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		<title><![CDATA[Latest posts for the thread "Tomb King Skeleton Archer"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tomb King Skeleton Archer"]]></description>
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				<title>Tomb King Skeleton Archer</title>
				<description><![CDATA[ What do poeple think about this unit? I have not played warhammer so long, I do not know what to compere it with. It cannot stand and shoot, but it always hits in 5's and 6's. Is that good by shooting standar? Is is an important buildingblock for tomb kings?]]></description>
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				<pubDate><![CDATA[Fri, 27 Apr 2012 11:57:21]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Tomb King Skeleton Archer</title>
				<description><![CDATA[ It's average shooting in a game where shooting causes below average effects.<br /> It can work if taken in great mass with an army design centered around it.<br /> It can work as support units where you plink away a rank bonus or two before other units go into melee.<br /> <br /> The thing with shooting is to be realistic about what to expect:<br /> Shooting a savage orc, every 10th shot kills.<br /> Shooting a night goblin, every 7th shot kills.<br /> Shooting a fanatic, 7 shots should down it.<br /> <br /> One of those three is a good target.<br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Fri, 27 Apr 2012 17:34:45]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Tomb King Skeleton Archer</title>
				<description><![CDATA[ Big units deployed wide with smiting is fantastic ]]></description>
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				<pubDate><![CDATA[Fri, 27 Apr 2012 17:35:58]]> GMT</pubDate>
				<author><![CDATA[ Johnny-Crass]]></author>
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				<title>Re:Tomb King Skeleton Archer</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(418);'>Tk</span> can build a fairly decent shooting army, except they actually win fights in close combat. The shooting is a prelude to the combat.<br /> <br /> A whole mess of archers backed up by some chariots and/or Sphinxs can do fairly well.]]></description>
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				<pubDate><![CDATA[Fri, 27 Apr 2012 19:21:41]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Tomb King Skeleton Archer</title>
				<description><![CDATA[ <blockquote><div><cite>Grey Templar wrote:</cite><span class="glossaryitem" onmouseover='gp(418);'>Tk</span> can build a fairly decent shooting army, except they actually win fights in close combat. The shooting is a prelude to the combat.<br /> <br /> A whole mess of archers backed up by some chariots and/or Sphinxs can do fairly well.</div></blockquote><br /> <br /> I think you got that backwards.<br /> A whole mess of sphinxes and chariots backed up by minimum points in archers can do fairly well.<br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Sat, 28 Apr 2012 08:45:45]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Tomb King Skeleton Archer</title>
				<description><![CDATA[ Khaliada list can work fantastic but like all <span class="glossaryitem" onmouseover='gp(14);'>BS</span> based shooting its go big if you want it to have any game changing effect.]]></description>
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				<pubDate><![CDATA[Sat, 28 Apr 2012 14:02:20]]> GMT</pubDate>
				<author><![CDATA[ Jubear]]></author>
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				<title>Tomb King Skeleton Archer</title>
				<description><![CDATA[ I like running a 40 block of archers as a shooting base with a skullapult at 1250, Chariots, and knights bring the close combat. This system has been working so well. I am adding a <span class="glossaryitem" onmouseover='gp(418);'>TK</span> to the chariot block to give some more power. It gets stuck on some deeper units for a turn or two. I'm hoping WS6 will fix that. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Apr 2012 14:25:07]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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