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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ Hey thinking of getting some Noise Marines which will be used VS Necrons. Just wondering what the best squad size and equipment load out is. (Remember, anti Necron!)]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 16:03:30]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ You definitely want a doom siren because its a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 template. You should have sonic weapons on your marines so they can fire as you are closing against the necrons. Your best bet is to keep closing in against the necrons and trying to get that template in range. You should give the champion with a doom siren a powerfist which will deny necrons their <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> saves in close combat. A rhino would allow you to get closer faster. On the other hand you can kit out a static long range squad with a blastmaster and sonic blasters but nothing else. The first squad option is probably better against necrons. You should also keep the squads small because theyre going to be very expensive.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 16:50:24]]> GMT</pubDate>
				<author><![CDATA[ warham113]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ I like to run with the following:<br /> <br /> 7 Marines with Sonic Blasters<br /> Champ w/ Doom Siren, Power Sword, Sonic Blaster<br /> in Rhino<br /> <br /> It's gonna run about about 275 points, but the ability to be shooty, mobile (in and out of the Rhino) and very effective in assault makes it a great all around unit. I like to put the higher iniative to use, so I'll normally give my Champs Power Sword. Remember that any weapon that denies armor saves also negates <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>, so a Power Fist isn't any better in THAT regard.<br /> <br /> Blastmasters <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> are overpriced. If you are taking Noise Marines then I think Sonic Blasters are a must. Otherwise you're paying a lot of extra points for extra iniative and it's also costing you a lot of flexibility (when compared to regular Marines).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 18:23:28]]> GMT</pubDate>
				<author><![CDATA[ eNvY]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ <blockquote><div><cite>eNvY wrote:</cite>I like to run with the following:<br /> <br /> 7 Marines with Sonic Blasters<br /> Champ w/ Doom Siren, Power Sword, Sonic Blaster<br /> in Rhino<br /> <br /> It's gonna run about about 275 points, but the ability to be shooty, mobile (in and out of the Rhino) and very effective in assault makes it a great all around unit. I like to put the higher iniative to use, so I'll normally give my Champs Power Sword. Remember that any weapon that denies armor saves also negates <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>, so a Power Fist isn't any better in THAT regard.<br /> <br /> Blastmasters <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> are overpriced. If you are taking Noise Marines then I think Sonic Blasters are a must. Otherwise you're paying a lot of extra points for extra iniative and it's also costing you a lot of flexibility (when compared to regular Marines).<br /> <br /> </div></blockquote><br /> <br /> 280 points for above-mentioned Assaulty Noise squad.<br /> <br /> 5-man squad w/ 4 Sonic Blasters + 1 Blastmaster runs as low as 160.<br /> Bump it up to Blastmaster + 7 Guys w/ Sonic Blasters + a rhino and then it's 270 for the defensive squad.<br /> <br /> Either way, they both serve a different purpose and do it pretty well. Blastmaster can kill marines on 2+, instant death heroes, and ignore their armor from 48" away. It's like a plasma cannon that with a longer range and never gets-hot, minus the ability to smoke terminators (that's what obliterators are for anyway.)<br /> <br /> If you want to dig in and shoot the crud out of someone, spending 70 points on a champion might not be worth it. Rhino is also somewhat optional.<br /> <br /> If you want them to be offensive move-shoot-attack squad, then the uber-flamer champ version rocks.<br /> <br /> I often take one unit of each variety.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 20:01:38]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Thanks for the replys, I'm not sure which squad to use (Hit-run or Dig-in-blast) and will only be choosing one. Which do you think would go best with my current force.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Terminator Lord - chainfist, combi-melta<br /> <br /> Elite: 5 Terminators - Heavy Flamer, 2 Powerfists, combi-melta<br /> <br /> Troops: 10 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> - Heavy Bolter, Meltagun, Nurgle Icon, Champ with plasma pistol and power sword.<br />           : 5 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> - Chainswords and pistols<br /> <br /> Heavy Support: Predator - Lascannons all round.<br />                      : Havocs - Lascannon, <span class="glossaryitem" onmouseover='gp(5);'>AC</span> (might be reaper), Missile Launcher, Heavy Bolter<br /> <br /> It's not a great list I know, but I'm new to this all. My tactic usually is, tie up his mass warriors with terminators then pound him with heavy fire support. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 20:15:22]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ Pick a tactic.<br /> <br /> Static fire base=go with a blastmaster, skip the doom siren<br /> <br /> Mechanized in your face noise marines=skip the blast master, go with the doom siren.<br /> <br /> Either tactic works great against necrons when combined with a lash.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 20:26:19]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ <blockquote><div><cite>King-Chaos wrote:</cite>Thanks for the replys, I'm not sure which squad to use (Hit-run or Dig-in-blast) and will only be choosing one. Which do you think would go best with my current force.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Terminator Lord - chainfist, combi-melta<br /> <br /> Elite: 5 Terminators - Heavy Flamer, 2 Powerfists, combi-melta<br /> <br /> Troops: 10 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> - Heavy Bolter, Meltagun, Nurgle Icon, Champ with plasma pistol and power sword.<br />           : 5 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> - Chainswords and pistols<br /> <br /> Heavy Support: Predator - Lascannons all round.<br />                      : Havocs - Lascannon, <span class="glossaryitem" onmouseover='gp(5);'>AC</span> (might be reaper), Missile Launcher, Heavy Bolter<br /> <br /> It's not a great list I know, but I'm new to this all. My tactic usually is, tie up his mass warriors with terminators then pound him with heavy fire support. <br /> </div></blockquote><br /> <br /> <br /> Chaos troops can't buy a heavy bolter. So if you really have two heavy bolters and want to use both, I'd do something like this.<br /> <br /> Termies<br /> <br /> <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad - Meltagun, Nurgle Icon, Powersword Champ<br /> Noise Marines - shooty w/ Blastmaster and Sonic Blasters since it looks like you don't have rhinos.<br /> <br /> Predator - lascannons<br /> Havoc squad - Lascannon, Missile Launcher, a few marines.<br /> Havoc squad - Heavy Bolter, Heavy Bolter, Autocannon, a few marines.<br /> <br /> I guess the strat would be have your tank, two squads of havocs, and noise marines put out enough shooting to lure the enemy inwards. Then rush out your terminators and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> trooper squad to hold up any threats.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 22:41:41]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Chaos troops can't buy a heavy bolter. So if you really have two heavy bolters and want to use both, I'd do something like this.</div></blockquote><br /> <br /> Yes they can. Page 96 of the Chaos Codex states that if the squad numbers ten or more models, a Chaos Marine may replace his bolter with a heavy weapon, including the heavy bolter.<br /> <br /> <br /> <br /> As for your list, King-Chaos, it looks like a few of your squads are fairly mixed up as to their purpose. The meltagun in your large Chaos Marine squad doesn't go very well with the heavy bolter due to its short range, if you still want to take a special weapon with your heavy weapon, your best bet is to go with a plasma gun to take advantage of that twenty-four inch range you'll get by staying still, in my opinion.<br /> <br /> I think that if I were to slap some Noise Marines in this list, I'd use the assaulty variety, because it looks like you've got some pretty formidable stand-and-shoot units(Predator, Havocs, the heavy bolter squad of Chaos Marines), but a few less when it comes to assault.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2010 22:53:19]]> GMT</pubDate>
				<author><![CDATA[ Shelegelah]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ Against Necrons the assault type will be better because Necrons don't have power weapons in there squads which can seriously damage your noise marines. Also, with your powerfisted or power weaponed champion it denies them <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 00:40:13]]> GMT</pubDate>
				<author><![CDATA[ warham113]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ I don't think he'll need the counter-assault: he has the Terminators. Give them a Blastmaster instead of a Champion and watch the mini-Battlecannon do its job.<br /> <br /> You should switch the Meltagun to a Plasmagun though. I might drop the Icon of Nurgle for an Icon of Chaos Glory to shave some points off. You don't need a Champion in that squad (along with all the expensive bloat he carries).]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 00:45:04]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ I would advise using the doom siren/rhino with a bunch of sonic blasters. <br /> Get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> asap. The crons get pretty squeamish when it comes to the assault phase.<br /> <br /> <br /> Also, for when you go against the crons, don't use a chainfist. <br /> Just use a power fist. <br /> <br /> the cron's only vehicle is immune to the <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> armor pen that the chainfist confers. ]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 04:02:53]]> GMT</pubDate>
				<author><![CDATA[ lordrevege]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Get a squad of ten one with blast master and about 5 with sonic, and siren. That's my <span class="glossaryitem" onmouseover='gp(526);'>NM</span> load out.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 04:29:20]]> GMT</pubDate>
				<author><![CDATA[ Blood4Khorne]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Ok yes I will remove the melta-gun and swap it for plasma to fit in better with the long range. I'm not sure to remove  the nurgle icon or not, it was a real help last time but I'm not sure if it made up for itself in points. I think I will go with the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad with the siren and sonics in a rhino. I'm very unsure about rhino transport tactics and how it all works but I will read up on it. My other idea was to have two squads of five each with only blastmasters, then get a sorcerer and use lash for maximum effect. But at the moment I am leaning towards the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> idea. Sonic blasters are just bolters with more shots right? Or is there something Im missing about them?]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 10:37:28]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ Yes, Sonic blasters can fire 2x on the move up to 24 or 3x if you sit still. Usually, you are paying 5 pts for an extra bolter shot. Not a great deal, especially if you close to rapid fire range. However, you can assault after firing and get 1 more shot than your pistols. I find them to be overpriced and shouls probably just have been part of the <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> current cost.<br /> <br /> I would go Doom Siren PFist/Pweapon champ or Blastmaster with a naked squad because you are going to wreck Necron face with either and the sonics don't add much against T4 3+ <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>. Keeps the squads cheaper. Run a min size squad if you use the BM and just park them in a Rhino or cover and drop blasts that deny their saves.<br /> <br /> I would also recommend Oblits to plasma cannon blast the necrons.<br /> <br /> For the troops, just use plain <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> or go Plague Marines. <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> is very Meh since you are still vulnerable to morale tests.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 14:15:35]]> GMT</pubDate>
				<author><![CDATA[ jmurph]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Ok thanks, would the blast master negate <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> since its double their toughness? (Very unclear on <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rules) If so I will be going with this setup if not I will run the Champ/fist/siren setup. I really like the sound of taking them in a rhino and shooting them with the BM. Oh yeah one other question, should I take a ten man squad with the champ if I took him? Or use the squad as more of a minimum points-suicide-for max damage type thing?]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 16:53:42]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Ok thanks, would the blast master negate <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> since its double their toughness? (Very unclear on <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rules)</div></blockquote><br /> -Yes, unless there is a rez orb nearby.]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 17:03:45]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ I'm REALLY stuck with this<br /> Noise Marines (10)   Asp Champ - Powerweapon + Doom Siren. Dedicated Rhino<br /> OR<br /> Noise Marines (5) Blast master only. Dedicated Rhino]]></description>
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				<pubDate><![CDATA[Mon, 1 Mar 2010 21:58:42]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Well, either's a good option to go with, really.  The Doom Siren is just horrendously awesome against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, especially with the denying of the <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rolls, and that power weapon doesn't hurt either. The only downside I can see to an assault Noise Marine Squad is that the higher initiative might be wasted against the low initiative of Necrons... But it should help against the Lord he will inevitably take.<br /> <br /> The Blastmaster is, of course, always potent against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, so nothing really needs to be said there. It really depends on what you like to do. Do you want to get up in his face and hack him to bits? Assault squad. Do you want to blast him to hell from a distance? Blastmaster squad.<br /> <br /> Something to consider is that Necrons completely fold in close combat versus most assault-oriented units, while they're pretty competent at shooting, what with their Gauss Weapons. Just a thought.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 09:20:26]]> GMT</pubDate>
				<author><![CDATA[ Shelegelah]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ Speakign as a necron player myself.  i woudl be worried abotu either list.  2 main down sides for 'crons is their lack of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> skills and their lack of long range fire power.  If you can close quickly or pound from 48" then you are off to a good start.  Not counting destroyers (which can move 12" and fire their 36" range guns) the only unit with anything beyond bolter range is the Immortal (S5, AP4, 36").  Even the 'lith has a max range of 24" with the particle whip.<br /> <br /> As you already have a fair bit of long range punch i would go with the Blastmaster.  One option coudl be to use the Blastmaster and drop the heavy bolter to make the larger <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad your assautl option.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 13:05:50]]> GMT</pubDate>
				<author><![CDATA[ Praxiss]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ <blockquote><div><cite>Shelegelah wrote:</cite>The Doom Siren is just horrendously awesome against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, especially with the denying of the <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rolls.</div></blockquote> How does it deny <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>? I thought that was only the Blast Master?]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 17:15:59]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ <blockquote><div><cite>King-Chaos wrote:</cite><blockquote><div><cite>Shelegelah wrote:</cite>The Doom Siren is just horrendously awesome against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, especially with the denying of the <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rolls.</div></blockquote> How does it deny <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>? I thought that was only the Blast Master?</div></blockquote><br /> <br /> You're right only a blastmaster ignores <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>, because its streangth is double their toughness. A doomsiren only ignores their armour save.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 17:32:47]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Ah, my bad. I thought that <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rolls were just like <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, just taken later, but after a quick review of the codex, only close combat weapons that ignore armor saves cancel out <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>. Bummer.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 18:17:35]]> GMT</pubDate>
				<author><![CDATA[ Shelegelah]]></author>
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				<title>Noise Marine Equipment</title>
				<description><![CDATA[ S5 AP3 still wouldn't ignore <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> dude.<br /> <br /> Like I said before, take the Blast Master.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 18:20:19]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Re:Noise Marine Equipment</title>
				<description><![CDATA[ Yeah I'm gonna go for the Blast Master, should I buy a box of 5 marines and sonic weapons bitz pack, or just buy the Noise Marines box? I don't no if I would be missing out on stuff if I went the cheap way?]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 18:30:41]]> GMT</pubDate>
				<author><![CDATA[ King-Chaos]]></author>
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