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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Company Command Squad<br /> w/ Astropath, 3x Plasma guns, Vox<br /> [130]<br /> <br /> Company Command Squad<br /> w/ Astropath, 3x Plasma guns, Vox<br /> [130]<br /> <br /> Troops:<br /> Veteran Squad<br /> w/ 3x Meltaguns, Vox<br /> [105]<br /> <br /> Veteran Squad<br /> w/ 3x Meltaguns, Vox<br /> [105]<br /> <br /> Veteran Squad<br /> w/ 3x Meltaguns, Vox<br /> [105]<br /> <br /> Veteran Squad<br /> w/ 3x Plasma gun, Vox<br /> [120]<br /> <br /> Fast Attack:<br /> 2x Valkyrie<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> 2x Valkyrie<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> 2x Vendetta<br /> w/ Heavy Bolters<br /> [280]<br /> <br /> [1495]<br /> <br /> Latest build. <br /> <br /> <i>Anti-Tank</i>: 9 Meltaguns, 3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>. Able to outflank, drop, and pop-tanks like a champ. "Bring it down!" will be an all-star here, I am sure.<br /> <i>Anti-Horde</i>: 4 MRP Large Blasts, 12 Multi-laser shots each turn, as well as 4 Heavy Bolter shots if my Vendettas aren't still hunting tanks (or there aren't any tanks to start with!). That should put a dent in their hordes.<br /> <i>Anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span>/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span></i>: 9 Rapid-firing Plasma Guns w/ "Bring it down!" and "Fire on my target!" should be great here. Also, I have the Meltas and Vendetta, as well as MRPs to generally make a lot of wounds happen, a lot of which will be ignoring armor saves.<br /> <br /> The Astropaths ensure I get my reserves in and give me re-rolls on Outflanking, should I need it. Being able to come in off a chosen board edge means I can swing hard into a weak flank. Being able to deploy after a scout move first turn also gives me a hell of a knock-out, if the rolls line up right. Vox all around to the units that need it to allow my guys to receive orders, because those seem pretty vital. With a low-model count, I need my shooting to be precise and deadly, so I don't get bogged down in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and am able to shoot and scoot, basically.<br /> <br /> The only thing I am really unsure of is the Heavy Bolters on the Vendettas, but at such a cheap cost, they give them something to do if my opponent doesn't have any tanks/<span class="glossaryitem" onmouseover='gp(93);'>MCs</span> to shoot at. Also, they can give me a few more shots if I roll badly against a light vehicle.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 21 May 2009 08:54:42]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ Well you said competitive so sorry if this sounds rough on your list, but it will get torn apart by just about any competitive tourney list out there. <br /> <br /> First there is no reason to wate the Command squads amazing ability to have 4 BS4 special weapons by giving it 3 flamers. They have the ability to give themselves order and in an Air Cav list that is really the only time they are likley to be able to give them, so let them have something worth using them on. 4x melta is best, but 4x plasma is also very powerful if your local metagame includes a lot of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> Bring it Down with 4 plamsaguns will usually finish off anything short of a HiveTyrant with full Tyrant Guard. <br /> <br /> Second the Forward sentry idea is not bad, but Sniper Rifle Missle Launcher just does not have the punch you need to make up for you small model count. if you are going to spend the points to make them into a high cover save fire support unit, give them weapons that will force the enemy to take them seriously. <br /> <br /> The problem is that you have 6 transport slots and the sentries work better using thier infiltrate so you are working against yourself there. Either drop down to 4 Valks, and replace them with more infiltrators, or replace the infiltrators with more valk riders. <br /> <br /> Finally 120 pts for carapace armor is definitely not worth it in a 1500 pt list, you just dont have the points to spare for that. 4+ is not that much better and 5+ on a T3 model. <br /> <br /> A better version of the same theme might be <br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> 4x melta<br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> 4x melta<br /> Vets 3x melta<br /> Vets 3x melta<br /> Vets 3x plasma, <span class="glossaryitem" onmouseover='gp(80);'>LC</span> sentries<br /> Vets 3x plasma, <span class="glossaryitem" onmouseover='gp(80);'>LC</span> sentries<br /> Vets 3x plasma, <span class="glossaryitem" onmouseover='gp(80);'>LC</span> sentreis<br /> Valk pods<br /> Valk pods<br /> Valk squadron, 2x pods <br /> 1495 pts<br /> <br /> It will still be very fragile but will throw a signifigant amount of rire down range. <br /> <br /> If you want to stick to the 6 Valk Hulls then fill them all up and focus on maximum firepower since your army will be very dependant on a devastating alpha strike to make up for your lack of numbers and durability. <br /> <br /> Good luck, im a big fan of Air Cav myself. ]]></description>
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				<pubDate><![CDATA[Thu, 21 May 2009 16:45:15]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ The guys with Sentries are not deployed in the Vendettas, which are my anti-tank units. They should be able to handle any tank problems, along with my Melta units. This also serves as my anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> units. With a low model count, I shy from Plasma, because every loss hurts more and I roll 1's like you wouldn't believe.<br /> <br /> Carapace gives them a smidge more suvivability, which is useful with a low model count, I think. That is helpful for those units that drop down for Melta love. I will tinker with that, because if I do drop it, I can add Meltas to the Command Squad in place of Flamers, as well as upgrade to Lascannons on the Sentries, if I feel I need to.<br /> <br /> The Sentries with the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>/Sniper Rifles I will infiltrate, which I can do and still assign them a transport if need be depending. <span class="glossaryitem" onmouseover='gp(328);'>ML</span> is sufficient, because I already have enough anti-tank in the list (6 Lascannons, 6 Meltas), but as I said, I can tinker.<br /> <br /> The Command Squad is meant to be cheap, so I can cram in all of those nasty Valkyries/Vendettas, but I will test out the usefulness of Carapace vs. no-Carapace.<br /> <br /> My biggest worry is a lot of anti-tank blowing up my Valkyries, really.<br /> <br /> Of course, all of that is theoretical. I need to do some testing, but I hope I shed some light on my build a bit better, but I do like a lot of your points.<br /> <br /> To be specific, I don't see Nob Bikers or Lash Prince, so that is handy. I do see a good Tau player, a pair of Nidzilla lists, a few Chaos lists, and Orks. So, I am hoping to tool it as all-comers, but with regards to my metagame.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> So, I am thinking Lasguns over Shotguns, thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 21 May 2009 21:15:25]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ Looks good to me. maybe swap some of the flamers though, have variety.]]></description>
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				<pubDate><![CDATA[Fri, 22 May 2009 17:03:27]]> GMT</pubDate>
				<author><![CDATA[ Lt Scourge]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ Here is a new list with Astropaths:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Command Squad<br /> w/ Astropath, 3x Meltaguns. Carapace<br /> [130]<br /> <br /> Command Squad<br /> w/ Astropath, 3x Meltaguns, Carapace<br /> [130]<br /> <br /> Troops: <br /> Veteran Squad<br /> w/ 2x Flamers, Heavy Flamer, Carapace<br /> [130]<br /> <br /> Veteran Squad<br /> w/ 2x Flamers, Heavy Flamer, Carapace<br /> [130]<br /> <br /> Veteran Squad<br /> w/ 3x Meltas<br /> [100]<br /> <br /> Veteran Squad<br /> w/ 3x Meltas<br /> [100]<br /> <br /> Fast Attack: <br /> 2x Valkyries<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> 2x Vendettas<br /> [260]<br /> <br /> 2x Vendettas<br /> [260]<br /> <br /> [1500]<br /> <br /> How does that look? Better than the first?]]></description>
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				<pubDate><![CDATA[Fri, 22 May 2009 19:51:07]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ Better,yes!<br /> <br /> I must say though that I still cringe at all the points spent on carapace, especially with only 1500 points to play with spending almost 10% of your total points on an upgrade that only marginally improves the survivability of your units is hard for me to justify. <br /> <br /> I do understand the choice for the flamer vets but Its also a shame to spend the points on BS4 Vets and them give them flamers. I know you need the help against hoards with such a small model count army though. <br /> <br /> If you were to drop the carapace for demolitions that might help things abit, makes every squad deadly againt mech and those four big pie plates will come in handy.<br /> <br /> Not sure, its very difficult to  make Air Cav work at 1500. But your list is a very good try at it. <br /> <br /> Interested to see how it works. ]]></description>
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				<pubDate><![CDATA[Fri, 22 May 2009 20:07:08]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ I just want to chime in as I am looking to build an all air cav force @ 1500pts.<br /> <br /> I agree with Bigmac68 - Flamers on Veterans and carapace armor is a waste.  If you like the look of the cadian torso mounted on a model, then that's cool, but the points could be spent better elsewhere. <br /> <br /> I would make the vets either all melta's or a few squads plasma.  <br /> <br /> removing the flamers, in exchange for either melta's or plasma, I would then make 2 of your vendetta's into Valkyries with pods/Multi-lasers for anti-horde capability.<br /> <br /> With all the melta in your army, those vets should ride in an Anti-horde valks.<br /> <br /> again, just my thoughts on air cav for what it's worth.]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 00:40:26]]> GMT</pubDate>
				<author><![CDATA[ Chaplain Pallantide]]></author>
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				<title>[1500] Airborne List</title>
				<description><![CDATA[ Just because they have good <span class="glossaryitem" onmouseover='gp(14);'>BS</span> doesn't mean it is a waste with a Flamer. That, to me, is flawed logic. If I can cause 10 wounds with a Flamer, or hit for a single wound with a Plasma, what is better? Again hordes, I need those templates. <br /> <br /> I do think I will tinker with Vendetta numbers, be it two or four. Not sure which is best. Seeing as how a Valk w/ MRPs costs the same as a Vendetta, I can always tinker easily with that. <br /> <br /> Carapace improves their survivability from a 33% chance of saving to a 50% chance of suviving. Not a huge leap, but it might be enough. Seeing as how it goes on guys who will be in the thick of things and a low model count, its a tough call that needs testing.<br /> <br /> Keep the ideas coming, though. Exploring all my options before I settle 100% on a list.<br /> <br /> Another possible list:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Command Squad<br /> w/ Astropath, 3x Plasma gun<br /> [125]<br /> <br /> Command Squad<br /> w/ Astropath, 3x Plasma gun<br /> [125]<br /> <br /> Troops: <br /> Veteran Squad (Grenediers)<br /> w/ 2x Flamers, Heavy Flamer, Carapace<br /> [130]<br /> <br /> Veteran Squad (Grenediers)<br /> w/ 2x Flamers, Heavy Flamer, Carapace<br /> [130]<br /> <br /> Veteran Squad<br /> w/ 3x Meltas<br /> [100]<br /> <br /> Veteran Squad<br /> w/ 3x Meltas<br /> [100]<br /> <br /> Fast Attack: <br /> 2x Valkyries<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> 2x Vendettas<br /> [260]<br /> <br /> 2x Vendettas<br /> [260]<br /> <br /> [1490]<br /> <br /> Cut the Carapace from the Command and upgraded them to Plasma, which does use their higher <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to better effect, especially if I twin-link them (Bring it down! vs. <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>). Still have 10 points to mess with, too.]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 04:09:17]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Re:[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ <br />  i like the idea of the bodyguards...30pts for what is essentially 2 extra wounds (from shooting anyway) good spending in my opinion]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 04:58:06]]> GMT</pubDate>
				<author><![CDATA[ plan9au]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ Another list, this time I totally ditched the Grenadiers stuff, though I will still test it, here is what I have for a non-Carapace list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Command Squad <br /> w/ Astropath, 4x Plasma gun <br /> [140] <br /> <br /> Command Squad <br /> w/ Astropath, 4x Plasma gun <br /> [140] <br /> <br /> Troops: <br /> Veteran Squad <br /> w/ 2x Flamers, Heavy Flamer <br /> [100] <br /> <br /> Veteran Squad <br /> w/ 2x Flamers, Heavy Flamer <br /> [100] <br /> <br /> Veteran Squad <br /> w/ 3x Meltas <br /> [100] <br /> <br /> Veteran Squad <br /> w/ 3x Meltas <br /> [100] <br /> <br /> Fast Attack: <br /> 2x Valkyries <br /> w/ Multiple Rocket Pods <br /> [260] <br /> <br /> 2x Vendettas<br /> w/ Heavy Bolters<br /> [280] <br /> <br /> 2x Vendettas<br /> w/ Heavy Bolters<br /> [280] <br /> <br /> [1500]<br /> <br /> The Heavy Bolters on the Vendettas are there just in case I face a non-Mech army. That gives them a nice fire-support role beyond just popping tanks. I am still debating on the mix of Valks to Vendettas, anyhow. <br /> <br /> How does that look?]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 10:49:10]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ I think the Valkyrie Vendetta decision all depends on the squads you take.  Personally I am going to magnetize my Valkyrie so I can switch between the 2 configurations with ease.  <br /> <br /> If I have melta vets which are an <span class="glossaryitem" onmouseover='gp(482);'>AT</span> unit, then I would go with Valkyries to give the army Anti-Horde abilities.  If I were to go with Anti-Horde squads, then I would go with Vendetta's for <span class="glossaryitem" onmouseover='gp(482);'>AT</span> purposes.<br /> <br /> I still maintain that flamers/Heavy flamers don't mix well with Veterans.  The great point with Vets is that they have a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> skill of 4 and that is wasted with flamers and heavy flamers.  <br /> <br /> Again if you have 4xmelta vet squads, then take 4 Valkyries for your anti-horde armies.  The melta vets should be able to pop most tanks with ease, especially with the Valkyries scout move at the beginning of the game.  They can move all out and still bring all their weapons to bear on your opponent.  <br /> <br /> Still just my own 2 cents for what it's worth.  I am of the mind right now to do a similar list except for the following:<br /> <br /> Switch the flamer vets over to melta vets.<br /> switch 2 vendetta's over to Valkyries.  <br /> <br /> so I would have the following list:<br /> 2xCCS with Astropaths, 4xPlasma each - 280pts<br /> <br /> 4xVeteran squads with 3xmelta's each - 400pts<br /> <br /> 2 squads or 2 Valkyries with Multi-laser/Missile Pods - 520pts<br /> <br /> 2xVendetta's - 260pts<br /> <br /> Total: 1460, I still have 40pts left over for whatever, maybe vox's on the veteran units??<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 17:14:47]]> GMT</pubDate>
				<author><![CDATA[ Chaplain Pallantide]]></author>
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				<title>[1500] Cadian Air Cavalry</title>
				<description><![CDATA[ I don't think the "wastes <span class="glossaryitem" onmouseover='gp(14);'>BS</span>" argument holds up that well, honestly. I still run Flamers on my Marines, afterall. Those templates deal a high volume of wounds, which matters most. If I rely too heavily on vehicles for one aspect of my army, if they all get destroyed, I might wind up unable to deal. I like the variety and versatility of my list. That being said, yours would probably do just as well. I think the general idea is solid, so we can tweak from here.]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 20:51:29]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ A lot of discussion on these issues has provided the list in the first post as my jumping off point for testing, which I will do when I can field the army in the next few months or so (fielding it by the end of June, I hope!).<br /> <br /> Any further thoughts before I commit myself to this and buy up some models?]]></description>
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				<pubDate><![CDATA[Mon, 25 May 2009 08:06:13]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Company Command Squad<br /> w/ 4x Plasma, Plasma pistol, Astropath<br /> [150]<br /> <br /> Company Command Squad<br /> w/ 4x Plasma, Plasma pistol, Astropath<br /> [150]<br /> <br /> Troops:<br /> (10) Veterans<br /> w/ 3x Plasma<br /> [115]<br /> <br /> (10) Veterans<br /> w/ 3x Melta<br /> [100]<br /> <br /> (10) Veterans<br /> w/ 3x Melta<br /> [100]<br /> <br /> (10) Veterans<br /> w/ 3x Melta<br /> [100]<br /> <br /> Fast Attack: <br /> (2) Valkyrie<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> (2) Valkyrie<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> (2) Vendettas<br /> [260]<br /> <br /> [1495]]]></description>
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				<pubDate><![CDATA[Fri, 29 May 2009 18:43:25]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ Much better! <br /> <br /> I have toyed with the flamer vets but they just dont do as well as plasma or melta vets in my experience. <br /> <br /> A flamer <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> on the other hand is disgustingly good but does not fit with the rest of your army. <br /> <br /> I would will have to try out pure plasma <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> squads some time, <span class="glossaryitem" onmouseover='gp(374);'>FOMT</span> with Plasma against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> should be pretty horrifying. <br /> <br /> Im still more sold on Melta for the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> but I can see the appeal of plasma command. ]]></description>
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				<pubDate><![CDATA[Fri, 29 May 2009 19:34:19]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ Looks like a fully transported army, in Valkyries and Vendettas. <br /> However, both skimmers are less resilient than Serpents. <br /> Thus I doubt that this list can be durable enough against a shooty army. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 29 May 2009 19:37:39]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ Well, wuestenfux, if I get first turn, I can be on top of the opponents lines (32" of movement + weapon range) blowing up their units that threaten my stuff. If I get second, I outflank with everything on a 2+ and smash their weakest points. I figure we will have some batreps soon from SgtBilko, who is running the same list. That should help us determine weaknesses and find a way to get around them.]]></description>
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				<pubDate><![CDATA[Fri, 29 May 2009 19:45:59]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ Well, EEOP, you are right about deployment. <br /> I guess you get +1 on the reserve rolls. That could help. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 29 May 2009 19:52:30]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ +2 total, until a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> says it doesn't stack.]]></description>
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				<pubDate><![CDATA[Fri, 29 May 2009 20:14:24]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ <blockquote><div><cite>wuestenfux wrote:</cite>Well, EEOP, you are right about deployment. <br /> I guess you get +1 on the reserve rolls. That could help. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> why wouldn't they stack like Autarchs' +1 to reserves abilities?]]></description>
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				<pubDate><![CDATA[Sat, 30 May 2009 03:25:02]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ I don't think the re-roll stacks, but the other aspect should, meaning I need a 2+ to bring stuff in. Pretty easy to do, I think.]]></description>
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				<pubDate><![CDATA[Sun, 31 May 2009 04:06:07]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ Why wouldn't the re-roll stack?  Is there something in the wording I'm missing that is preventing you from simply getting the effects of both astropaths each turn?]]></description>
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				<pubDate><![CDATA[Sun, 31 May 2009 14:49:09]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[1500] AirCav (Revised First Post)</title>
				<description><![CDATA[ No idea. I guess they should. Just seems dirty, but I will probably let them stack until a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> says otherwise.]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 00:53:57]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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