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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I'm trying to refine my Vulkan with Bikes list for 'Ard Boyz Round 2 (and 2500 point games in general) and would like to get some feedback:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Vulkan<br /> Bike Captain with Relic Blade<br /> <br /> Troops<br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total)<br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total)<br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total)<br /> Tactical Squad with Flamer/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> and Rhino<br /> Tactical Squad with Flamer/Plasma Cannon and Rhino<br /> <br /> Elites<br /> Terminator Assault Squad (5) with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/SSx5 with <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> and <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> Ironclad Dreadnought with HFx2 and Drop Pod<br /> <br /> Fast Attack<br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2<br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2<br /> <br /> Heavy Support (where I'm expecting the most disagreements)<br /> Predator with Lascannon Sides<br /> Predator with Lascannon Sides<br /> <br /> The bikes are designed to chase down transports/fast vehicles and pop them before charging the occupants.  The Predators are in there to try and deal with light transports before they get out of the opponent's deployment zone and deal with <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> at a safe distance.  I'm thinking that I might do better by dropping them for another <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> Landspeeder Squadron or even a <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> to carry one of the Tactical Squads (and probably Vulkan).  The Ironclad is in there to flame/tarpit hordes/backline shooters such as Lootas or Broadside Teams or make moving troops onto an objective a risky proposition.  I'm up for any suggestions.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2009 19:31:41]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Have you thought about not bothering with tactical squads at all and maybe making just 4x Bike Squads?<br /> <br /> Maybe even give the Bike Captain a guard and you have two solid <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units.<br /> <br /> I don't think the lone Dreadnought fits in this list.<br /> <br /> What about something like:<br /> <br /> -2x Tactical Squad<br /> -Dreadnought<br /> -2x Predator<br /> <br /> +1 Bike Squad of five models<br /> and<br /> +Either command squad for Bike Captain or another Terminator/<span class="glossaryitem" onmouseover='gp(261);'>LRC</span> combo.<br /> <br /> I just feel that having an army of mostly forward moving elements mixed with two predators you want to sit well back don't have great cohesion.]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2009 19:42:59]]> GMT</pubDate>
				<author><![CDATA[ Fearspect]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I thinking a few changes. Drop the preds for a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> w/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>. Make sure you have a homer on your drop pod. I probably drop the tacs for another Bike squad like Fearspect suggested. I definatly would drop the relic blade on the captain for a <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, and he goes with a bike squad, vulcan goes with the termies in the <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> and any spare points go to add a guy or two to that squad and add <span class="glossaryitem" onmouseover='gp(486);'>PWs</span> to the bike sgts. My buddy runs a 1750 list like that and it's beyond tough. I have to ask though you're not in rd 2 on the west coast are you?  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2009 20:00:58]]> GMT</pubDate>
				<author><![CDATA[ Redwunz]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I feel at this point level you want at least 2 heavy hitters in the marine list.  Either 2x terminators or terminators and the bike command squad.   I've been running 2 terminator squads in redeemers and they are amazing.  I'm going to be trying out using a bike command squad in addition to them as well for the second round.  Its a risky list but seems brutal enough to work.  <br /> <br /> I think the single dread is pointless and easy kill points for most armies.  Dropping dreads need at least 1 melta on them, preferably 2 in the case of an ironclad.  Podding and hitting an infantry squad, if there's even one to hit, with 2 flamers isnt as productive as hitting a tank with a melta.  I've found loota's to not be an issue for me although i run with 2 land raiders which helps that, and broadsides are going to laugh at flamers with their 2+ saves.<br /> <br /> I personally like the preds even though I know many people disagree with the configuration for some reason.  It is a great transport popper.  But the question that begs to be answered is do you need more transport poppers in this list?  I dont feel you do.<br /> <br /> I tried mixing around bikes and tacticals and found i didnt like it.   I think once you get down how to use the bikers properly they are superior to the rhino's in this type of list.  I'm also fond of combi-flamers in the bike squads in case of horde's or large squads.]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2009 20:25:54]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Re:'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I'm going to agree that the single ironclad and dual pred looks a bit out of place. The single transport popper should be enough, maybe replace those (dread and 1 pred) with a couple vindicators? Tactically you can try and use the vindicators to keep units from coming out directly at your bikes (or brutally punish them for doing so). Beef up the termis with leftover points.]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2009 21:51:16]]> GMT</pubDate>
				<author><![CDATA[ Dracos]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ If everything has multiple melta weapons and is ultra-manoeuverable, how do you justify even spending 2 points on a 'transport popper'?]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2009 22:26:17]]> GMT</pubDate>
				<author><![CDATA[ Fearspect]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ My concern with using just the Bikes as troops is two-fold: difficult/dangerous terrain and staying power/model count.  20ish Bike models (especially ones that are going to probably be in melta range a lot of the time) just don't seem like they would be able to survive until the end of the game to worry about taking/contesting objectives, especially if it is a terrain heavy board.  A Tactical Squad in a hull-down Rhino is a lot harder to move off an objective than a squad of Bikes, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  This is offset by the extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> I guess.  Can I really get away without Tact squads?  How many total bikes would people suggest for that?<br /> <br /> I was planning on trying to get the ICD stuck in (aka the Broadsides) ASAP after Podding in, but since everyone seems to think it's a bust, I'll probably end up dropping it.  <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, at 185 points, it seemed a little hit or miss for me.  <br /> <br /> If I drop the Preds, do I need more <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> (Probably Speeders) to compensate for the lost firepower?  <br /> <br /> I agree about the need for 2 heavy-hitting units.  Before I was using a full Bike Squad, but the Command Squad does sound like it might work.  I thought about adding a <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> with Termies, but to make that work I was afraid that without more armor on the board they'd get focused and destroyed too fast.]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 00:48:10]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I've been playing a list with 25 bikers as my only troops and have yet to be reduced below 2 squads over the course of any practice games or the prelims.  Most of the time I have 3 left as I tend to use 1 or 2 as bait to lure units out of transports so my terminators can hit them.  <br /> <br /> Practice with the bikers.  Once you learn how to use them right they become much more survivable than you think. Make sure they only go after things they can take on and support them well.  I tend to use them in packs.  1 <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> and 2-3 bike squads and the other <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with the rest.  <br /> <br /> Their speed is their main advantage, dont forget to use it.]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 00:59:10]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Re:'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I disagree with your <span class="glossaryitem" onmouseover='gp(57);'>HS</span> (see you were expecting it  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ) I think the cheap 85 point <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/<span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s are awsome for points and firepower. You have enought anti tank in your list, and those preads will provide excellent horde support, and light vehicle duty. Oh and free points. They are possibly my favorite config in the marine book. Just my thoughts. ]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 01:15:11]]> GMT</pubDate>
				<author><![CDATA[ The10thnazgul]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Okay... here are some more ideas.  I'm somewhat limited in models (25 Bikers is probably out of my reach <span class="glossaryitem" onmouseover='gp(258);'>atm</span>), so I will probably have to keep at least one Tactial in for now.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Vulkan<br /> Bike Captain with Relic Blade<br /> Command Squad with Champion, <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, <span class="glossaryitem" onmouseover='gp(486);'>PW</span>, and <span class="glossaryitem" onmouseover='gp(224);'>TH</span><br /> <br /> Troops <br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total) <br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total) <br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total) <br /> Tactical Squad with Flamer/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> and Rhino <br /> Tactical Squad with Flamer/Plasma Cannon and Rhino <br /> <br /> Elites <br /> Terminator Assault Squad (5) with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/SSx5 with <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <br /> <br /> Fast Attack <br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2 <br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2 <br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2 <br /> <br /> OR<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Vulkan<br /> Bike Captain with Relic Blade<br /> <br /> Troops <br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total) <br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total) <br /> Bike Squad with MGx2, Meltabombs, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (5 Models Total) <br /> Tactical Squad with Flamer/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> and Rhino <br /> <br /> Elites <br /> Terminator Assault Squad (5) with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/SSx5 with <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <br /> Terminator Assault Squad (6) with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/SSx5<br /> <br /> Fast Attack <br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2 <br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2 <br /> Landspeeder Squadron with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> x2 <br /> <br /> Heavy Support<br /> Landraider Redeemer w <span class="glossaryitem" onmouseover='gp(330);'>MM</span>]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 02:14:42]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ The second list is very close to what I would run if I did not have to spend all my bonus on a trip to the phillipines to meet my finace's parents. <br /> <br /> I have not tested it yet but I know knornatedeamon is working a simillar list. Two assault termi squads plus the bike command squad should be very brutal and should give you the ability to go toe to toe with seer council and ghazzy mech orcs. <br /> <br /> good luck with it, I cant wait to hear how well these sallie bike lists do at the regionals]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 04:49:05]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I haven't quite figured out how to fit a Command Squad in with 2 Terminator Assault Squads.  If I replaced the Tactical Squad in the second list with a 5 man Flamerx2 Bike Squad, dropped the Meltabombs, dropped a <span class="glossaryitem" onmouseover='gp(456);'>LS</span> Squad, and dropped the extra Terminator, then that would leave me with 220 points, which is just enough to buy a Bike Command Squad with a Company Champion, but no other upgrades.  Is that going to be killy enough to make it worth taking?]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 12:45:31]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ <blockquote><div><cite>Gornall wrote:</cite>I haven't quite figured out how to fit a Command Squad in with 2 Terminator Assault Squads.  If I replaced the Tactical Squad in the second list with a 5 man Flamerx2 Bike Squad, dropped the Meltabombs, dropped a <span class="glossaryitem" onmouseover='gp(456);'>LS</span> Squad, and dropped the extra Terminator, then that would leave me with 220 points, which is just enough to buy a Bike Command Squad with a Company Champion, but no other upgrades.  Is that going to be killy enough to make it worth taking?</div></blockquote><br /> <br /> The army is really slim when you fit all 3 in. It's 2500 on the dot.<br /> <br /> Vulkan<br /> <br /> Bike capt w/ relic blade<br /> <br /> biker command squad w/ 4 meltaguns, 4 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>'s, 3 Lightning claws and 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span><br /> <br /> 2x 5 man terminator squads<br /> <br /> 2x redeemers w/ <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s and EA<br /> <br /> 3x 5 man bike squads with all melta's and the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>ab</span><br /> <br /> 2x2 <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> speeders<br /> <br /> It's incredibly small but hits like a ton of bricks.  This is a real finesse army.  Sadly I havent had a chance to get a game in since the prelims to try it out yet and wont till monday.]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 15:19:50]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I can see where that would hit pretty dang hard, but as you said, there seems to be little margin for error.  I would love to watch it in action, but I just don't think I have the cahones to run it myself. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 18:52:24]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ The danger of a list like this is if you lose something early, say a bike or termie squad you run a very real risk of getting overwhelmed. With so few targets, particularly vs a Tau or shooty <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list run by a competent player you really need to maximise your movement and bury some units in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ASAP. I've played vs Bike/Vulcan lists 3 times, all three were total routs. One for my buddy and two for me (I do play shooty <span class="glossaryitem" onmouseover='gp(69);'>IG</span>). I guess the bottom line is whatever you take make sure you know how to get the most out of it 'cause every unit has to count. ]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2009 19:31:19]]> GMT</pubDate>
				<author><![CDATA[ Redwunz]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I guess go big or go home.  Which is pretty much what you're looking for in a larger tournament.  Close wins might as well be losses if you're trying to place.  I'm going to proxy some this weekend and see how it goes.]]></description>
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				<pubDate><![CDATA[Sat, 18 Jul 2009 01:19:52]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ After getting some games in over the weekend, I'm gonna give this list a try:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Vulkan<br /> Bike Captain with Relic Blade and Artificer Armor<br /> Biker Command Squad with Champion, <span class="glossaryitem" onmouseover='gp(486);'>PW</span>, <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, and SSx2<br /> <br /> Troops<br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (6 models total)<br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (6 models total)<br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (6 models total)<br /> <br /> Elites<br /> Terminator Assault Squad <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> Terminator Assault Squad <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> with <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> <br /> Fast Attacks<br /> Landspeeder Squadron (2) <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> Landspeeder Squadron (2) <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> <br /> Heavy<br /> <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> w <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> <br /> I added an extra Biker to each of the troop squads to give them an extra body.  It's still super light on bodies, but I think it'll be fun to play.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jul 2009 05:14:05]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Do you have the +10 points to upgrade the redeemer into a crusader?<br /> <br /> Other than that, I love this list, and wish I saw it and other similar ones before I started buying stuff for my Salamanders - which took a different path.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jul 2009 06:11:34]]> GMT</pubDate>
				<author><![CDATA[ Fearspect]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I'm actually tempted to drop one of the extra Bikes and turn the Captain into Khan, just for Furious Charge and Hit and Run.  However, I'd be losing the Relic Blade and the Artificer Armor, which would hurt.  I wish I had more time to playtest, but at least 'Ard Boyz has most of the people in my club running 2500 point lists, so I intend to keep running it for a while.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jul 2009 00:59:14]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Now that the scenarios have been released, I am debating between three basic lists.  I decided against the Command Squad version because people were simply blasting my troops.<br /> <br /> The first is a 5x5man Bike Squads as Troops.  I really liked the idea of this one until I saw the 3 <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> per troop choice.<br /> <br /> The second has 4 Bike Squads (one 9-man, 3 6-man) to limit the pain of Scenario 1 while still being able to split into 5 squads for the other missions.  I also thought about making them all 6-man squads and using the points to pick up an extra <span class="glossaryitem" onmouseover='gp(456);'>LS</span> for one of the squadrons.<br /> <br /> The third is 3 Bike Squads (9-man and 2 6-man) with a <span class="glossaryitem" onmouseover='gp(563);'>MG</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> Tactical Squad in Rhino.  I think this one would give up the fewest <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>, but loses mobility and <span class="glossaryitem" onmouseover='gp(563);'>MGs</span>.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 03:29:43]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Gornall i think you should realy realy consider Khan, i mean its outflanking landraiders! Thats gonna own, escially with furious charge and hit and run.<br /> <br /> You dont wanna get your bikes stick in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> so Hit n run would be great.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 03:35:31]]> GMT</pubDate>
				<author><![CDATA[ Xav]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Your original list was just fine. I feel you need those long range Lascannons to deal with Necrons.  3 Monoliths and a Deceiver would seem to own your newer lists while the Lascannon Preds give you a chance to down a Monolith or two before it is to late.  ]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 03:40:19]]> GMT</pubDate>
				<author><![CDATA[ DarthDiggler]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I like the original list.<br /> <br /> However I would swap the 2 preds<br /> for <br /> 3 predators with <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons.<br /> <br /> I believe you should have enough pts to make the swap without losing  anything else.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 04:36:11]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>Re:'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ The last list  looks soild some thing along  the lines of way im making.   I dont like the  random lighting claws in the command sqaud keep it 4 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>'s you could also drop the <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> with the termies and have a sergent's with becon's to get them  termies  into  close combat. i think one of the mission's is night fighting all game so  close combat is gonna be key drop <span class="glossaryitem" onmouseover='gp(87);'>LR</span>'s  add 1 more termie squad and some more  bikes(if you dont have more bikes more speeders).<br /> <br /> <br /> With those  changes made its a list i would run.  games are gonna be quick ]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 08:19:19]]> GMT</pubDate>
				<author><![CDATA[ ttowns]]></author>
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				<title>Re:'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Your newer lists are better.<br /> <br /> Keep in mind that bike cant move up and down ruins, so a savvy opponent will place as many objectives can he can on the upper levels of ruins so that you cant capture them. I think that its worth having at least one tactical squad to deal with this, possibly two.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 13:19:39]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ List vastly improved by losing that obsolete Plasma Cannon.<br /> <br /> Also, dual <span class="glossaryitem" onmouseover='gp(87);'>LR</span> is the only way, a single gets munched.<br /> <br /> As Fearspect said though, try to get 2 Crusaders, instead of a Redeemer.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 13:29:54]]> GMT</pubDate>
				<author><![CDATA[ Elessar]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ You auto lose to 3 Monoliths with the newer lists.  People seem to be bringing you to an overkill status on close range melta and flame damage, while completely taking away your ability to deal damage at range or damage Monoliths.  The point about bikes not being able to go up levels is an important one.  Your 20 foot troops are important in that regard.  Don't take away options in your army.  You must stay diverse to succeed.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 13:55:41]]> GMT</pubDate>
				<author><![CDATA[ DarthDiggler]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I do think Tacticals could be important - but then again, not if you table the opponent, or place any objectives yourself.<br /> <br /> DarthDiggler, the Force must be weak with you if you think Monoliths are a threat to ANY list.<br /> <br /> Necrons aren't even slightly Competitive.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 14:06:36]]> GMT</pubDate>
				<author><![CDATA[ Elessar]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Hes a veteran he knows what hes talkin when he talks about how hard it is to face three monoliths. Oh wait dont necrons phase out.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 14:45:35]]> GMT</pubDate>
				<author><![CDATA[ Julnlecs]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Now, if they didn't Phase Out...well, Monoliths and indeed C'Tan would be insane.  As it is, using them is insane.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 14:51:04]]> GMT</pubDate>
				<author><![CDATA[ Elessar]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Yeah... I'm really going back and forth on the Tactical issue.  A lot of times they are simply dead weight <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, as they can't move and shoot effectively unless they are within 12".  So generally I'm getting at best a bolter and a <span class="glossaryitem" onmouseover='gp(563);'>MG</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> shot out of the top as I drive around.<br /> <br /> The random objectives scenario kinda worries me, as my opponent could get lucky and have all 3 be up in Ruins.  However, the store I'm playing at had very few ruins as their terrain for the first round, so I think I might be able to do alright simply by placing objectives smartly.  <br /> <br /> As for Necrons/Monoliths, that's a risk I'm willing to take.  That and if I'm shooting at Monoliths, I've already lost.  I would do better by watching my <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SSs</span> munch Warrior squads while my Bikes run them down.  <br /> <br /> The list I'm probably going with is:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Vulkan <br /> Bike Captain with Relic Blade and Artificer Armor <br /> <br /> Troops <br /> Bike Squad with <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, MGx2, and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (9 models total)<br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (6 models total) <br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (6 models total) <br /> Bike Squad with MGx2 and <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(447);'>AB</span> (6 models total) <br /> <br /> Elites <br /> Terminator Assault Squad <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> <br /> Terminator Assault Squad <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> <br /> <span class="glossaryitem" onmouseover='gp(475);'>LRR</span> with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <br /> <br /> Fast Attacks <br /> Landspeeder Squadron (2) <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> <br /> Landspeeder Squadron (2) <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> <br /> <br /> Heavy <br /> <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> w <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> <br /> I could switch out a 6 man Bike Squad for a <span class="glossaryitem" onmouseover='gp(563);'>MG</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> Tactical in Rhino if needed, but I think I can do better with the extra mobile <span class="glossaryitem" onmouseover='gp(563);'>MGs</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 15:10:27]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ This is great, do not put tactical squads in - they ruin the dynamics and flexibility.<br /> <br /> My only suggestion, take it or leave it, is to lower the body count on the first bike squad and to make both landraiders Crusaders with Multi-Meltas and Extra Armour.<br /> <br /> I do agree with four troops instead of three and a bike command squad - they are a little vulnerable to fire if you ever get stuck in a bad situation (get tricked by a feint, for example).]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 15:31:25]]> GMT</pubDate>
				<author><![CDATA[ Fearspect]]></author>
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				<title>Re:'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Who cares about objectives in ruins! Annhiliate the opponent and you won't have to wrry about them  <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 15:59:45]]> GMT</pubDate>
				<author><![CDATA[ Deuce11]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Your new list is fine, you are only giving up 25 killpoints in round 1 where I've seen almost every other list give up more then 30.<br /> <br /> 10 Multimeltas, 8 melta guns, 5 heavy flamers, 10 thunderhammers, 34 bolters, and 2 assault cannons that are all twin linked/master crafted.<br /> <br /> Only issue I see is that everything is short ranged, however the bike mobility should help with that.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 17:15:10]]> GMT</pubDate>
				<author><![CDATA[ asugradinwa]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>asugradinwa wrote:</cite>Your new list is fine, you are only giving up 25 killpoints in round 1 where I've seen almost every other list give up more then 30.<br /> <br /> 10 Multimeltas, 8 melta guns, 5 heavy flamers, 10 thunderhammers, 34 bolters, and 2 assault cannons that are all twin linked/master crafted.</div></blockquote><br /> <br /> yeah that IS truly rediculous... ]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 17:39:30]]> GMT</pubDate>
				<author><![CDATA[ Deuce11]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Elessar wrote:</cite>Now, if they didn't Phase Out...well, Monoliths and indeed C'Tan would be insane.  As it is, using them is insane.</div></blockquote><br /> <br /> Oh wow.  How little we learn from these forums.<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/247858.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/247858.page</a><br /> <br /> <br /> Here's the link to a top <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player whose using 3 Monolith Necrons in this years Ard Boyz and he's not tthe only one.  Also 3 Monolith Necrons won the 1st Ard Boyz.  I was next to him in the last round that year.  You won't touch Warriors for 3-4 turns at least as they NEVER start on the table.  Necrons will walk their Warriors on from reserve in every mission as they are the weakness in the list.  Meanwhile 3 Monolith, a C'tan, and 15 Destroyers are playing kill the marines in the center of the board.  It really is the bane of standard Vulkan lists and as they become more popular Tri-Monoliths should move up to counter them.<br /> <br />   Maybe it's not in your meta out west and in that case forget about it, but if you make it to Chicago I would have something to deal with them if you do.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 17:58:41]]> GMT</pubDate>
				<author><![CDATA[ DarthDiggler]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ Wasnt the first Ard Boyz in fourth edition where necrons excelled. Now its 5th and necrons are not doing well with no good way to reliably kill Mech Armies plus the sweeping advances really hurt necrons. Lets see how many necron armies make it past the second round. I doubt many will.]]></description>
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				<pubDate><![CDATA[Wed, 29 Jul 2009 18:04:45]]> GMT</pubDate>
				<author><![CDATA[ Julnlecs]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I wouldn't say Necrons excelled in 4th and they do have a reliable way to kill Mech.  How about 3 Particle whips that are never shut down.  How about a C'tan bouncing off one a turn (or more if it's a squadron).  <br /> <br /> The list above is not a mech fest by any means.  He has 2 land raiders and 2 armor 10 squadron speeders.  He should have no armor by the end of turn two, meanwhile 45 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 48&quot; range shots are dropping bikes fast.  No, tri-monolith Necrons might be a rarity, except at the Ard boyz, but this list has no counter to it and 40kenthusiast is making it more and more popular.<br /> <br /> <br /> &lt;&lt;&lt;  sorry about the 1st versiuon of this &gt;&gt;&gt;&gt;]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/248472/872577.page</link>
				<pubDate><![CDATA[Wed, 29 Jul 2009 18:13:46]]> GMT</pubDate>
				<author><![CDATA[ DarthDiggler]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ If I pull a Tri-Monolith list, I'll take my lumps.  However, I really am doubtful that there will be one in the Semis here.  The guy who won the first 'Ard Boyz with Necrons plays around here, and I don't even think he is bringing them this year.  From the two closest qualifiers, I'm expecting CSMx2-3, Nids, and Horde Orks.  Other than that, I really don't know.<br /> <br /> I don't want to start a Necron version of that Ork thread here.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/248472/872617.page</link>
				<pubDate><![CDATA[Wed, 29 Jul 2009 18:32:18]]> GMT</pubDate>
				<author><![CDATA[ Gornall]]></author>
			</item>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ How do you kill two land raiders in two turns with three particle whips and a really slow <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that will not get a charge til turn three? I dont see it happening, plus with a 24 in range it means the monolith has to be really close and then the necrons arent using the Monolith to come in from reserve or even to move around since its too busy shooting the particle whip at vehicles.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/248472/872629.page</link>
				<pubDate><![CDATA[Wed, 29 Jul 2009 18:39:13]]> GMT</pubDate>
				<author><![CDATA[ Julnlecs]]></author>
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				<title>'Ard Boyz Vulkan/Bikes Take II</title>
				<description><![CDATA[ I'm not going to discuss Necrons further in this thread.  I don't think they're a viable threat to this list, or most others that are competitive.<br /> <br /> This list is fine, and does not require my advice any further.<br /> <br /> If you wish to discuss how poor Necrons are, <span class="glossaryitem" onmouseover='gp(634);'>PM</span> me a thread link, and I'll comment until you're blue in the face about them.  Meantime, let the guy playtest his list without having nightmares that they'll make a 5th Terminator film but make it worse than the Prequels.]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2009 00:56:07]]> GMT</pubDate>
				<author><![CDATA[ Elessar]]></author>
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