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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Hi everyone, I am posting my current Black Templar Army, at around 2200pts. Any suggesting on improving it or adding on(I want to get up to 3000pts for a larger scale game with about 2000pts of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> as allies). Here is what I currently have:<br /> <br /> Emperor's Champion:abhor the witch<br /> <br /> Master of Sanctity chaplain: jump pack, artificer armor.<br /> <br /> Marshal: artificer armor, power weapon, combimelta<br /> <br /> Castellan: Artificer, power weapon, storm bolter<br /> <br /> Sword Brethren (I know that these are basically pointless, but people i play with just say they're regular veteran stats)<br /> <br /> tactical squad: missile launcher, melta<br /> <br /> tactical squad: missile launcher, plasma gun<br /> <br /> tactical squad: melta, plasma gun<br /> <br /> tactical squad: heavy bolter, power weapon<br /> <br /> 5 man assault squad: power weapon, plasma pistol, meltabombs.<br /> <br /> Tactical squad: lascannon, missile launcher, multi melta, plasma cannon. (I switch out these four heavy weapons depending on the game, normally its lascannon or plasma)<br /> <br /> terminator squad: assault cannon<br /> <br /> 6 man team: flamer<br /> <br /> Razorback: lascannon<br /> <br /> Iron clad Dreadnought: hunter killer missile. (Trading for a Venerable)<br /> <br /> I have been putting the assault squad with my Chaplain, and that has been working very well. So I am thinking about bumping it up to a ten man squad. Also I am considering a Predator or Land Raider, and some bikes or land speeders. I was also wondering if more dreadnoughts would be a good idea or not? All help is appreciated!<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Jul 2013 18:04:21]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Which codex are you using?  <span class="glossaryitem" onmouseover='gp(15);'>BTs</span> don't have "heavy support squads" or ironclads.<br /> <br /> Can you clarify what you're trying to achieve exactly?]]></description>
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				<pubDate><![CDATA[Tue, 2 Jul 2013 21:20:46]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ What's with your special/heavy weapons? They are really all over the place.  You're freaking me out.]]></description>
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				<pubDate><![CDATA[Tue, 2 Jul 2013 22:03:35]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ All apologies. I am sort of new, by heavy weapons I meant it is a squad and i swap out the four weapons for certain situations and different games. <br /> <br /> The Ironclad was a gift so i just threw it in. Thank you for the corrections, I am using the most recent codex, But the league i play in is real laid back so a lot of people just let things slide(they like the challenge), I am trading the ironclad for a venerable however. I am sorry for the confusion! I am still pretty new and trying to figure out a good, "legal" army haha<br /> <br /> What I am trying to achieve is a better Templar force, and seeking ideas on filling/replacing empty and or needed spots. So any help from you all is greatly appreciated. And i apologize for the confusion or for freaking you out once again! Sorry if i screwed this up to, I tried to post it like the forum rules stated.  ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 05:27:01]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ I would add in some Land Speeder Typhoons or Bike Squads with meltas for anti-tank.<br /> <br /> Make the assault squad ten man strong...<br /> <br /> Take Land Raider Crusaders I'm not a fan of having to pay 110-150 points for a Predator when Codex marines only have to pay 60-140 points for one.<br /> <br /> Add more guys with <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> to sit in the Land Raider Crusader(s) so you have a bit more punch in assault.<br /> <br /> Sword Brethren I've found, if armed right and used boldly can be quite useful, like giving them power weapons and swarming an objective out of a transport works well as they kill all the models guarding the objective and then contest it.<br /> <br /> Also I'd add in some Rhinos maybe or Drop pods just to make them faster... ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 13:25:29]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Yea I am definitely going to make the assault squad ten man with my chaplain. <br /> For the land raider, should I put a marshal with a ten man squad plus neophytes or should I do terminators? I figure if I have more numbers jumping out, there wont be much of a threat left to worry about. Or the sword brethren would probably be great as well. <br /> <br /> I've never used bikes or land speeders, but do you think a list like this would work out?<br /> <br /> 2 land speeders, one as a Typhoon.<br /> <br /> 3 initiate bikers, one attack bike.<br /> <br /> Thanks for the help]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 16:18:27]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ If you are going to use <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, I'd suggest making them <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span> and maximizing their capacity (15, not the usual 16).  If you are going to load up a Crusader squad in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with the chaplain, I'd make the Chaplain as durable as possible for challenges.  The Crusader squad should be maxed out too since the Chaplain provides re-roll to misses.  10 Initiates and 4 Neophytes.  All with <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/Chainsword, Melta, and Powerfist/Sword (which you prefer, I like <span class="glossaryitem" onmouseover='gp(105);'>PF</span> myself).]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 17:30:36]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ If you were using the Land Speeders I would use two Typhoons (double the shots) <br /> <br /> And with the Bikes I would take two meltas or one melta one plasma instead of the attack bike.<br /> <br /> For the <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> use a full 15 Man crusader squad (give a special weapon dependent on the opponent) either a <span class="glossaryitem" onmouseover='gp(486);'>PW</span> or <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, A marshal with adamantine mantle, <span class="glossaryitem" onmouseover='gp(486);'>PW</span> and possibly artficer armour.<br /> <br />  ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 17:54:17]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Yea my chaplain has a jump pack so i put him with the assault squads and deep strike them. But that is a good idea to have a chaplain jumping out of the land raider for the re-rolls. <br /> <br /> I am going to pick up a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> today, so what else should I grab? Land speeders/ bikes for tank hunters are what I am leaning towards. Or should I prioritize transports for my troops so I can quickly move them around the board? <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also I was wondering if it is better to use a regular marshal/castellan or if High Marshal Helbrecht would be a better <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice?]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 18:09:30]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Do your opponents often use tanks?<br /> <br /> If they do get the bikes or Speeders.<br /> <br /> If they use small armies pick up some transports to move your crusaders faster.<br /> <br /> A regular Marshal <span class="glossaryitem" onmouseover='gp(72);'>imo</span> but I have never used Helbrecht in a competitive game...]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 18:19:04]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ My opponents play <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, Necrons, Orks, and Eldar, all except Orks use tanks. But the main threats are the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Necron vehicles, so I am thinking on having the two speeders, one typhoon and one tornado both will have multi meltas. <br /> <br /> Yea i was curious about helbrecht, he has better stats. an extra wound, extra attack, and comes with all the equipment. I have only used regular marshals, but am wondering if helbrecht is worth the upgrade.]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 18:28:32]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ I would just use them both as typhoons but thats just me. <br /> <br /> Helbrecht could be hit or miss but a lot of units and characters in the <span class="glossaryitem" onmouseover='gp(15);'>BT</span> codex are... Definately due a revamp, would love to see their <span class="glossaryitem" onmouseover='gp(93);'>MC</span> as an Emperors Champion version of the Riptide, that would be cool haha. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 18:35:21]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Yea, I cannot wait till the new codex myself. <br /> I figured the tornado could provide cover/lead the way for the typhoon with the 4 shots at <span class="glossaryitem" onmouseover='gp(123);'>Str</span>. 6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4? But the two typhoons <span class="glossaryitem" onmouseover='gp(69);'>ig</span> could be useful with two templates instead of one...<br /> Thank you again for all the help,it is greatly appreciated! ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 18:42:11]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ When you make the list, a "Full squad of Crusaders" is 14man + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  For some reason our <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span> only hold 15 men, not 16.  I mentioned it earlier.<br /> <br /> Land Speeders are hit or miss.  If enemy have answers for them, they can die quite quickly and often give first blood.  <br /> <br /> Venerable Dreadnoughts with Tank Hunters is extremely effective.<br /> <br /> I would also suggest never getting Rhinos and Razorbacks.  They are extremely overpriced compared to other codexes. Drop pods, however, are one of the cheapest.<br /> <br /> I personally run two <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span>, but that's a huge point-sink (and money sink).  With 2 <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span> and two large Crusader squads to fill them (as well as the <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> to maximize them), it quickly turns into 800-1000 points.]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 19:27:09]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Yea I got one <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> today, and a land speeder. Plus 5 more assault troops to finish that squad. Thanks for the help. Any more tips?]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 21:46:16]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Don't isolate your <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> and squad when you use them in game always have a unit to back them up especially against horde armies, I recommend a unit of 8 marines in a Rhino with a flamer to support against hordes or a unit of 8 in a Rhino with plasma against most others.]]></description>
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				<pubDate><![CDATA[Fri, 5 Jul 2013 12:21:25]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Ok, so I have a 6 man squad with my razorback, (5 marines, 1 neophytes) that have <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> with a flamer, so is that good back up plus the Terminators or ten man assault squad or should I invest in a rhino with the 8 man teams?<br /> <br />  I just don't like rhinos because they're easy targets, my friend who uses em with his <span class="glossaryitem" onmouseover='gp(119);'>SM</span> always has it blown up and half the time its when troops are still inside. I might go with Saythings' advice and use drop pods however, that seems like it could be very effective. Thank you again for the help!]]></description>
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				<pubDate><![CDATA[Sat, 6 Jul 2013 05:44:51]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ 4 marines and 2 neo's is illegal, minimal is 5 marines, and up to as many neo's, never more than there are marines.<br /> <br /> With all the extra points you want to fill, just slap tons of upgrades on your characters. The Marshal in <span class="glossaryitem" onmouseover='gp(519);'>TA</span> with <span class="glossaryitem" onmouseover='gp(221);'>ss</span>/<span class="glossaryitem" onmouseover='gp(224);'>th</span> and adamantine mantle and bionics is one tough cookie. Put him in a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> with assault termies (3x <span class="glossaryitem" onmouseover='gp(221);'>ss</span>/<span class="glossaryitem" onmouseover='gp(224);'>th</span> 2x lightning claws)<br /> This works really well with accept any challenge on your champion, as all your units get RAGE on the charge, which is awesome...<br /> More 5 man squads (+1 neo) with las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> or rocket/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> would really be useful, and can hang back waiting to move onto objectives later on.<br /> 10 assault marines with the chaplain is poetry in motion, but you must be careful getting them close to then enemy with the numbers to get the job done.<br /> <br /> Templars are a difficult army to use, especially in 6th, and if your a newb to the game, maybe run them as vanilla marines instead, probably better that way.]]></description>
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				<pubDate><![CDATA[Sat, 6 Jul 2013 07:42:29]]> GMT</pubDate>
				<author><![CDATA[ ChaosCrusader]]></author>
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				<description><![CDATA[ Ok thanks for the help.]]></description>
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				<pubDate><![CDATA[Sat, 6 Jul 2013 14:30:39]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ I've been using AtW over Rage a lot recently.  The increase in psykers generally make it so you always get the extra <span class="glossaryitem" onmouseover='gp(24);'>d6</span>" in deployment and take advantage of the 5+ DtW.  It's huge.  Doubling your chances of denying enemy powers.<br /> <br /> Not only that, but it's 30 points cheaper.  That's an entire Drop Pod, or 3 Neophytes, or 2 Initiates and an upgrade, etc.<br /> <br /> Rage only works on charges which is great for <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span> (which I use 2 of), but the next few combats are going to be back to back while you're still locked, or it's going to wipe the unit your assaulting, then it's the enemies turn to assault.  Most enemies will cast maledictions on your troops that are in combat to give them the edge.  A 5+ DtW never hurts.  <br /> <br /> Plus, the +<span class="glossaryitem" onmouseover='gp(24);'>d6</span>" after normal deployment is huge.  If you happen to get 4" or higher, it almost guarantees a Turn2 assault on anything but Hammer and Anvil (with proper deployment).  With premeasuring in 6th edition, enemies will measure how far your <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span> are from them first turn to keep themselves safe as well.  Not many players know about the extra movement we get when there is an enemy psyker.  It's a nice element of surprise.<br /> <br /> Edit:<br /> I don't really like Assault Marines, but if they are your guilty sin and want to include them with a Chaplain, try squeezing in 2 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>'s.  It's very expensive, I know, but you put the Chaplain in the front with a 2+ save, and when you get shot at with AP2 or better, you Look Out Sir to the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> to keep the squad at full strength as long as possible.  I don't usually run Assault Marines because of their lack of Special Weapons.  If they could get 1-2 Meltas like their <span class="glossaryitem" onmouseover='gp(10);'>BA</span> brothers, I would run them more often.   <br /> <br /> Also, if you do decide to use <span class="glossaryitem" onmouseover='gp(15);'>BT</span> Assault Marines, always pick up Melta Bombs for the squad.  Most armies can only run 1 Melta Bomb on their sergeant.  Having 10 Melta Bombs moving 12"+<span class="glossaryitem" onmouseover='gp(24);'>d6</span>" a turn is quite threatening to any army (with <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or Mech).  Once again, this adds to their point cost, but they simply can't be ignored at this point.]]></description>
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				<pubDate><![CDATA[Sat, 6 Jul 2013 14:55:09]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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				<title>Black Templar Army 2200 pts, trying to be 3000.</title>
				<description><![CDATA[ Yea the assault squad with my chaplain has worked great in the games i've used it in. All have melta bombs. <br /> In the five man squad i just bought to put with the others, I have two with <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, and I will try that look out sir in my next game. <br /> <br /> I will try that AtW oath also, I wasn't sure about it, but after seeing it explained I think it would be worth it.  And not to mention the extra points never hurt. <br /> <br /> Thanks again for the advice and help. It is greatly appreciated!  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/537393/5820750.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/537393/5820750.page</link>
				<pubDate><![CDATA[Sun, 7 Jul 2013 21:38:03]]> GMT</pubDate>
				<author><![CDATA[ That-Black-Templar-Guy]]></author>
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