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		<title><![CDATA[Latest posts for the thread "Drop Pod Assault"]]></title>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ Ok The codex <span class="glossaryitem" onmouseover='gp(124);'>SW</span> says the whole army has to enter in Drop Pods or none can. I vaguely remember, though, there being a rule where you need to have at least one model on the table for the game to start. Is that still a rule or ?<br /> <br /> The <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> says to use the Codex <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list for what can go in a drop pod. Basicaly I'm askin for how that would work, if I wanted to use Drop Pod Assault. I know I'm not clear here. ]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 03:31:25]]> GMT</pubDate>
				<author><![CDATA[ TimberWolf5871]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ <blockquote><div><cite>TimberWolf5871 wrote:</cite>I vaguely remember, though, there being a rule where you need to have at least one model on the table for the game to start.</div></blockquote><br /> No such rule exists, at least not in third or fourth editions.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 04:19:55]]> GMT</pubDate>
				<author><![CDATA[ Ghaz]]></author>
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				<title>Re:Drop Pod Assault</title>
				<description><![CDATA[ So for a drop pod assault, I basically lose a turn completely, correct?]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 04:26:13]]> GMT</pubDate>
				<author><![CDATA[ TimberWolf5871]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ You lose one turn minimum.  If you roll poorly on your reserve rolls it is entirely possible to not have a unit on the table until the latter half of the game.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 05:37:41]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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				<title>Re:Drop Pod Assault</title>
				<description><![CDATA[ That thought is simultaneously frightening and hilarious. I'm doin it next game.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 05:38:51]]> GMT</pubDate>
				<author><![CDATA[ TimberWolf5871]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ The first turn you "lose" is also pretty much "lost" by your enemy, who has nothing to shoot at.<br /> <br /> Drop Pod armies are nothing new. Expect to lose your first couple of games, realise what you're supposed to do, then win every game after that until your opponents wise up to how it works (assuming they've never seen a Pod army before as of now). Or until you meet mech Eldar.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 10:01:41]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>Re:Drop Pod Assault</title>
				<description><![CDATA[ Been playing against imp guard lately. I hate when Leman Russes arent on my side. But I've faced down Eldar Mecha before. Came off on the lower half, but I gave as good as I got just about. ]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 10:07:41]]> GMT</pubDate>
				<author><![CDATA[ TimberWolf5871]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ It can be a blast to play and all-deep strike/drop pod army and make your opponent go first. He spends two turns shuffling units around with no idea where you're coming in or anything. Course, on the flip side, he does get to position those units for the best fire lanes, <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, etc. ]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 13:19:06]]> GMT</pubDate>
				<author><![CDATA[ don_mondo]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ I'm building an all deepstrike marine force at mo so am very interested in what people think about these.<br /> <br /> I was a bit confused tho, which rules should I use? <span class="glossaryitem" onmouseover='gp(60);'>IA</span> or Codex:Space Marines as they have very different drop pod rules.<br /> <br /> I'll have <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, dread and <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads in drop pods and termies teleporting. I have 3 assualt squads who can deep stike with the jump packs.<br /> <br /> Will this work? I dont mind not having an all conquering army but I dont wanna get mullered every time.<br /> <br /> Also have I missed any particular rule that says I cant do this?<br /> <br /> Cheers]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 13:52:07]]> GMT</pubDate>
				<author><![CDATA[ sleazy]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ <blockquote><div><cite>sleazy wrote:</cite>I'm building an all deepstrike marine force at mo so am very interested in what people think about these.<br /> <br /> I was a bit confused tho, which rules should I use? <span class="glossaryitem" onmouseover='gp(60);'>IA</span> or Codex:Space Marines as they have very different drop pod rules.<br /> <br /> I'll have <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, dread and <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads in drop pods and termies teleporting. I have 3 assualt squads who can deep stike with the jump packs.<br /> <br /> Will this work? I dont mind not having an all conquering army but I dont wanna get mullered every time.<br /> <br /> Also have I missed any particular rule that says I cant do this?<br /> <br /> Cheers</div></blockquote><br /> <br /> You would probably get more acceptance using the standard Marine Drop pod rules. If you're going to use <span class="glossaryitem" onmouseover='gp(60);'>IA</span>, I'd clear it ahead of time to avoid confusion. <br /> <br /> Playing all-deep strike can always be hit or miss, given reserve rolls, scatter, etc. I've had units never show up (Yes, I managed to roll a 1 for turns 4, 5, and 6!!). Also, if you play scenarios other than the ones in the rulebook, you might wind up in games where your Assault Troops can't Deep Strike and start on the table all by their lonesome. But all in all, looks like fun. Just beware the Jabberwock, my son, or in this case, the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> Inquisitor with Mystics.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 14:53:16]]> GMT</pubDate>
				<author><![CDATA[ don_mondo]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ In 5th Edition, Reserves automatically enter play after a certain amount of turns. 4, I think.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 15:01:29]]> GMT</pubDate>
				<author><![CDATA[ MinMax]]></author>
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				<title>Drop Pod Assault</title>
				<description><![CDATA[ The 5th platyest PDF had reserves auto entering on turn 5 as in fantasy.  As far as drop pod armies they are extremely hit and miss (as has been said).  I've played mine twice recently and had extreme luck in getting the entire army on the board at once on turn 2.  That is really when it becomes effective because you can saturate an area with tactical squads and rapid fire pretty much everything to death.<br /> <br /> For rules, use the ones in the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex.  Not only are they standard rules not requiring permission in standard missions, but the drop pod rules in <span class="glossaryitem" onmouseover='gp(60);'>IA</span> suck something horrible.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2008 17:58:23]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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