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		<title><![CDATA[Latest posts for the thread "Flyrant Dancing"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Flyrant Dancing"]]></description>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ While working this new thought popped into my head:<br /> <br /> Suppose my Flyrant runs into a tank, pop's it open, then consolidates <span class="glossaryitem" onmouseover='gp(24);'>d6</span>" away, on top of a building or other vertically impassable object.  Assuming I pass the dangerous terrain test, is this a valid tactic to avoid getting charged by the tanks former occupants?  Or can they still somehow charge and attack me in base to base?  (Obviously I will be shot at, but I want to get the charge off on my own terms)]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 22:24:49]]> GMT</pubDate>
				<author><![CDATA[ FoolWhip]]></author>
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				<title>Re:Flyrant Dancing</title>
				<description><![CDATA[ almost, but not quite. You do not get a consolidation move after destroying a tank in assault. You'll be stuck 1" away from it's contents, sadly.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 22:48:17]]> GMT</pubDate>
				<author><![CDATA[ The Defenestrator]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ Charge the vehicle access point so some or all of the occupants can't be placed when it's wrecked. Obviously this doesn't work very well on vehicles with more than one <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 23:05:44]]> GMT</pubDate>
				<author><![CDATA[ avantgarde]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ As an Eldar player, I can only say it's happened to me a few times... and it works... grumble...]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 23:19:52]]> GMT</pubDate>
				<author><![CDATA[ Arctik_Firangi]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ Yet another reason that Flyrants are not really worth taking.<br /> <br /> I have a pretty spiff one I modelled up, but the fact is, they're not a good unit, they can only assault, and there are just too many assault units that can kill them off before they make their points back.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 03:17:30]]> GMT</pubDate>
				<author><![CDATA[ Phryxis]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ <blockquote><div><cite>Phryxis wrote:</cite>Yet another reason that Flyrants are not really worth taking.<br /> <br /> I have a pretty spiff one I modelled up, but the fact is, they're not a good unit, they can only assault, and there are just too many assault units that can kill them off before they make their points back.</div></blockquote><br /> <br /> I dunno, against Nob bikers, a properly kitted out Flyrant with implant attack seems like a pretty good choice.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 04:34:42]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ <blockquote><div><cite>avantgarde wrote:</cite>Charge the vehicle access point so some or all of the occupants can't be placed when it's wrecked. Obviously this doesn't work very well on vehicles with more than one <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.</div></blockquote><br /> <br /> <blockquote><div><cite>Arctik_Firangi wrote:</cite>As an Eldar player, I can only say it's happened to me a few times... and it works... grumble...</div></blockquote><br /> <br /> Emergency disembark?<br /> <br /> There are rules to protect the passengers of transport vehicles.<br /> <br /> In 5th ed mech is good enough that Tyranids are seriously compromised.  It's just the sad truth.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 04:49:11]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ Well, damn.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 05:18:30]]> GMT</pubDate>
				<author><![CDATA[ avantgarde]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ <blockquote><div><cite>Phryxis wrote:</cite>Yet another reason that Flyrants are not really worth taking.<br /> <br /> I have a pretty spiff one I modelled up, but the fact is, they're not a good unit, they can only assault, and there are just too many assault units that can kill them off before they make their points back.</div></blockquote><br /> <br /> <br /> The more I play with my Flyrant the more effective he's becoming.  Also fielding units that support/distract from the Flyrant also keep him alive long enough to tear into things.  I'm really starting to feel I should field another one dakka'd out.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 20:59:07]]> GMT</pubDate>
				<author><![CDATA[ FoolWhip]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ too bad you can only field one Tyrant with wings.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 21:11:01]]> GMT</pubDate>
				<author><![CDATA[ airmang]]></author>
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				<title>Flyrant Dancing</title>
				<description><![CDATA[ Only reason I use a flyrant is so it can keep up with my hormigaunts and for the awesomly devistating first turn charge with a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>. Yes things will be able to take it down, but you gotta pick your batles with it. dont go charguing a 10 man unit of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies, hit that <span class="glossaryitem" onmouseover='gp(167);'>tac</span> or scout squad or rip open a tank.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 22:47:53]]> GMT</pubDate>
				<author><![CDATA[ ManwithIronHands]]></author>
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