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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ Space Marines @2500 points<br /> <br /> Master w/ term. armor, pair of lightning claws, teleport homer<br /> <br /> Term 3x5 w/ assault cannon x2, chainfist, storm bolters & powerfists<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> 6x10 w/ lascannon, bolters<br /> <br /> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> 3x10 w/ heavy bolter x4, bolters<br /> <br /> <br /> <br /> 100+ marines should have enough staying power &  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> <br /> <br /> I prefer and have played enough with shooty armies to be tactically competent  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  <br /> This list is more static then my mech lists, but I play to the extremes (either footslogger or all mech).  I'm in the middle of painting 100+ marines so I want to try them out.  <br /> I played a similar list in the last Ard Boyz and it hit hard  <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"> but played  <img src="/s/i/a/1283123f8f457630e6d6e616f324c2d6.gif" border="0"><br /> Can it compete in the Ard Boyz environment under 5th ed. or would I be better served playing with 3+ Land Raiders? ]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 15:28:44]]> GMT</pubDate>
				<author><![CDATA[ dornsfist]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ Power armor spam is good I hear.  It would have a tough time vs my list... but thats because I have alot of armor you  couldn't hurt reliably.<br /> <br /> Can you take cyclone missiles on the termis? I don't have a marine army but I think the cyclone missiles are a better option from playing against them.  ]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 15:30:40]]> GMT</pubDate>
				<author><![CDATA[ frgsinwntr]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ You have nowhere near the number of heavy weapons you need, nor the mobility to really contest objectives.<br /> <br /> You may be able to win a kill point scenario on some lucky lascannon/assault cannon shots and the fact that you have 10 man squads.<br /> <br /> I don't see you winning the objective scenarios, however, since your opponent can stay out of range for a few turns and then make a mad dash for the objectives.  You can't reliably kill vehicles nor monstrous creatures with shooting, and they will contest the objectives that you try and hold.]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 19:34:29]]> GMT</pubDate>
				<author><![CDATA[ Daydream]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ like it, but might want to sort out the <span class="glossaryitem" onmouseover='gp(29);'>dev</span>'s, could work better with atleast a lascannon or 2 in em, or even a plasma cannon, that way you keep the troop killing power and it can wreck a tank.]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 20:42:21]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ "I LIKE <span class="glossaryitem" onmouseover='gp(484);'>IT</span>"]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 21:16:33]]> GMT</pubDate>
				<author><![CDATA[ Xav]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ you might want a few more template weapons but other then that it could be tough]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 21:40:53]]> GMT</pubDate>
				<author><![CDATA[ Deathmachine]]></author>
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				<title>Re:Ard Boyz competitive?</title>
				<description><![CDATA[ Personally I would look at trying to keep range with range. Drop the assault cannon and add on Cyclone missle launchers. That way your not having to move up towards the enemy. It also allows you to move and fire 48" heavy weapon with the termies. <br /> <br /> <br /> If you want to rebuild the list look at a techmarines and or two of them in the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads with four krak. This will allow you to punish <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> as you will be hitting at least three to four krak a turn from each unit plus bolter fire. I myself run one squad and have np dropping one a turn with ease.<br /> <br /> Counter attack is a much needed item in a foot army. Your going to need something that can one reach and two assist in the kill of the unit that made it to your lines. ]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 23:26:54]]> GMT</pubDate>
				<author><![CDATA[ Tarval]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ @Deathmachine<br /> I was tinkering with the idea of going with 3 whirlwinds and 9 attack bikes instead of the 3 <span class="glossaryitem" onmouseover='gp(29);'>devs</span> to get some indirect templates.<br /> <br /> @Daydream<br /> Not really following your logic on the kill point mission.  I actually thought that would be the easiest for this set-up to compete for the simple fact of 10 man marine squads you mentioned.  I conceded the static nature of the gunline, but don't you think 15 terminators footslogging/deepstriking can contest at least one objective?  <br /> <br /> Mobility and counter-attack (besides the termies) is lacking here, perhaps dropping some termie squads, giving the Master some command termies, using some infiltrating veteran squads with plasma/combi-plasma might do the trick.  Let me fool around with army builder to work in the attack bikes and vets.  I just didn't want to reduce the model count, I feel that 100+ marines are tough in and of itself.  Thanks for the feedback.]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 23:36:15]]> GMT</pubDate>
				<author><![CDATA[ dornsfist]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ i think my nid army would have serious problems against your list, im used to throwing 100's of gaunts at someone and watching them die, but with the ammount of marines you have, could be a serious threat.]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 23:38:13]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:Ard Boyz competitive?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Your call here. <br /> <br /> Elite,<br /> <br /> 2x Techmarine reroll and auspex<br /> <br /> Troops<br /> <br /> 6x tactical squads with ten men, lascannon, plasma gun.<br /> <br /> Fast Attack<br /> <br /> Assault squad, Power fist, 2x flamers<br /> <br /> Assault Squad, Power weapon, melta bombs, 2xflamers<br /> <br /> Heavy support<br /> <br /> 2x <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad, 4x Missile launchers<br /> <br /> <br /> You could do tank hunter option for your tactical squads. This would help all around as your bolters will now be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 vs Armour. I would also look at the infiltrate skill so that you can thin out your rank some with out putting to many bodies on your side. <br /> <br /> As far as the termies go, its the high <span class="glossaryitem" onmouseover='gp(123);'>STR</span> that is going to get you not the <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.  I have found that if you run the same armour it gives the enemy a hell of a lot more problems. You take away and limit roles of said enemy units. <br /> <br /> Best of luck. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2008 01:54:27]]> GMT</pubDate>
				<author><![CDATA[ Tarval]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ Since you're playing marine heavy, and specifically gunline, how about changing up the Elites from termies to more <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> using Honor your Wargear?  Give them missile launchers and tank hunters, that would definitely help add long-range firepower.]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2008 10:16:44]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ I think your success would depend on deployment.  Anyone with any assaulty elements is going to go to town on you once they hit.  I know most assault armies are going to be in your face on turn 2.  If they go first popping a rhino rush isn't going to make a difference as they deploy, move and assault unless you are on the back 6" of your table edge.  Whiche gives you one more turn of shooting, but almost guarantees any broken squad is lost since it will run off the board.<br /> <br /> No fists in your squads means that you really are just relying on your armor saves to win the fight.  Against chaos, nids, marine assault armies like <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, etc. this just won't happen.<br /> <br /> I think your list is quite fluffy (I remember someone brought a whole comapny of exaclty 100 marines to the last ard boys in my local store.  But they kept the company structure and had 6 <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, 2 <span class="glossaryitem" onmouseover='gp(29);'>dev</span>, 2 assault.  I think they did ok, but not great) but it is really lacking in mobility and being a static gunline opens you to all of the outflanking that is going on in 5th edition.  I think the main problem is that you will find it more difficult to concentrate fire with that many bodies on the board.  They jsut get in the way of each other and you usually only end up being able to fire one or two units at a target.<br /> <br /> <br /> I'm not really trying to convince you to change your mind, just want to point out the challenges I think you will face with an army like that.  Either way, good luck and that many maries is always interesting to see.  I know I will be hitting the table with about 70 chaos marines, 3 <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, 5 rhinos and 4 oblits. <br /> <br /> Meph]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2008 21:48:36]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ This list depends on two rounds of quality shooting.  If I cannot get at least that, I agree it's over.  Since I'm not using the new codex format (yet), I knocked down all of the squads to 8-strong.  I included 2 vet suquads with plasma, combi-plasma and infiltrate, 6 attack bikes with heavy bolters and changed one of the <span class="glossaryitem" onmouseover='gp(29);'>devs</span> to missile launchers.<br /> <br /> Anyone have advice on the infiltrating vets?  I was going to go with meltas, but I thought that rapid-firing plasma would be enough on most rear/side armor and can double as a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> heavy weapon squad killer.]]></description>
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				<pubDate><![CDATA[Wed, 27 Aug 2008 17:47:51]]> GMT</pubDate>
				<author><![CDATA[ dornsfist]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ i would try to give 2 of those attack bikes multimeltas other then that looks good to me for the most part]]></description>
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				<pubDate><![CDATA[Thu, 28 Aug 2008 17:53:05]]> GMT</pubDate>
				<author><![CDATA[ Deathmachine]]></author>
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				<title>100+ marines </title>
				<description><![CDATA[ I played against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and the infiltrating Vets w/ plasma played effectively.  However, as they were unsupported, they were unable to contest objectives in the face of enemy assaults.  I thought of deep striking the termies to support them, but the reserves roll is too unpredictable.  I think I came up with a solution that would work well in all 3 deployment types, but my lack of experience with this non-mech style and 5th edition missions leaves me with a nagging doubt.<br /> <br /> Basically, I would have 100+ marines, of which about half would infiltrate.  This would give me the advantage of deploying them last for strategic placements and/or use them to outflank if the need presented itself.  The 50+ marines could support the fire base as a counter-attack force or deploy as a mobile contigent either infiltrating/outflanking and challenging objectives.  What do you think?<br /> <br /> <br /> Master w/ pair of lightning claws, iron halo, term. honors, frag, auspex, <i><b>infiltrate</b></i><br /> Command 1x10 w/ plasmagun x2, <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, frag, <font color='red'><i><b>infiltrate</b></i></font><br /> Vet. Sarge w/ <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(105);'>pf</span>    <br /> Company Champion w/ combat shield & <span class="glossaryitem" onmouseover='gp(486);'>pw</span><br /> <br /> Master of Sanctity w/ plasma pistol & crozius, rosarius, frag, <b><i>infiltrate</i></b><br /> Command 1x10 w/ plasmagun x2, <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, frag, <font color='red'><b><i>infiltrate</i></b></font><br /> Vet. Sarge w/ <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(105);'>pf</span>    <br /> Company Champion w/ combat shield & <span class="glossaryitem" onmouseover='gp(486);'>pw</span><br /> <br /> Vet 3x10 w/ plasmagun, bolters, <font color='red'><b><i>infiltrate</i></b></font><br /> Vet. Sarge w/ combi-plasmagun<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> 6x10 w/ lascannon, plasmagun, bolters <font color='green'><i><b>FIREBASE</b></i></font><br /> <br /> I could take away one of the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> and vet squads to get 3 whirlwinds and 3 attack bikes w/ heavy botlers to deal with hordes, but it seems that the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is prevalent locally.  Not that the indirect templates wouldn't be useful, but with 50 bolters infiltrating, are they necessary?<br /> Can the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> squads be effective enough to counter-attack for the firebase and/or contest objectives behind the vets firepower?]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2008 02:16:24]]> GMT</pubDate>
				<author><![CDATA[ dornsfist]]></author>
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				<title>Re:Ard Boyz competitive?</title>
				<description><![CDATA[ yeah that should do ok <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, marine horde armies usually do good.]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2008 03:44:43]]> GMT</pubDate>
				<author><![CDATA[ da gob smaka]]></author>
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				<title>Ard Boyz competitive?</title>
				<description><![CDATA[ you need the hood.<br /> the eldrad/double lash lists will haunt you.<br /> 4 plasma cannon <span class="glossaryitem" onmouseover='gp(29);'>devs</span> you want these. they make things go away.<br /> <br /> ']]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2008 05:56:50]]> GMT</pubDate>
				<author><![CDATA[ skkipper]]></author>
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				<title>Need heavy bolters!</title>
				<description><![CDATA[ Modifying the list for horde.<br /> <br /> Master w/ pair of lightning claws, iron halo, term. honors, frag, auspex, infiltrate <br /> Command 1x10 w/ plasmagun x2, <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, infiltrate <br /> Vet. Sarge w/ <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(105);'>pf</span> <br /> Company Champion w/ combat shield & <span class="glossaryitem" onmouseover='gp(486);'>pw</span><br /> Standard Bearer w/ company standard <br /> <br /> Epistolary w/ storm shield & force weapon, term. honors, FOTA, frag, infiltrate <br /> Command 1x10 w/ plasmagun x2, <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, infiltrate <br /> Vet. Sarge w/ <span class="glossaryitem" onmouseover='gp(260);'>bp</span> & <span class="glossaryitem" onmouseover='gp(105);'>pf</span> <br /> Company Champion w/ combat shield & <span class="glossaryitem" onmouseover='gp(486);'>pw</span> <br /> <br /> Vet 2x10 w/ plasmagun, bolters, infiltrate <br /> Vet. Sarge w/ combi-plasmagun <br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> 5x10 w/ lascannon, plasmagun, bolters FIREBASE <br /> <br /> Attack Bikes x7 w/ heavy bolters<br /> <br /> <br /> Are the attack bikes the way to go?  Sacrificing 20 marines for mobile firepower.<br /> 350 points can buy the following:<br />  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> Predator Destructor x3 w/ heavy bolter sponsons<br />  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> Whirlwind x3 and Scout 1x5 w/ missile launcher, sniper rifle x4<br />  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> Terminators 1x8 w/ assault cannon, heavy flamer<br />  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> Techmarine x2 w/ heavy bolter gun servitors x4<br />  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> 2x8 w/ heavy bolter x4<br />  <img src="/s/i/a/a693afb30d32f794373740e527aff832.gif" border="0"> Vindicator x3 (drop the standard bearer)<br /> <br /> Which would you choose to complement the lsit?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Sep 2008 01:43:40]]> GMT</pubDate>
				<author><![CDATA[ dornsfist]]></author>
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				<title>Re:Ard Boyz competitive?</title>
				<description><![CDATA[ 30+ views and no reply, bump   <img src="/s/i/a/98211dee9c461fcb24c29d4004f43f7f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2008 00:29:21]]> GMT</pubDate>
				<author><![CDATA[ dornsfist]]></author>
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				<title>Re:Ard Boyz competitive?</title>
				<description><![CDATA[ Whirl plus scouts. <br /> <br /> <br /> ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/216863/369528.page</link>
				<pubDate><![CDATA[Thu, 4 Sep 2008 11:41:26]]> GMT</pubDate>
				<author><![CDATA[ Tarval]]></author>
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