Citadel journal when 3rd Edition rolled into view...<br />  <br />  For one thing in this edition, I think all vehicles that start the game on the board should count as having moved 6&quot; in their 'previous turn' - that removes one disadvantage to going second for their owners that I think is currently unreasonable.]]></description>
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				<pubDate><![CDATA[Tue, 2 Jan 2007 11:37:23]]> GMT</pubDate>
				<author><![CDATA[ Tribune]]></author>
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				<title>RE: Dreaded first turn...</title>
				<description><![CDATA[ When I lived in California, this was how the local shop ruled as well. It wasn't game breaking in my opinion and I was typically the recepient of the Wave Serpent Swordwind armies.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/127068/131187.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/127068/131187.page</link>
				<pubDate><![CDATA[Tue, 2 Jan 2007 23:50:58]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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