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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ Okay, here is my fourth attempt of this, I feel like this would be great, but I need to settle a couple things first. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Ordo Mallus <span class="glossaryitem" onmouseover='gp(272);'>INQ</span>- hammer, Power Armour<br /> <br /> Troops:<br /> 10 Terminators - 2 Incinerators, Psybolt, Swords/Halberds/Hammers<br /> <br /> 10 Strike Troops - 2 Psycannons, Psybolt, Rhino<br /> <br /> <br /> Elites:<br /> 10 Purifiers - 2 Psycannons, 2 Incinerators, 2 Hammers, Psybolt, Rhino<br /> <br /> <br /> Heavy:<br /> Purifiers - 3 Psycannons, 1 incinerator, homing beacon, razorback las <span class="glossaryitem" onmouseover='gp(166);'>plas</span><br /> <br /> Dreadnaught - 2 <span class="glossaryitem" onmouseover='gp(478);'>TLACs</span>, Psybolt<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 19:57:48]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>Re:1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ Okay, I no longer regret LasPlas. I just thought of a scenario when i would need it. In case someone hits it and achieves a "weapon destroyed" result, I still got a back up. All is well. ]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2011 15:32:46]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ Any advice on this list would rock.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 19:09:54]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>Re:1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ No purgation squad please. It's just like devastator squads in C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> except they have less range. Drop them and you can probably fit more bodies in. Second, either pick all psycannons or all incinerators. Obviously most are fans of the psycannon. Don't spend the money to have two different heavy weapons on the same squad when for the most part only two will be firing at a time. Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> razorbacks are the norm, they are certainly competitive. Consider splitting up the big units into two units of 5. Meaning you'd have 2 units of 5 termies, 2 units of 5 strikes, 2 units of 5 purifiers. Gives you a bit more flexibility, and the ability to get a few more razorbacks. I also question the use of the inquisitor as you have no henchmen and you aren't giving him any special grenades, servo skulls, etc. I think a librarian would work better with this pure <span class="glossaryitem" onmouseover='gp(305);'>GK</span> force you have here. Also, consider trying to fit in a way to bring in your terminators. This means either a storm raven, landraider, or deep striking with servo skulls.<br /> <br /> People will be on your ass in a competitive environment for going over, and they generally won't allow it. Under is more often than not entirely acceptable. <br /> <br /> Summation:<br /> <br /> 1 - Consider changing the inquisitor for another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 2 - Drop the Purgation squad<br /> 3 - Pick a heavy weapon and max it out, don't mix flamers and cannons<br /> 4 - Split up your units into <span class="glossaryitem" onmouseover='gp(308);'>MSUs</span> and mech them up<br /> 5 - Figure out how your Terminators can effectively get to the front line<br /> <br /> My two cents. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 21:04:42]]> GMT</pubDate>
				<author><![CDATA[ gpfunk]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ Sorry for the belated response, been busy as of late.<br /> <br /> Overall, I like what you're thinking, but you still need to focus on bare minimum's. Make EVERY point count.<br /> <br /> My suggestions:<br /> <br /> 1) Take EITHER Purigation or Purifier squad. Both essentially serve the same purpose, but in different ways. And again, at 1500 pts, you don't have the wiggle room that other armies may normally have. I suggest taking the Purifier squad. Give them the psycannons, no psybolt, and possibly some halberds but atleast 1 daemonhammer.<br /> <br /> Psycannons are what <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s are known for, great for static fire or charging attack. Purifiers have extra melee attacks, so capitalize on it by getting them into the fray quickly, or atleast putting them out front. The thing is, purigation squads have same statlines as standard strike squads. Only difference is they can take more hvy wpns, which is good. But it's too expensive. And astral aim is great, but you're only gonna have 24'' range, and your opponent will get a 4+ cover save regardless because you can't see them.<br /> <br /> 2) Only put 1 hammer in any given squad. They're points you waist, and you're slowing down your hits. Put them on Justicar's as they have the most attacks out of any unit in a squad.<br /> <br /> 3) I'd do something else with your inquisitor. He's a lil bit odd, with just a daemonhammer. Since you ALREADY have several daemonhammers, he's just an odd duckling, you know? I'd give him servo skulls, personally, but I'd just say to verify the role he's playing. Right now, he just seems to fit into the list as a cheap <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> that has a potentially powerful weapon, but doesn't really mesh beyond that.<br /> <br /> 4) Strike squad is PERFECT. JUST LIKE THAT. On a personal note, I LOVE Hunter Killer missiles, they save my bacon all the time.<br /> <br /> 5) I'd personally drop the psycannons off the termies, and put them into the purifiers if you really want them. Or the purigation squad even. They're devestating, but it's 25 pts per model on a termie. You could outfit 5 to strikesquads for that cost. Be aware of the cost and the roles. Termies, if they're gonna deepstrike in (which i highly suggest) they're going to come into play wanting to rip dudes faces. If you use them right, then they hsould have at most 1 to 2 turns before they're in the opponents face. So it's, <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, a waste to spend 50 points on weapons that may get used a total of 2 times, when you could put out 5 of them from turn 1.<br /> <br /> Here, I'll give you an example of what I mean with a completely different list for 2k, making every point count.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Karamazov - 200pts<br /> <br /> Troop<br /> 10 x <span class="glossaryitem" onmouseover='gp(221);'>SS</span> - Psybolt, 2 psycannons, daemonhammer - 240<br /> 10 x <span class="glossaryitem" onmouseover='gp(221);'>SS</span> - Psybolt, 2 psycannons, daemonhammer - 240<br /> <br /> Elite<br /> 2 x Techmarine - Orbital Strike Relay - 280<br /> 1 x Vindicare Assassin - 145<br /> <br /> Fast<br /> 10 x Interceptor Squad - Daemonhammer, 2 x psycannon - 290<br /> 10 x Interceptor Squad - Daemonhammer, 2 x psycannon - 290<br /> <br /> Heavy<br /> 2 x Dreads - 2 x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, psybolt - 170<br /> <br /> TOTAL - 1955/2000<br /> <br /> Purpose of list - Spam orbital strikes<br /> <br /> Purpose of each unit and logic of each upgrade:<br /> <br /> Karamazov, Techmarines sit and drop hell on opponent. 3 x Orbital strikes PER TURN. Multiple blasts possible from ANY of the users. Also, since the Techmarines will be sitting back with the dreads, they can repair them in the event they get shot to hell.<br /> <br /> Strike Squads - Sit back and protect/defend points or slowly push forward. Keep together and close to orbital strikers to protect them and reduce risk of accidental BOOMage. Psycannons for distance and punctuation since they will not move all the time. Daemonhammer in case of deepstrikers or armor while defending points. No transports becuase they won't move far or often.<br /> <br /> Can combat squad, but ONLY <span class="glossaryitem" onmouseover='gp(400);'>AS</span> A LAST RESORT. They are the defensive line for the artillery.<br /> <br /> Vindicare - Execution of specific units. Will take out inval save of any deadly unit that will normally withstand the boom boom of the OSR. Also, a tough guy, so I feel more comfortable if he ends up beyond the front line. Also will penetrate bigger vehicles (LAND RAIDERS) in event they are present.<br /> <br /> Dreads - Long range battery to cover the "dead space" where they <span class="glossaryitem" onmouseover='gp(221);'>SS</span>'s can't reach, and the orbital strikes start to get uncomfortably close. Also great for holding objectives, ensuring security of OSR's, and just being a good tank taker.<br /> <br /> Interceptors.... I've been wanting to use them, and I've figured out how. Option to split into combat squads, giving me 4 units that can shunt 32'' into opposing force, thus tying them up and allowing me to pinpoint Kazamarov's OS directly on them. yes, may crispify them, but worth it to take out a huge squad or a death sentence squad or unit. Specifically, however, they are good at close combat, so they will have a good chance of tying things up and taking some of the opposing forces with them. THEY WILL DIE, unless I"m really lucky or the opponent is SUPER unlucky. Because of that, I may drop the psycannons to free up more space, but until I play test, they will be ready for some range just incase.<br /> <br /> <br /> See what I mean? Every point is accounted for, and every unit serves a role that is both decisive, yet versitile. Even the OSR units can hold their own with great saves and strong statlines in the event of CQC.<br /> <br /> My suggestion, write your list out so that you see each upgrade on each squad and just ask yourself, what is this squad's purpose, what will it do, and what does it NEED to do it, bare minimum. Do that for every squad, see how many points you have left over, then ask yourself, do I REALLY need this squad? Does it ACTUALLY help me beyond certain Niche' situations?<br /> <br /> You got all the tactica in your head, and I'm sure you can make any of these lists you've posted playable, but I'm doubting the lasting effect or enjoyment of the list personally. I think you're just spreading too thin and trying not to be the 'vanilla <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player'. Use those special units if you want, but please make sure they are necessary and their points are well spent. If you make the list, and you change things or like it as is, though, as always that is the most important.<br /> <br /> THIS IS YOUR LIST. I'M ONLY SHARING MY OBSERVATIONS AND OPINIONS. DON'T RELY ON THEM, JUST KEEP THEM <span class="glossaryitem" onmouseover='gp(400);'>AS</span> FOOD FOR THOUGHT.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> and just for the record, I was not shouting.<br /> <br /> <br /> OH, and to answer your question about servitors, I'm using Hector Rex's <span class="glossaryitem" onmouseover='gp(39);'>FW</span> retinue and green stuffing multimelta's onto two, then one i'm not sure WHAT i'm going to do with it haha. <br /> <br /> Hope my long rant helped.<br /> <br /> Also, that list is proprietary, so anyone who wants to use it may feel free to, just please give the props where the props are due haha.]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 03:21:33]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ You guys both help more than you know. Also, I wasn't sure what to do with my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. I just wanted to make a quick, somewhat survivable <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> for cheap.<br /> My gameplan was to send the Rhino with troops to objective and just spam everything. Split if need be, leaving troops on ground by objective and taking the 2 psycannons on the rhino (is that allowed?)<br /> purifiers would Stay medium close range, then target mobs or troops that I know will easily fall (primary targets being objective holders)<br /> Terminators would drop into the thick of it to where the purge team would be hiding with its homing beacon. The purge team would set up in cover (or behind razorback) and spam all I got (thats why i wanted another psycannon) and the terminators would back them up with brute force (making incinerators a viable option because they will stay at close range).<br /> In a 1500 point list, i can tell I need to improve my ideas especially on my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. What would make a nice cheap Inquisitor? I was debating the terminator/hammer/storm package or giving him the dark communion psychic power to make the termies drop sooner. The hammer to me seems almost crucial in order for him to pack a punch.<br /> Anyways, thanks for the ideas, do you have any more? I do like the idea of servo skulls, but I dont really have any template attacks for it to be useful for. If its just the termies drop, purge seems nice. (also, I like the idea of the purge team to f*ck with my tau player friend. Stay close, and he cant fire back)<br /> Any idea that I could/should substitute? Realistic options in my point limit would be awesome too.<br /> <br /> EDIT: and by all means possible, I want to avoid any metal in my list. bad experiences....]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 07:26:57]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ Okay, here's the deal with servo skulls and why they rock and why they are a viable option and needed in ANY list <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>:<br /> <br /> 1) Reduce drift of deepstrike. Your core units (Troops) both have option to deepstrike. In typical list, you will ALWAYS have more of those than any other option in your list. If you need to deepstrike for any reason what so ever, then it is a benefit<br /> <br /> 2) Reduces drift on template weapons by 1 <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. Good effect, but you don't run so many template weapons so it's a little bit of an unnecessary need.<br /> <br /> 3) BIGGEST AND MOST IMPORTANT REASON - Place them at the beginning of the game before deployment. Your opponent CANNOT DEPLOY WITHIN THE AREA THEY COVER, CANNOT INFILTRATE INTO THEM, AND CANNOT DEEPSTRIKE INTO THEM ON PURPOSE. Makes them super versatile as a field control mechanism from the start. Facing an infiltration army? Set them up around the board in your own space to keep you safe. Drop pod army you're facing? same principle. Your opponent like to take control of objectives early on, place them on them so that they can't get that early foothold.<br /> <br /> <br /> Ultimately, they rock because of the sheer fact that they can fit into any list at 3pts each, up to 3 per character, and can work to your advantage in so many situations. I mean honestly, you could take 5 guys in a list with them, for a total of 15 servoskulls with a radius of 12'' EACH. That's 1' diameter stacked, you're covering almost all of the board.<br /> <br /> Again, I get what you're trying to do with the list, but I have to say don't plan to Combat Squad units right off the bat <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. It's a good ability, but one that doesn't help your survive-ability. lose 2 modes, and you're facing a fallback that you may or may not recover from. Hell of a lot easier to smack 2 out of a 5 man squad than to smack 3 out of 10.<br /> <br /> Take a power fist rather than a <span class="glossaryitem" onmouseover='gp(30);'>DH</span> on the inquisitor if you're wanting a big bad weapon. But personally, I'd take the hellfire rifle. Keep him in the back away from the melee if at all possible. He's got plenty of wounds, just not a lot of stand out survivability beyond them. His toughness is 3, with a 3+ save. So keep that in mind.<br /> <br /> I'd suggest laying them out again like i suggested, and just thinking about the overall list and how the points are distributed. You need some more men <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Looking good though, keeps improving so gratz on that!<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 10:09:35]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ I think looking at the list I would knock the termies down to a 5 man squad and lose the psybolts (might even be worth trying to upgrade them to Paladins with twin psycannon), swap the 5 purge for 10 strikes in a rhino and then get a storm raven in the list (for twin-linked plasma cannons). If you wanta  cheap a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> that is going to be more effective why not try a brotherhood champion and you could stick him with the termies in the stormraven, I would also be tempted to just swap the purifers to strike just to get you some extra points and then give them twin psycannon).<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 11:53:04]]> GMT</pubDate>
				<author><![CDATA[ itsonlyme]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ <blockquote><div><cite>Markillius08 wrote:</cite><br /> 3) BIGGEST AND MOST IMPORTANT REASON - Place them at the beginning of the game before deployment. Your opponent CANNOT DEPLOY WITHIN THE AREA THEY COVER, CANNOT INFILTRATE INTO THEM, AND CANNOT DEEPSTRIKE INTO THEM ON PURPOSE. Makes them super versatile as a field control mechanism from the start. Facing an infiltration army? Set them up around the board in your own space to keep you safe. Drop pod army you're facing? same principle. Your opponent like to take control of objectives early on, place them on them so that they can't get that early foothold<br /> </div></blockquote><br /> <br /> <br /> couple of things about why you are wrong<br /> <br /> <br /> 1) YOU CAN DEPLOY WITHIN 12" OF A SERVO SKULL.<br /> <br /> you cannot infiltrate or scout, but you CAN normally deploy.<br /> <br /> <br /> 2) YOU CAN DEEP STRIKE ONTO SERVO SKULLS.<br /> <br /> they are a "counter" or "marker".  Saying someone cannot deep strike onto it, is like saying someone cannot deep strike onto the die placed next to a model to keep track or their wounds.  They are ignored EXCEPT for what they specifically describe in their codex entry.<br /> <br /> <br /> As to not derail the thread, if there is further discussion on this, it should go to <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span>]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 11:54:04]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ I need more men? I have tried to stretch out this list as far as I can, and I thought this was the max I could reach.<br /> I could easily swap out the Purge for a psyfleman, and just keep the <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> close by...<br /> I'll be seeing what I can do, but adding more people will be hard. <br /> Also, I have wrote prior lists with stromravens and land raiders and no body liked the idea of them.]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 15:39:50]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ It's not that the idea of runnin them was bad, atleast not in my mind though my words probably contradicted that, it was that they didn't seem to add anything to your list. It was like you were trying to force them in. Just like everything else, you need to have a reason behind it. <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma is nice, but if it's in there just for that <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> it's more of a hinderance.<br /> <br /> @ svendrex - Thank you for correcting me. I reread the entry and you are completely correct. I am not sure how I misread that so poorly, but live and learn.<br /> <br /> Regardless, however, I still say they are an excellent addition to any force, though after re-reading the dex entry and svendrex's entry above, they are considerably less versatile.]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 19:55:36]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>Re:1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ @Markillius<br /> <br /> oh I agree totally.  Servo skulls are great. The first time you play against Orks with suicide copters, Scout bikers, or vendetta you will be happy.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jul 2011 01:22:21]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Re:1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ I can't give you points values yet as I am without my codex. When I get it I can certainly suggest to you some loadouts for inquisitors if you really want to have an <span class="glossaryitem" onmouseover='gp(272);'>inq</span>. I think that if you add servo skulls and psychic communion to him then you have something that gels with your list. Hes basically just acting as a way to get your units in faster and more accurately. I'll attempt to give you a list that is similar to yours with a bit of the fat trimmed off. This is all good advice <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, try to incorporate most of it into your list building. ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jul 2011 02:36:47]]> GMT</pubDate>
				<author><![CDATA[ gpfunk]]></author>
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				<title>1500 Grey Knights. 4th attempt, WIP</title>
				<description><![CDATA[ New list at <a href="http://www.dakkadakka.com/dakkaforum/posts/list/0/383761.page#3084191" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/0/383761.page#3084191</a><br /> <br /> Okay, I edited my list slightly, and I hope you guys like it. I worked on it all weekend. I thought a second dreadnaught would make me more devastating (plus its power at range) and with a techmarine, I can make them last longer (while boosting their hiding spot) also, hes got a short range plasma pistol (on the harness) and that preddy damn cool.]]></description>
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				<pubDate><![CDATA[Mon, 18 Jul 2011 03:37:01]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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