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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ Realised I never take enough of the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, and that's a pity cause they really are more versatile than a Terminator Squad or a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad.<br /> <br /> So done a list that should work.....<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Captain<br /> Power Weapon<br /> Combi-Plasma<br /> <br /> 125<br /> <br /> <br /> TROOPS<br /> <br /> Tactical Squad (10 man)<br /> Sergeant: Power Sword<br /> Plasma Gun<br /> Heavy Bolter<br /> RHINO<br /> <br /> 230<br /> <br /> Tactical Squad (10 man)<br /> Sergeant: Combi-Plasma<br /> Melta Gun<br /> Multi-Melta<br /> RHINO<br /> <br /> 220<br /> <br /> Tactical Squad (10 man)<br /> Flamer<br /> Heavy Bolter<br /> <br /> 170<br /> <br /> Tactical Squad (10 man)<br /> Sergeant: Combi-Plasma<br /> Flamer<br /> Plasma Cannon<br /> <br /> 185<br /> <br /> Tactical Squad (10 man)<br /> Sergeant: Combi-Plasma<br /> Plasma Gun<br /> Plasma Cannon<br /> <br /> 195<br /> <br /> FAST ATTACK<br /> <br /> Landspeeder<br /> Assault Cannon<br /> Multi Melta<br /> <br /> 100<br /> <br /> <br /> HEAVY SUPPORT<br /> <br /> Devastator Squad (10 man)<br /> x 2 Missile Launchers<br /> x 2 Lascannon<br /> <br /> 270<br /> <br /> <br /> TOTAL 1495]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 12:38:13]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ Nice list, I think that a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad should have a heavy bolter any plasma gun and stay back blowing things before they get close, the flamers and melta already have rhinos but rush them up and burn!<br /> <br /> Good list]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 12:56:50]]> GMT</pubDate>
				<author><![CDATA[ the unknown]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ well thankfully can mix and match the squads, but the points stay the same!<br /> <br /> Plasma cannon squads certainly stay back and blast. but that leaves the flamer and plasma gun squads doing diddly squat most of the game...except getting shot at.<br /> <br /> Thinking of combat squadding, but never like doing it cause it takes away half the firepower of the squad.<br /> <br /> I think the land speeder is there to protect the devastator squad and rhinos.<br /> <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> get holed up in as heavy cover as possible and use lascannon to take out heavy armour, then frag missiles in later turns to take out infantry.<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads in rhinos advance while other <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads get into cover to provide support.<br /> Captain probably goes with a squad alone......or stays back to help lead gunline....]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 14:29:13]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ Drop the storm bolter on the captain mate, you lose the bonus attack for having 2 close combat weapons if you take it. You want bolt pistol and power weapon as both are classed as close combat weapons <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> You combat squading your tact squads? If you don't you cannot move and shoot the heavy out the rhino hatch. Best splitting them into combat squads to the heavys can hold back while the other half zooms ahead in the rhino. I would drop the power weapon as 5 marines don't last in combat and get a combi weapon to boost the squads shooting for a turn.<br /> <br /> Though if you're hanging the heavy weaps back I'd decide what you want. Missile launcher is best all rounded because it is anti tank and anti infantry. Plasma is for tough infantry and lascannon is anti tank. I wouldn't hang back with a multi melta; put it in a rhino and I wouldn't take a heavy bolter. In your list I'd probably take 3 lascannons, 2 plasmas and a missile launcher as you have the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads with missiles already.<br /> <br /> Take two land speeders if you can. I wouldn't take assault cannons because they're expensive. Just take the multi melta or a heavy flamer too so you can bbq infantry once you've wrecked a transport.<br /> <br /> I would take two lascannons in the devastators <span class="glossaryitem" onmouseover='gp(325);'>tbh</span> mate.<br /> <br /> I'll pop a tactical squad 2k list up on my blog for you mate too <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 14:42:20]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ I've modelled the only landspeeder I have with an asault cannon and multi melta....<br /> <br /> With the rhinos I'm not that fussed about shooting from the hatch with heavy weapons. it's more a case of getting them into position against heavy squads so they can get out and take out enemy with rapid fire and high power melta/plasma fire.]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 16:07:30]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ Bummer for you. You got a knife handy? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> Well if you do that then you're wasting the heavy weapon and not firing it and when you bail out to rapid fire that heavy still isn't doing anything; that's why I said combat squad for so you still get to use it <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 16:10:10]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ Well here's where the debate begins my dear friend mercer. <br /> Admittedly I didn't put my squad into cover, but when I tried combat squadding you know what I ended up with?<br /> Two dead squads in 2 turns cause they couldn't withstand the weight of fire being put against them. Whereas if they'd been one whole squad I think they might have survived at diminished capacity.<br /> <br /> As for landspeeder no I do not have a knife handy cause I LIKE the model as it is. I will however probably use a "counts as" in future games,.<br /> <br /> Rethought out list:<br /> <br /> Captain<br /> Power Weapon<br /> Combi-Plasma<br /> 125<br /> <br /> Tactical Squad 1<br /> <br /> Nothing changed<br /> <br /> <br /> Tactical Squad 2<br /> <br /> Nothing changed<br /> <br /> <br /> Tactical Squad 3<br /> Change flamer to plasma gun<br /> <br /> 195<br /> <br /> Tactical Squad 4<br /> Change flamer to plasma gun<br /> Change <span class="glossaryitem" onmouseover='gp(51);'>HB</span> to Plasma Gun<br /> <br /> 185<br /> <br /> Tactical Squad 5<br /> <br /> no change<br /> <br /> <br /> FAST ATTACK<br /> <br /> Landspeeder.<br /> Heavy flamer<br /> Multi Melta<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(29);'>DEV</span> SQUAD (5 man)<br /> <br /> Lascannon x 4 <br /> <br /> 230<br /> <br /> 1460]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 16:32:31]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ With the 40 points left over - add 2 more bodies to the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad.  They are paying and absolute premium for those guns and will be high priority to take down.  They need more bodies.]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 16:41:08]]> GMT</pubDate>
				<author><![CDATA[ kaiservonhugal]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ hopefully be able to put them in ruin and take advantage of cover save.<br /> Was tempted to change it to 2 lascannon and 2 plasma...<br /> <br /> <br /> And I'm hoping that does come to 1460.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 16:45:31]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ In that case corennus drop the heavy. You're not making use of it by moving. Sure it's free but the weapon isn't being used so get something what you can. Though combat squad is the way forward, although put them cover. Why exactly killed them <span class="glossaryitem" onmouseover='gp(17);'>btw</span> in your previous game? shokk attack gun?<br /> <br /> You still don't need combi plasma on the captain because you lose the special attack again. Just a bolt pistol only, you want that extra attack right?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 17:11:16]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ KILL KANNON AND SHOKK ATTACK GUN TOGETHER.<br /> <br /> Ok i'll use my spare captain with great weapon as normal captain]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 17:15:10]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>Re:1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ I'm only going to comment on the original because it's the only version that's in the one place. In future, please just update the original post as it makes it much easier to critique.<br /> <br /> There are quite a few glaring weaknesses in this list. Not a great deal of anti-transport weaponry, only one unit that can deal with AV14, and an overall lack of mobility. You're really going to struggle against Mech, and, because almost every unit is on foot, objective matches are going to be an uphill battle because you have very little that can contest an objective in your opponents deployment zone. Even the units that have a chance of contesting (ie. the Rhino squads) aren't particularly dangerous in their own right.<br /> <br /> The Captain isn't contributing a whole lot, a Librarian with Gate will likely be more useful. If you must stick with him though, the Storm Bolter means that he's not getting the extra attack from the power weapon so you're better off getting rid of it. <br /> <br /> A single Land Speeder isn't going to contribute much, especially with that configuration. If you have to take a single speeder, give it a Typhoon Missile Launcher and use it as a 'sniper' at the back of the field.<br /> <br /> On to the Tactical Squads. First of all, they all need Rhinos! Tactical Squads on foot are dead, giving them all Rhinos increases your saturation and make your forces much more mobile. Secondly, give them all Meltaguns. Seriously. With so many Bolters you don't need any more anti-horde weapons, and Plasma Guns are far too expensive for what they give you. In regards to Heavy Weapons, I would go for a mixture of Missile Launchers and Plasma Cannons, which together give you excellent diversity. Multi-Meltas and Heavy Bolters can be safely ignored here, as the latter sucks, and the former restricts your mobility and is unnecessary when you have Meltaguns. I would also consider taking Powerfists on all your sergeants; not because Tactical Squads are awesome in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, but because they will inevitably be assaulted when you get them into Rapid Fire range. I'd also be tempted to give my sergeants combi-meltas.<br /> <br /> Even with the above changes I'm not sure how well it's going to do. Tactical Squads <i>can</i> do a little bit of everything, but they're inefficient at it. There's a reason why so many <span class="glossaryitem" onmouseover='gp(119);'>SM</span> lists are full of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> Land Speeders, Dakka Predators etc...<span class="glossaryitem" onmouseover='gp(119);'>SM</span> basic troops are so generic that we need extreme specialist units to make up for it.]]></description>
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				<pubDate><![CDATA[Mon, 17 May 2010 17:58:41]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ hmmmmm well ok to answer criticism:<br /> <br /> One: I'm going with the troops I have modelled and painted at the moment.<br /> <br /> Two: At present I only have one Rhino. Thinking of getting another, but at present have no time.<br /> <br /> Three: Power fists on sergeants are nice...but hitting last is not something i like doing (Initiative of 1). With Power Swords at least armour saves can't be taken.<br /> <br /> Four: Overall lack of mobility. Space Marines EITHER shoot their opponents to death, OR charge in to close combat. I prefer shooting. <br /> <br /> Five: Single landspeeder with a 36" assault cannon range will be a harrassment to enemy squads (keeping them off my <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad)<br /> <br /> Six: Melta Guns. A gun you have to wait until the enemy is basically within assault range to fire against a gun that (if it doesn't get hot) can do serious damage against enemies up to 24" away......<br /> Multi Melta is slightly more preferable....<br /> <br /> Seven: Heavy Weapons. I can change the Heavy Bolters to Missile Launchers pretty easily (just swap in a model or two) but i'm keeping the Plasma Cannons cause they are great all-rounders <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. Can take out infantry AND anything up to and including Rhino chassis tanks.<br /> <br /> Eight: Captain. Well I guess I could just stick him in Terminator Armour and send him out as a lone ranger. See how long he lasts. Chaplain wouldn't make much difference to the army, and I don't have a librarian.]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 09:27:22]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ <blockquote><div><cite>Corennus wrote:</cite>KILL KANNON AND SHOKK ATTACK GUN TOGETHER.<br /> <br /> Ok i'll use my spare captain with great weapon as normal captain</div></blockquote><br /> <br /> You should have put them in cover silly billy. Though knowing your enemy is half the battle won <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> Oh, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, meltaguns do not get hot either. ]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 14:07:57]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ i think this list will be great<br /> but then again i love tactical squads there ace<br /> still should get some rhino's for them (the only thing better than a tactical squad is one in a rhino <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> )<br /> <br /> should be fun to play with though mate all the best <br /> (hope the plasma guns kill the enemy more than your own guys)]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 15:26:28]]> GMT</pubDate>
				<author><![CDATA[ andy_123_p]]></author>
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				<title>Re:1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i think this list will be great<br /> but then again i love tactical squads there ace<br /> still should get some rhino's for them (the only thing better than a tactical squad is one in a rhino )<br /> </div></blockquote><br /> <br /> Wrong! the only thing better than a tactical squad, even one in a rhino, is stern guard in a drop pod <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 15:47:20]]> GMT</pubDate>
				<author><![CDATA[ ChocolateGork]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Two: At present I only have one Rhino. Thinking of getting another, but at present have no time. </div></blockquote><br /> Which is fine, just when you hit the magical 3 rhinos, that’s when you should consider going mech.<br /> <br /> <blockquote class="uncited"><div>Three: Power fists on sergeants are nice...but hitting last is not something i like doing (Initiative of 1). With Power Swords at least armour saves can't be taken. </div></blockquote><br /> Power weapons are still pretty lame.  It’s fist or don’t bother…hitting at I1 is really not a problem.<br /> <br /> <blockquote class="uncited"><div>Four: Overall lack of mobility. Space Marines EITHER shoot their opponents to death, OR charge in to close combat. I prefer shooting. </div></blockquote><br /> Well, the army doesn’t shoot ‘that’ well…<br /> <br /> <blockquote class="uncited"><div>Five: Single landspeeder with a 36" assault cannon range will be a harrassment to enemy squads (keeping them off my <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad) </div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, wishful thinking here.<br /> <br /> <blockquote class="uncited"><div>Six: Melta Guns. A gun you have to wait until the enemy is basically within assault range to fire against a gun that (if it doesn't get hot) can do serious damage against enemies up to 24" away...... <br /> Multi Melta is slightly more preferable.... </div></blockquote><br /> With respect to this list…yes, but in general, no…you are shoehorning yourself into this disadvantaged viewpoint.<br /> <br /> <blockquote class="uncited"><div>Eight: Captain. Well I guess I could just stick him in Terminator Armour and send him out as a lone ranger. See how long he lasts. Chaplain wouldn't make much difference to the army, and I don't have a librarian.</div></blockquote><br /> For a list like this… I see 3 options:<br /> Master- for the bombardment, but not a great choice.<br /> Master of the Forge- for the nice cover boost and adding the beamer for more dakka.<br /> Libby- for longer ranged powers like the Curse of the Machine Spirit or whatever.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 May 2010 15:57:38]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>1500 pt TACTICAL SQUAD SM army</title>
				<description><![CDATA[ Hmmm Libby maybe. Have to see if I can use my "primarch" figure (gold teminator) as a Librarian.<br /> <br /> Or I could drop the landspeeder and take a stock librarian as an extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And I've realised my last sergeant doesn't have a power sword, he has a chain sword.<br /> <br /> Re-edited the list to reflect possible changes.]]></description>
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				<pubDate><![CDATA[Fri, 21 May 2010 14:43:29]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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