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		<title><![CDATA[Latest posts for the thread "DA army + SM allies, 1st turn plasma madness"]]></title>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ This is mainly a 1-hit-wonder, but should make for a spectacular 1st turn:<br /> <br /> Dark Angels:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Belial, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, banner upgrade<br /> Librarian, plasma pistol, prescience<br /> <br /> Troops:<br /> <span class="glossaryitem" onmouseover='gp(412);'>DW</span> Termies, 2 <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, 3 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, banner<br /> <span class="glossaryitem" onmouseover='gp(412);'>DW</span> Termies, 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, 1 <span class="glossaryitem" onmouseover='gp(417);'>CML</span>, 1 <span class="glossaryitem" onmouseover='gp(500);'>CF</span>, 2 <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> <span class="glossaryitem" onmouseover='gp(412);'>DW</span> Termies, 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, 1 <span class="glossaryitem" onmouseover='gp(417);'>CML</span>, 1 <span class="glossaryitem" onmouseover='gp(500);'>CF</span>, 2 <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> <br /> Fast Attack:<br /> Land Speeder, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, TML<br /> Land Speeder, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, TML<br /> <br /> Space Marines:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Epistolary, <span class="glossaryitem" onmouseover='gp(332);'>TDA</span>, <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, <span class="glossaryitem" onmouseover='gp(427);'>GOI</span>, Null Zone<br /> <br /> Troops:<br /> Scout squads (x5), teleporter homer, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, sniper rifles, cloaks<br /> Tactical Squad, <span class="glossaryitem" onmouseover='gp(486);'>PW</span>, meltabombs, <span class="glossaryitem" onmouseover='gp(563);'>MG</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, drop-pod<br /> <br /> Elites:<br /> Sternguard Squad (x10), <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, meltabomb, 2 <span class="glossaryitem" onmouseover='gp(329);'>PGs</span>, 8 combi-plasmas<br /> <br /> Total: 2000pts on the dot.<br /> <br /> So turn 1: Snipers + scout move try to get as close to enemy deathstar and/or biggest threat, then sternguards+both libbies gate by them for some plasma obliteration with 21 twin-linked plasma shots.  I can bring the pod and <span class="glossaryitem" onmouseover='gp(412);'>DW</span> termies close for extra support (depending on how many termies I keep in reserve).<br /> <br /> If the sternguards survive the return fire in substantial numbers I think that they could do some serious damage.<br /> <br /> I know that this army will run out of gas quickly but what do you guys think?<br /> <br /> P.S. don't worry about anti-air, my buddy currently plays <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> without fliers.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Anybody?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 8 Dec 2012 21:39:38]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ Where are you getting 21 twin-linked plasma shots from? Did you mean rapid fire, if so im only seeing 20 shots.<br /> <br /> Also good idea on paper but:<br /> <br /> 1) That Sternguard is a lot of points to just throw at the enemy to destroy one unit and then most likely be wiped out second turn!<br /> <br /> 2) Thats a lot of gets hot!<br /> <br /> 3) Why not just drop pod the sternguard as your scout move is only gunna bring you 12" forward from your deployment and then 6" deepstrike to the scouts with the <span class="glossaryitem" onmouseover='gp(427);'>GOI</span>. Dont think your gunna be within rapid fire range.]]></description>
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				<pubDate><![CDATA[Sun, 9 Dec 2012 12:14:47]]> GMT</pubDate>
				<author><![CDATA[ Scrollax]]></author>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ 21 twin-linked shots (rapid-fire + 1 plasma pistol from <span class="glossaryitem" onmouseover='gp(25);'>DA</span> libby), it's twin-linked thanks to prescience, which will also reduce gets-hot to a minimum.<br /> <br /> The scouts will infiltrate, then scout move, which should definitely bring me within rapid-fire range.<br /> <br /> I'm not expecting much out of this list, if I can punch a hole big enough on turn 1 I might be able to hang in there and do some more damage before the sterns die.]]></description>
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				<pubDate><![CDATA[Sun, 9 Dec 2012 15:15:07]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Re:DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ Only problem is that you can't use blessings from off the table. Your 1st strike will not be able to get rerolls when they arrive.]]></description>
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				<pubDate><![CDATA[Sun, 9 Dec 2012 17:02:00]]> GMT</pubDate>
				<author><![CDATA[ Whoopxi]]></author>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ They're not coming from reserve, they're starting on the board and gating on turn 1.]]></description>
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				<pubDate><![CDATA[Sun, 9 Dec 2012 19:06:47]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ ok this is starting to make sense, yer its worth a try you could defiantly annihilate some expensive units first turn although ideally youd want to combat squad the stern guard to maximize shooting potential.]]></description>
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				<pubDate><![CDATA[Mon, 10 Dec 2012 13:10:35]]> GMT</pubDate>
				<author><![CDATA[ Scrollax]]></author>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ Good point with the combat-squad, but then you're missing out on the prescience re-rolls.  Could be strategically needed though.<br /> <br /> Thanks.]]></description>
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				<pubDate><![CDATA[Tue, 11 Dec 2012 16:38:02]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>DA army + SM allies, 1st turn plasma madness</title>
				<description><![CDATA[ I was expecting a lot more out of "plasma madness", honestly. Pedro?]]></description>
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				<pubDate><![CDATA[Tue, 11 Dec 2012 16:48:47]]> GMT</pubDate>
				<author><![CDATA[ chipstar1]]></author>
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