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		<title><![CDATA[Latest posts for the thread "imperial fists (dark angels) 1750"]]></title>
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				<title>imperial fists (dark angels) 1750</title>
				<description><![CDATA[ Interrogator chaplain-165<br /> Jump pack, power fist,<br /> <br /> Inquisitor lord-96<br /> Inquisitor lord with psycannon,  targeter, psychic hood. <br /> <br /> Callidus assasin-120<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad-225<br /> 10 marines, 7 with bolters, sergeant with power fist, plasma gun, lascannon<br /> Razorback-80<br /> twin linked lascannons<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad-225<br /> 10 marines, 7 with bolters, sergeant with power fist, plasma gun, lascannon<br /> Razorback-80<br /> twin linked lascannons<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad-225<br /> 10 marines, 7 with bolters, sergeant with power fist, plasma gun, lascannon<br /> <br /> Land speeder-100<br /> Heavy bolter, assault cannon.<br /> <br /> Vindicator-145<br /> dozer blade, extra armor.<br /> <br /> Vindicator-145<br /> dozer blade, extra armor.<br /> <br /> Vindicator-145<br /> dozer blade, extra armor.<br /> <br /> Fairly straight forward list. I plan on keeping the vindicators in terrain until i can move forward and start bombardment, so they have dozer blades. The land speeder is there to harass peoples armies and pick on stragglers. The <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are fairly straightforward in their use. The razorbacks give me some extra anti tank since i see alot of armor. And they can be used to move combat squads forward to take objectives and such. The inquisitor lord gives me some extra shootyness, along with screwing with psychic heavy armies like chaos and eldar. And the chaplain will terrain hop until turn 2, in which case ill use him and the callidus to maim a flank.]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 10:16:35]]> GMT</pubDate>
				<author><![CDATA[ Eidolon]]></author>
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				<title>imperial fists (dark angels) 1750</title>
				<description><![CDATA[ If you bring the Inquisitor lord, you gotta give him a retinue.  <br /> <br /> I don't know what the dark angel rules are for transports, but is a 7 man squad allowed to take a transport they can't all fit in?  <br /> <br /> You may be happier using Codex Space marines. For instance, that speeder will only cost you 80 points.]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 12:29:45]]> GMT</pubDate>
				<author><![CDATA[ lifeafter]]></author>
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				<title>imperial fists (dark angels) 1750</title>
				<description><![CDATA[ Erm, call me stupid but <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marines in <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex have to be either 5 or 10 man squads, you can't use 7 man ones, or do you mean 7 bolter marines and everything after to make ten man ones?<br /> <br /> In which case who's going in the razorBacks after splitting them down?]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 16:22:18]]> GMT</pubDate>
				<author><![CDATA[ Storm Lord]]></author>
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				<title>imperial fists (dark angels) 1750</title>
				<description><![CDATA[ Yes, he has 7 bolters then 3 "specialists".  And also yes, with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex you can buy Razorbacks for 10 man squads as they'll fit once you combat squad them.<br /> <br /> As to the list, it seems light on grunts, I'd drop the Inquisitor and Callidus in favor of another Tactical Squad.<br /> <br /> Ozymandias, King of Kings]]></description>
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				<pubDate><![CDATA[Thu, 8 May 2008 23:57:03]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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