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		<title><![CDATA[Latest posts for the thread "Necron Av13 Spam - Competitive (1750)"]]></title>
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				<title>Necron Av13 Spam - Competitive (1750)</title>
				<description><![CDATA[ <b>Army Explination</b><br /> The two overlords in catacomb command barges are there to destroy heavy tanks and to allow me to have two groups of four crypteks(not in ghost arcs) for weaker tanks. The 21 necron warriors will be split between the three ghost arcs and advance up the board safely with the annihilation barges and overlords using the two solar pulses. The three heavy destroyers are used for mobile anti tank incase the crypteks are out of range. The three annihilation barges are for anti-infantry/horde. Let me know any improvements that could be made to this list.<br /> <br /> <b>The two solar pulses will most likely be used on the opponents first two turns to allow my army to advance and shoot full range while limiting return fire.</b><br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (680pts)</b><br /> 2x Necron Overlord w/ Warscythe, Catacomb Command Barge<br /> 2x Harbringer of Destruction w/ eldritch lance, Solar Pulse<br /> 6x Harbringer of Destruction w/ eldritch lance<br /> <br /> <b>Troops (273pts)</b><br /> 21x Necron Warriors<br /> <br /> <b>Dedicated Transports (345pts)</b><br /> 3x Ghost Arc<br /> <br /> <b>Fast Attack (180pts)</b><br /> 3x Heavy Destroyers<br /> <br /> <b>Heavy Support (270pts)</b><br /> 3x  Annihilation Barge w/ gauss cannon, Twin-Linked tesla destructor]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 14:17:04]]> GMT</pubDate>
				<author><![CDATA[ FPSjeremy]]></author>
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				<title>Competitive Necron Av13 Spam (1750)</title>
				<description><![CDATA[ The Heavy Destroyers just seem like easy <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> to me.]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 14:20:33]]> GMT</pubDate>
				<author><![CDATA[ Wolf 11x]]></author>
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				<title>Necron Av13 Spam - Competitive (1750)</title>
				<description><![CDATA[ Seems like you have 4 pairs of lance-teks and only 3 squads to join them to.]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 14:43:22]]> GMT</pubDate>
				<author><![CDATA[ foolishmortal]]></author>
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				<title>Competitive Necron Av13 Spam (1750)</title>
				<description><![CDATA[ <blockquote><div><cite>Wolf 11x wrote:</cite>The Heavy Destroyers just seem like easy <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> to me.</div></blockquote><br /> <br /> I agree, except for the fact that they will be shielded in the back for two turns by night fire with the use of the two solar pulses. There range is 36 inches so returning fire on them during night fighting will be difficult. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>foolishmortal wrote:</cite>Seems like you have 4 pairs of lance-teks and only 3 squads to join them to.</div></blockquote><br /> <br /> The Lance-teks will be in 2 groups of 4 and will not be in the ghost arc's. They will get into cover and shoot 36 inches the entire game. The solar pulses should protect them from returning fire for at least the opponents first 2 turns.]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 18:02:00]]> GMT</pubDate>
				<author><![CDATA[ FPSjeremy]]></author>
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				<title>Competitive Necron Av13 Spam (1750)</title>
				<description><![CDATA[ I just don't see the Heavy Destroyers living the entire game. I think one of the strengths of Necrons is the fact that they're harder to get <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> from than most of the current <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>-style armies. ]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 15:33:49]]> GMT</pubDate>
				<author><![CDATA[ Wolf 11x]]></author>
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				<title>Necron Av13 Spam - Competitive (1750)</title>
				<description><![CDATA[ I think that if Heavy Destroyers have a chance in any necron list, this is the best fit for them. 2 Solar Pulses + jump infantry mobility means you have a good chance of keeping them alive the 1st 2 turns.]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 20:21:39]]> GMT</pubDate>
				<author><![CDATA[ foolishmortal]]></author>
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