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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Lately I have been confused as to their purpose... A <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 S10 Ap1 gun is nice but broadsides do the same thing for half the price and they are more accurate... <br /> <br /> Is it just the versatility of having the option of a S6 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 4 large blast template? Is it the survivability of an <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 vehicle with a 4+ cover save? Is it the ability to move 6" and fire the Rail gun/Template? <br /> <br /> I have a Hammerhead gathering dust and need a reason to run it over 2 broadsides... <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 02:13:52]]> GMT</pubDate>
				<author><![CDATA[ QuietOrkmi]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Yeah, broadsides are just 'better' from what I've seen recently. One <span class="glossaryitem" onmouseover='gp(320);'>HH</span> isn't 'bad' thou. I think you've covered all the important points <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 03:13:58]]> GMT</pubDate>
				<author><![CDATA[ ChrisCP]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Hammerheads have greater mobility, so they can work better in a primarily mechanized list. Its template also lets it run double-duty as a horde-killer. If you're looking for <span class="glossaryitem" onmouseover='gp(111);'>raw</span> vehicle killing power, though, the Broadsides do the job a bit better.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 03:22:23]]> GMT</pubDate>
				<author><![CDATA[ Alphapod]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Are you running 2 broad side teams, or just 2 broadsides total?<br /> <br /> Just wondering, normally I've seen/used 2 teams of 2 broadsides and 1 hammer head, or 2 hammer heads and one broad side team of 2.<br /> <br /> Points you play at, and how much armor vs foot infantry is also a factor in which is better.  (higher point values usually means more tanks to kill, which means more broadsides)<br /> <br /> At 1500 and lower, a pair of hammer heads is probably all you need for tank busting and template dropping.<br /> <br /> Considering that <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> are often a bigger consideration when building tau (elite and <span class="glossaryitem" onmouseover='gp(57);'>HS</span> are filled quickly) I wouldn't worry about points as much as effectiveness.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 03:35:54]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ I actually run 2 Ionheads in my list alongside a unit of 3 Broadsides. The Broadsides pop tanks/ transports and then the Ionheads mop up in infantry that spills out]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 03:44:46]]> GMT</pubDate>
				<author><![CDATA[ Warboss Imbad Ironskull]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ I see Hammerheads as good because they are an effective way to get a railgun for pretty cheap.<br /> <br /> <br /> although the Railhead is most useful for the Pieplate and not the solid shot. infantry will get shredded.<br /> <br /> in larger games and if you have a heavy <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> local meta the Ionhead is better as 3 Str6 AP3 shots will drop Marins and their pesky Rhinos pretty quickly while the Broadsides do the anti-vehicle work.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 04:34:07]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ I've been running <br /> <br /> 3 broadsides<br /> Ion Head<br /> Rail head.<br /> <br /> A lot of ork, nid and guard players in our area, and I find that that mix works really well. Ion head does great on light vehicles and some harder inf. Also does wonders on <span class="glossaryitem" onmouseover='gp(128);'>TMC</span>. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 04:42:27]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Railheads advantages:<br /> <br /> Blast template<br /> <br /> 6 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 ap5 shots from burst cannons (Target lock as well to split fire)<br /> <br /> Ability to move 12 and shoot the railgun (multitracker)<br /> <br /> All for about 170 points.<br /> <br /> Broadsides can't come close to hammerheads in terms of anti-infantry firepower and mobility.  Hammerheads can't come close to Broadsides in terms of sustained anti-tank firepower.  Personally, I use both in every list, but I never play games smaller than 1500 points.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 04:52:41]]> GMT</pubDate>
				<author><![CDATA[ lambadomy]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Never take Ion heads.  I mean, you can for fun, but nobody running a tournament list can afford to lose the only good ranged anti-tank in the codex.<br /> <br /> Hammerheads provide a mobile railgun, which allows side shots, use of cover, etc.  The Submunition is ok, but should only be used when there are no vehicles to pop.  Even popping a rhino is better than shooting at a squad in cover most of the time.<br /> <br /> As for broadsides, they provide more <span class="glossaryitem" onmouseover='gp(111);'>raw</span> firepower but with reduced mobility (even with ASS), are far more vulnerable to small arms and assault, and can't tank shock or move to contest.<br /> <br /> Broadsides are still the best anti-tank, but ain't nothing wrong with a hammer head and 4-6 broadsides in 1850.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 05:13:05]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ I wouldn't be too sure about that Polonius. I remember someone talking about using Ionheads in conjunction with suicide melta teams to complete their anti-tank requirements for less points. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 05:21:44]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ i would say most competitive T'au players use Ionheads rather then Railheads because it does what neither Broadsides or Railheads can do and that is <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> hunting.<br /> <br /> 1-2 Ionheads and fill the rest up with Broadsides.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 06:18:15]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ A railhead is first a large blast and then an anti tank shot, because Broadsides do anti tank better. Since Tau only have 2 large blasts (one is unique wargear and the templates are too close range to be comfortable, the railheads large blast is a valuable part of any army.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 08:11:44]]> GMT</pubDate>
				<author><![CDATA[ Shrubs]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Submunition rounds outperforms Ion Cannons, even for <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> killing. People see the AP3 on it and think <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> killer, but with cover it only kills .83 <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> a turn on Average (Actually it kills .83 of anything with less than a 2+ save in cover), a Submunition shot that covers 3 marines kills... .83 <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> . Catch 6+ under the template and it outperforms the Ion Cannon with no cover.<br /> <br /> Plasma on Crisis Suits does everything the Ion Cannon does, but it can't do what the Hammerhead Railgun can. And in those games when your broadsides have been tied up on turn 2 by <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> Blood Angels jump troops, or they failed their pinning test after losing a drone to <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Barrages, it's your Railheads that will continue to knock down the heavy targets.<br /> <br /> Add to that how supierior the railhead is against any army without 3+ saves, and it's hard to justify the Ion Cannon for anything except <span class="glossaryitem" onmouseover='gp(128);'>TMC</span> (And the submuniton will typically be far more useful against 'nids overall) or to shave a few points off.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 12:32:36]]> GMT</pubDate>
				<author><![CDATA[ Kroot Loops]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>DarkHound wrote:</cite>I wouldn't be too sure about that Polonius. I remember someone talking about using Ionheads in conjunction with suicide melta teams to complete their anti-tank requirements for less points. </div></blockquote><br /> <br /> I'm sure it's been tried, I just don't think you can rely on crisis suit suicide melta for tank hunting.  Deepstriking melta is available to a lot of armies, and it's hardly used in any of them.  Drop podding multi-meltas are used, and even deep striking landspeeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, but deep striking meltas are a risky proposition.  <br /> <br /> I think broadsides are better, but the Hammerhead at least adds something new in terms of mobility and resilience.  The Ionhead can be useful, but even against rhinos the Railgun is better,and how often are you really shooting at 3+ saves in the open?]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 15:07:54]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ well, if you have 3+ saves you won't have as many qualms about being exposed as 90% of the time you will be getting your armor save and not needing a cover.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 15:47:13]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ If someone with Marines is playing against Tau and not hugging cover as much as possible, it's probably their first game against Tau. The Plasma rifle is a staple of the Tau arsenal.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 16:33:38]]> GMT</pubDate>
				<author><![CDATA[ Kroot Loops]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Forcing them to use marker lights to drop cover is good i suppose rather then bumping <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 16:42:25]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>Polonius wrote:</cite><blockquote><div><cite>DarkHound wrote:</cite>I wouldn't be too sure about that Polonius. I remember someone talking about using Ionheads in conjunction with suicide melta teams to complete their anti-tank requirements for less points. </div></blockquote><br /> <br /> I'm sure it's been tried, I just don't think you can rely on crisis suit suicide melta for tank hunting.  Deepstriking melta is available to a lot of armies, and it's hardly used in any of them.  Drop podding multi-meltas are used, and even deep striking landspeeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, but deep striking meltas are a risky proposition.  <br /> <br /> I think broadsides are better, but the Hammerhead at least adds something new in terms of mobility and resilience.  The Ionhead can be useful, but even against rhinos the Railgun is better,and <br /> how often are you really shooting at 3+ saves in the open?</div></blockquote><br /> <br /> I do it in every game and it works out fine for me. But then I have Ninja Tau so that's my armies plan, yeah I lose a suit here and there every now and then but most the time they get in and get the job done. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Sep 2010 23:47:29]]> GMT</pubDate>
				<author><![CDATA[ Warboss Imbad Ironskull]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ targets?]]></description>
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				<pubDate><![CDATA[Tue, 21 Sep 2010 08:33:45]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>SoloFalcon1138 wrote:</cite>targets?</div></blockquote><br /> Would you mind elaborating on that statement a bit more <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 21 Sep 2010 23:40:23]]> GMT</pubDate>
				<author><![CDATA[ Warboss Imbad Ironskull]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>Grey Templar wrote:</cite>Forcing them to use marker lights to drop cover is good i suppose rather then bumping <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> they work out to do the same thing if the weapon doesn't allow armor saves.  Increasing your hits by 1/6 does the same thing as reducing their saves by 1/6.  The choice really just determines how extreme your variance is likely to be.  Been awhile since I've done the math.<br /> <br /> Anyways, Ion heads are effectively S7, something that Tau can get elsewhere, on better platforms.  Why waste your <span class="glossaryitem" onmouseover='gp(57);'>HS</span> unit on it, when it A: doesn't kill <span class="glossaryitem" onmouseover='gp(95);'>meqs</span> that well, less than 1 <span class="glossaryitem" onmouseover='gp(95);'>meq</span> per round is NOT efficient. B: doesn't kill transports very well.  Needing a 4-5 to GLANCE the most common transports <span class="glossaryitem" onmouseover='gp(9);'>AV</span> is not a good weapon strength unless you can spam it.  Which ion heads only get 3 shots.<br /> <br /> So the things Ion heads are supposed to be able to kill are A: rhinos, and B: marines.  Plasma crisis suits wound on 2s, with no armor, even on termies.  Missile pod suits have 2 shots per at S7, which can take out rhinos.  They are both cheaper and can be taken in larger numbers.  You can even fire both weapons at once, so you get 2 plasma and 2 missiles per suit.]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 03:45:10]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ is this a serious question <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  A good player will charge those broad sides fast.  Something that shouldn't happen to a hammer head if your a good player!]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 03:59:42]]> GMT</pubDate>
				<author><![CDATA[ theblessing8386]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>theblessing8386 wrote:</cite>is this a serious question <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  A good player will charge those broad sides fast.  Something that shouldn't happen to a hammer head if your a good player!</div></blockquote><br /> <br /> Broadsides have 72 inch range.  There is no reason why they should be getting charged if you deploy correctly.  Bring a kroot or even <span class="glossaryitem" onmouseover='gp(39);'>FW</span> bubble for them, they should only get charged by lucky deep strikes or outflanking units (or snikrot kommandos)]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 16:39:14]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ The hammerhead was an awesome tank in 4th ed.  Its was the perfect gun boat.  S10 for smacking around armor, then 4 S5 AP5 shots that ignored cover via <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> system to thump some infantry.<br /> <br /> But 5th ed nerfed its ability to move 12 and shoot everything.  Combine that it is now hit on rear armor in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>, it just isn't what it used to be.  Broadsides are by far the better value in our <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slots now.]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 17:59:40]]> GMT</pubDate>
				<author><![CDATA[ Jayden63]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>QuietOrkmi wrote:</cite>Lately I have been confused as to their purpose... A <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 S10 Ap1 gun is nice but broadsides do the same thing for half the price and they are more accurate... <br /> </div></blockquote><br /> <br /> you hit the nail on the head. there's no reason to run a hammer head when you could have had a pair of broadsides. railguns are not, alas, the cannons of doom that they were when that book 1st came out. cover and low rate of fire means that 1 long range shot with even an <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1 gun isnt worth all that much. the submunition is so so... I definitely wouldnt pay to bring one. <span class="glossaryitem" onmouseover='gp(702);'>AF</span>]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 18:44:32]]> GMT</pubDate>
				<author><![CDATA[ AbaddonFidelis]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Sorry but I'll keep running 2 Ionheads and 3 Broadsides for my <span class="glossaryitem" onmouseover='gp(57);'>HS</span>. In the games I've played I've never needed more then the 3 and I've done well about 80% of the time.]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 18:46:56]]> GMT</pubDate>
				<author><![CDATA[ Warboss Imbad Ironskull]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ <blockquote><div><cite>theblessing8386 wrote:</cite>is this a serious question <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  A good player will charge those broad sides fast.  Something that shouldn't happen to a hammer head if your a good player!</div></blockquote><br /> There's no need to charge something that never gets to shoot.  A better player will just keep his few units worried about Broadsides out of their sight lines.  They can't move and shoot.]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 19:21:05]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ Hammerheads suck.  Termicide Squad Kills it.  Broadsides are slightly tougher.  Raptor Charge across the field can atleast tie one squad up long enough to make it useless, while my <span class="glossaryitem" onmouseover='gp(87);'>LR</span> rolls up and pukes berzerkers all over your troops.]]></description>
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				<pubDate><![CDATA[Wed, 22 Sep 2010 20:26:06]]> GMT</pubDate>
				<author><![CDATA[ NostrilOfTerror]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ X unit sucks, because a suicide unit meant to kill armor can kill it...<br /> <br /> My kroot bubble keeps your from derp striking close enough to get melta shots off, so no just glanced it and your suicide unit dies horribly to plasma.  Your <span class="glossaryitem" onmouseover='gp(87);'>LR</span> full of angry guys gets parked by a railgun, and your guys walk.<br /> <br /> See, I can do it too.]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 00:14:02]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ What are they good for? A mobile <span class="glossaryitem" onmouseover='gp(482);'>AT</span> gun.<br /> <br /> What else can they do? Well they can be converted to Devilfish with magnets.]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 02:11:19]]> GMT</pubDate>
				<author><![CDATA[ Ordo Dakka]]></author>
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				<title>Hammer Heads, what are they good for?</title>
				<description><![CDATA[ I think this is boiling down to a matter of personal preferance and play styles.]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 03:29:35]]> GMT</pubDate>
				<author><![CDATA[ Warboss Imbad Ironskull]]></author>
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				<title>Re:Hammer Heads, what are they good for?</title>
				<description><![CDATA[ DISCLAIMER: I am not a Tourney player.<br /> <br /> I have dubbed my Railgun Hammerhead the S.S Useless. I would never take it if I thought I would never fight anything that the Template would be useful for. That is all.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 23 Sep 2010 04:18:56]]> GMT</pubDate>
				<author><![CDATA[ Iur_tae_mont]]></author>
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