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		<title><![CDATA[Latest posts for the thread "Blood Angel Assault Squad"]]></title>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ Do you guys think Blood angels Assault Squads would be more effective in 5 or 6 man groups? <br /> <br /> Both will have same wargear its just a question of is that extra man worth it (1500pt game, 5 Squads of 5 or 6, In Rhinos)]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 14:25:29]]> GMT</pubDate>
				<author><![CDATA[ Dashyl]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ Well, its a trade-off.<br /> More small troops more scoring units,<br /> less larger troops more staying power.<br /> I always prefer full squads just as a policy. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 17:07:35]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ Sorry but that didnt make sense to me... the 3rd line anyway ]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 19:30:37]]> GMT</pubDate>
				<author><![CDATA[ Dashyl]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ Depends on the situation I suppose. <br /> <br /> I normally run 10 man squads if I'm going to be deep striking them in. But if I run them in Rhinos I will run 9 man squads with a priest along for the ride.<br /> <br /> The problem with 5 man squads if you decide to deep strike is that you may spread yourself out or not everyone may come in when you want them, even with Decent of Angels.<br /> <br /> Ideally if you run 5 man squads, I'd throw them in a razorback with a priest or <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. It'll provide transport with heavy firepower (if you buy it) and it's cheaper on the transport when taking off the jump packs.<br /> <br /> I normally run them in 10 man squads with to Melta-guns so I can blow up some vehicles.  I feel 5 man squads get killed off too fast cause there aren't enough priests to good around. ]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 20:04:22]]> GMT</pubDate>
				<author><![CDATA[ Shovan]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ If you have a larger number of small squads, they you will have more troops to score, but they will break easily, or just die easily, as there arent many models. If you have a smaller number of squads with more models in them, they they will be harder to kill, and will be harder to make them break due to moral. I also prefer taking the full number of models available in a squad, with very few exceptions.]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 20:05:27]]> GMT</pubDate>
				<author><![CDATA[ Nantukoshade]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ Thanks for the advice im thinking about running 2x5 assault squads in razorbacks with lascannons i could run 6 but that means an extra 36 points which i could spend on giving a librarian a power fist or something]]></description>
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				<pubDate><![CDATA[Thu, 15 Jul 2010 23:27:16]]> GMT</pubDate>
				<author><![CDATA[ Dashyl]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ I have found that running 7 man squads work best for me - meltagun, thunderhammer & stormshield or power fist & infernus pistol (sergeant). I typically attach a Sanguinary Priest to these squads (power sword & infernus pistol) & sometimes I will also attach a Chaplain as well. This combined unit is deadly as both a tank hunter and in close combat. The extra two bodies help to soak some wounds so the unit can last an entire game. Five man squads - you might want to consider running a full squad and split them into two units using the combat squad rule... This will give you more flexibility.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 02:06:35]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ I didnt know there was a combat squad rule could you explain a little more?]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 02:53:20]]> GMT</pubDate>
				<author><![CDATA[ Dashyl]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>Dashyl wrote:</cite>I didnt know there was a combat squad rule could you explain a little more?</div></blockquote><br /> <br /> Get the army book before you make a thread like this...]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 02:58:07]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor_Syphonious]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(10);'>BA</span> assault squads should make up the bulk of a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> army.<br /> <br /> In a mechanized army the debate is between rhinos or razorbacks.  Razorbacks gain a lot from being able to move 12" and fire their main gun, while Rhinos gain nothing but the ability to fire storm bolters while moving 12" and the ability to autokill their passangers when moving flat out, so the choice is razorbacks.<br /> <br /> In mechanized lists 5 in a razorback would be the ideal number.  The transport capacity of a razorback is only 6 so leaving 1 space open in a transport gives additional flexibility for <span class="glossaryitem" onmouseover='gp(67);'>IC</span> primarily the Sanguinary Priest.  If the razorback holding a <span class="glossaryitem" onmouseover='gp(759);'>SP</span> is popped and the squad takes casualties the best course of action would be to have <span class="glossaryitem" onmouseover='gp(759);'>SP</span> which is an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> leave the decimated squad and rejoin a new squad inside a razorback.  In order for that to happen the size of the squad must be 5 and not 6, or else there will be no room in the new razorback. <br /> <br /> In jump squads the number should be 10.  In <span class="glossaryitem" onmouseover='gp(316);'>KP</span> missions it keeps <span class="glossaryitem" onmouseover='gp(316);'>KP</span> to a minimum, and in objective based games they can combat squad. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 04:43:50]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ do 10 man squads and combat squad them down to 5 mans]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 05:50:19]]> GMT</pubDate>
				<author><![CDATA[ stu192]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ Do 5 man squads and combat them up to 10.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 14:55:08]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>schadenfreude wrote:</cite>and the ability to autokill their passangers when moving flat out</div></blockquote><br /> <br /> Ehm... what? How do they autokill their passengers? <br /> <br /> The rhino gains alot from the overcharged engines. It will probably save you an entire turn of driving before your assault marines are in the enemy's face. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 15:09:37]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>Illumini wrote:</cite><blockquote><div><cite>schadenfreude wrote:</cite>and the ability to autokill their passangers when moving flat out</div></blockquote><br /> <br /> Ehm... what? How do they autokill their passengers? <br />  </div></blockquote><br /> <br /> They don't. That's a Fast Skimmer rule and will not affect <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Rhinos. <br /> <br /> Edit:<br /> Altho I suppose if you were silly enough to Ram a vehicle with a Flat Out Rhino with passengers embarked, it could happen. Boils down to the rule taht says that passengers may no embark or disembark from a transport that moves or is going to move Flat Out. So if you manage to somehow destroy the vehicle DURING YOUR OWN MOVEMENT PHASE!, then the passengers cannot disembark and are destroyed. Only two ways I can think of for it to happen is ramming or a skimmer ending it's move over difficult terrain and failing the test. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 15:30:22]]> GMT</pubDate>
				<author><![CDATA[ don_mondo]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>don_mondo wrote:</cite><br /> They don't. That's a Fast Skimmer rule and will not affect <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Rhinos. </div></blockquote><br /> <br /> That was a 4th ed rule. To my knowlegde, the whole "killing your own vehicle in your own turn" is the only way to kill your own passengers]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 15:38:45]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>Black Blow Fly wrote:</cite>Do 5 man squads and combat them up to 10.<br /> <br /> G</div></blockquote><br /> <br /> Not sure what you are saying here.]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 15:45:54]]> GMT</pubDate>
				<author><![CDATA[ jbunny]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ Hes saying keep them in 5 man squads in the razorback until the leave the transport and when there out of the transport make them a 5 man combat squad using the combat squad rule]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 16:04:30]]> GMT</pubDate>
				<author><![CDATA[ Dashyl]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>Dashyl wrote:</cite>Hes saying keep them in 5 man squads in the razorback until the leave the transport and when there out of the transport make them a 5 man combat squad using the combat squad rule</div></blockquote><br /> <br /> What?]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 16:20:03]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ <blockquote><div><cite>Dashyl wrote:</cite>Hes saying keep them in 5 man squads in the razorback until the leave the transport and when there out of the transport make them a 5 man combat squad using the combat squad rule</div></blockquote><br /> <br /> That statement makes no sense whatsoever..............]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 16:25:17]]> GMT</pubDate>
				<author><![CDATA[ don_mondo]]></author>
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				<title>Re:Blood Angel Assault Squad</title>
				<description><![CDATA[ Oops i cant type today]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 20:24:30]]> GMT</pubDate>
				<author><![CDATA[ Dashyl]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ What is the sound of one clapping?<br /> <br /> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 20:28:20]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Blood Angel Assault Squad</title>
				<description><![CDATA[ [spoiler]<blockquote><div><cite>don_mondo wrote:</cite><blockquote><div><cite>Illumini wrote:</cite><blockquote><div><cite>schadenfreude wrote:</cite>and the ability to autokill their passangers when moving flat out</div></blockquote><br /> <br /> Ehm... what? How do they autokill their passengers? <br />  </div></blockquote><br /> <br /> They don't. That's a Fast Skimmer rule and will not affect <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Rhinos. <br /> <br /> Edit:<br /> Altho I suppose if you were silly enough to Ram a vehicle with a Flat Out Rhino with passengers embarked, it could happen. Boils down to the rule taht says that passengers may no embark or disembark from a transport that moves or is going to move Flat Out. So if you manage to somehow destroy the vehicle DURING YOUR OWN MOVEMENT PHASE!, then the passengers cannot disembark and are destroyed. Only two ways I can think of for it to happen is ramming or a skimmer ending it's move over difficult terrain and failing the test. </div></blockquote><br /> <br /> So all fast vehicles can emergency dismbark thei passangers if they go pop in the enemy's shooting phase after going flat out?]]></description>
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				<pubDate><![CDATA[Fri, 16 Jul 2010 22:58:01]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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