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				<title>Lysander 1st &amp; 10th - 1850 C&amp;C</title>
				<description><![CDATA[ Hi everyone,<br /> <br /> I've been wanting to field a Lysander/TacTermies list for a while now. The aim is <b>1850</b> (yeah I know that's quite lowish for such a deathstar); so far I've pretty much settled on the following units:<br /> <br /> Lysander<br /> 10 TacTermies, <span class="glossaryitem" onmouseover='gp(417);'>CML</span> x2, 3 Chainfists<br /> Godhammer <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> 5 Sniper Scouts, camo cloaks, <span class="glossaryitem" onmouseover='gp(328);'>ML</span> (goes into Fortified terrain)<br /> 10 Shotgun Scouts, combimelta & meltabombs on Sarge (goes into Godhammer)<br /> <br /> This comes out at 1190, meaning I have <b>660</b> points left. So how to best complement the above? I've got a few very hard targets already and if at all possible I would like to continue that trend. However, I feel I'm lacking in <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, and the Melta units I can come up with are pretty fragile... so I'm stuck. <br /> Any suggestions would be greatly appreciated!]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2012 17:13:07]]> GMT</pubDate>
				<author><![CDATA[ Ran]]></author>
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				<title>Re:Lysander 1st &amp; 10th - how to proceed?</title>
				<description><![CDATA[ Okay, I did some thinking of my own... I now have a complete list to present. @mods: sorry for the bump!<br /> <br /> Lysander <b>200</b><br /> Terminator Libby, <span class="glossaryitem" onmouseover='gp(221);'>SS</span> <b>140</b><br /> <br /> 10 TacTermies, <span class="glossaryitem" onmouseover='gp(417);'>CML</span> x2, 3 Chainfists <b>475</b><br /> <br /> 10 Shotgun Scouts, combimelta & meltabombs on Sarge <b>155</b><br /> 10 Shotgun Scouts, combimelta & meltabombs on Sarge <b>155</b><br /> 5 Sniper Scouts, camo cloaks, <span class="glossaryitem" onmouseover='gp(328);'>ML</span> <b>100</b><br /> <br /> Godhammer <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <b>260</b><br /> Godhammer <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <b>260</b><br /> Pred w/ <span class="glossaryitem" onmouseover='gp(80);'>LC</span> turret <b>105</b><br /> <br /> TOTAL <b>1850</b><br /> <br /> Whatchathink?]]></description>
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				<pubDate><![CDATA[Tue, 15 May 2012 17:00:50]]> GMT</pubDate>
				<author><![CDATA[ Ran]]></author>
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				<title>Lysander 1st &amp; 10th - how to proceed?</title>
				<description><![CDATA[ I assume from the first post that you plan to have both shotgun squads in the godhammers?<br /> Also, why shotgun scouts? Are you planning on charging with the tanks and assaulting out or staying and shooting while using the scouts as a counter assault type deal? Plus, are you planning on deep striking the terminators in? If so, I suggest adding in teleport homers. If not, walk them behind the land raiders (for obscure cover saves) and have the <span class="glossaryitem" onmouseover='gp(417);'>CML</span> termies peeking out so they can pop a vehicle or two on the way to their intended destination.]]></description>
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				<pubDate><![CDATA[Tue, 15 May 2012 18:11:52]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>Re:Lysander 1st &amp; 10th - how to proceed?</title>
				<description><![CDATA[ - Yeah, the Scouts and Godhammers go together<br /> - The only reason for choosing Shotgun over <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/<span class="glossaryitem" onmouseover='gp(260);'>BP</span> is trying to have a shooty focus. <span class="glossaryitem" onmouseover='gp(793);'>IDK</span> which one is actually generally better; too much math<br /> - I was actually planning to be a lot more brazen with the Termies than you described! <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 15 May 2012 18:42:37]]> GMT</pubDate>
				<author><![CDATA[ Ran]]></author>
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				<title>Lysander 1st &amp; 10th - how to proceed?</title>
				<description><![CDATA[ First off I would take out a scout squad and add a tactical squad (slight bit of points downgrade on other units). The reason for this is that tactical are alot better at shooting than scouts with shotguns, and since you seem to be going on a more shooty angle side of things, it may help. <br /> Also, I think with the land raiders and predator, your anti-tank is fairly reasonably covered. ]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 11:10:07]]> GMT</pubDate>
				<author><![CDATA[ BaneGuard]]></author>
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				<title>Re:Lysander 1st &amp; 10th - how to proceed?</title>
				<description><![CDATA[ Tempting. But the points increase of a decked out <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad would be quite severe, at that point it becomes easier to just drop a cheap unit altogether than to try shaving off points here and there. I guess I could ditch the Pred though. Got any suggestions for the Tacticals' loadout?]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 18:24:21]]> GMT</pubDate>
				<author><![CDATA[ Ran]]></author>
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				<title>Lysander 1st &amp; 10th - 1850 C&amp;C</title>
				<description><![CDATA[ I would suggest giving the tactical squads the loadout of flamer and missile launcher; I think the classic loadout is great. If you want to keep the predator, I would suggest just dropping the combi melta and melta bombs off the other scout squad. A cheap 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad is only 15 points more expensive than the scout squads. ]]></description>
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				<pubDate><![CDATA[Sat, 19 May 2012 04:32:43]]> GMT</pubDate>
				<author><![CDATA[ BaneGuard]]></author>
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