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		<title><![CDATA[Latest posts for the thread "2000 points teleporting termies"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "2000 points teleporting termies"]]></description>
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				<title>2000 points teleporting termies</title>
				<description><![CDATA[ Actually this list does not rely on deepstrike teleporting, rather it relies on Scout bikers and drop pods to act as becons for the teleporting Termies.<br /> <br /> Librarian - 100<br /> Librarian - 100<br /> <br /> 10 assault marines - 400<br /> 10 assault marines - 400<br /> Ironclad Dread drop pod +locator becon - 180<br /> <br /> 5 man Scout squad+camo cloaks + 4 sniper rifiles + missile launcher =100<br /> 5 man Scout squad+camo cloaks + 4 sniper rifiles + missile launcher =100<br /> <br /> 5 Scout bikers + Locator becon + cluster mines + melta bombs- 150<br /> 5 Scout bikers + Locator becon + cluster mines + melta bombs- 150<br /> 5 Scout bikers + Locator becon + cluster mines + melta bombs- 150<br /> <br /> Whirlwind<br /> Whirlwind<br /> <br /> total 2000 on the nose.<br /> <br /> <br /> I originally planned to use teleport homers with the scout squads to make sure the termies did not scatter, but after re-reading the rules, I don't think they work for gate of infinity.<br /> <br /> anyway, 10 assault marines are unbelievably good, especialy in a 5/5 mix, the only problem is that they are slow.  Fix-gate of eternity.<br /> gate of eternity kills a termie if you scatter, fix/locater beacon.<br /> <br /> get your assault termis into action on turn 2, with an iron clad in at turn 1, and 3 1st turn charges into your vehicles with the scout bikers.<br /> <br /> whirl winds are for massed troops  (obviously) and the snipers are for your objectives/3+ save in the forest/ruins.]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 21:46:04]]> GMT</pubDate>
				<author><![CDATA[ Sushicaddy]]></author>
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				<title>2000 points teleporting termies</title>
				<description><![CDATA[ it looks like a really solid list but i could see it having trouble against a real hoard list.]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 22:05:13]]> GMT</pubDate>
				<author><![CDATA[ Deathmachine]]></author>
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				<title>2000 points teleporting termies</title>
				<description><![CDATA[ where are the terminators?]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 22:09:22]]> GMT</pubDate>
				<author><![CDATA[ BillTheManiac]]></author>
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				<title>Re:2000 points teleporting termies</title>
				<description><![CDATA[ Killing two 5man 3-4+ troop squads aint exactly hard, the opfor would just go for your troops with his mobile elements.  Which means your going to be playing for a draw at best.<br /> <br /> Looks like serious combat power on paper, operationaly its going to fail worse than the german army on the easten front.<br /> <br /> (<span class="glossaryitem" onmouseover='gp(71);'>imho</span> of course... Play it and let us know how it goes)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 23:29:19]]> GMT</pubDate>
				<author><![CDATA[ tranquil]]></author>
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				<title>2000 points teleporting termies</title>
				<description><![CDATA[ <blockquote><div><cite>BillTheManiac wrote:</cite>where are the terminators?</div></blockquote><br /> <br /> I guess when he says assault marines he means  assault termies]]></description>
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				<pubDate><![CDATA[Fri, 12 Dec 2008 00:45:48]]> GMT</pubDate>
				<author><![CDATA[ ShockandHarrrr]]></author>
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				<title>Re:2000 points teleporting termies</title>
				<description><![CDATA[ Your troops are far too weak for 2000pts. Get the attack bikes, pick one of the troop choices and try to get it to do the same thing or somthing better. <br /> <br /> Or, add in a drop-podding <span class="glossaryitem" onmouseover='gp(167);'>tac</span> to come in as reserves & a second locator Ironclad to come in 1st turn to sure up the whole plan of this army (with over half its point allocation to) then you gain an extra locator becaon & ironclad and those mobile elements wont have that <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to go after until it pods down mid game (on an objective, I assume). <br /> <br /> With everything going RAA rush forward, cept your scouts <span class="glossaryitem" onmouseover='gp(258);'>atm</span>.. you might wanna replace the whirlwinds as they are on thier ownsome to counter-forward striking elements & weak & not complimenting your RAA tactics.<br /> <br /> Gates & assualt marine termies plus ironcladded locator beacons - good call. <br /> <br /> Try & scale it down to 1500, might make it more competative. termies x 2 + libarains x 2 + <span class="glossaryitem" onmouseover='gp(167);'>tac</span> drop pod + ironclad beacon + marines in a razorback - goes over by 15. ]]></description>
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				<pubDate><![CDATA[Fri, 12 Dec 2008 01:30:12]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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