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		<title><![CDATA[Latest posts for the thread "Dark Angel Kill Team"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Dark Angel Kill Team"]]></description>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ Not sure if this belongs here, this is my first post..<br /> My local store just recently discovered the kill team rules so I've been playing around with a vet squad. I win much more than I lose, but I feel it's pretty rigid in what it can do. Any thoughts to improve it? <br /> <br /> 1 Vet- Plasma Cannon<br /> 1 Vet- Plasma Gun<br /> 3 Vet- Plasma Pistol, Chain sword<br /> 2 Vet- Bolters<br /> <br /> 201 points]]></description>
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				<pubDate><![CDATA[Fri, 2 Aug 2013 15:54:11]]> GMT</pubDate>
				<author><![CDATA[ Toomis]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ yup. remove the plasma. one bad round and you can cause yourself to take a break check. plus, you're one point over.<br /> <br /> look into a tricked out tactical squad and a rhino. that's what I used and it worked very well for me.]]></description>
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				<pubDate><![CDATA[Fri, 2 Aug 2013 16:17:27]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ddb8a9fc4e81ab9b04fad210290e9202.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543724/5907572.page"><b>SoloFalcon1138 wrote:</b></a><br/>yup. remove the plasma. one bad round and you can cause yourself to take a break check. plus, you're one point over.<br /> <br /> look into a tricked out tactical squad and a rhino. that's what I used and it worked very well for me.</div></blockquote><br /> <br /> There's a 5% chance of a Marine killing himself with each plasma shot. Even if you somehow do have a ridiculous bout of bad luck, you've got LD9. <br /> <br /> Bearing in mind that melta is near worthless in kill team and flamers are pretty redundant as well due to the lack of hordes, I'd always take plasma, which is insurance against monstrous creatures and that one <span class="glossaryitem" onmouseover='gp(127);'>TFG</span> that decides to bring 5 Terminators, as well as being very effective against other Marines. The odds of having a massive advantage against any of those 3 opponents far outstrip the potential and extremely unlikely disaster scenario you describe.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 2 Aug 2013 18:16:54]]> GMT</pubDate>
				<author><![CDATA[ Mr.Omega]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ I have to agree with Mr.Omega.<br /> I've almost always taken quite a bit of plasma and almost never get hot. <br /> the one extra point has been ok'ed by pretty much everyone in my gaming group. We really don't tournament play. Almost exclusively friendly games.<br /> There are 3 tyranid, 1 chaos demon, and 3 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> players that I have to face. The S7 is really great against all the <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and the AP2 has been awesome against <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>]]></description>
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				<pubDate><![CDATA[Fri, 2 Aug 2013 19:16:52]]> GMT</pubDate>
				<author><![CDATA[ Toomis]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ everyone's mileage varies on plasma, but it is a risky move with a small number of models. melta would be better, even being shorter ranged, it is stronger and doesn't explode.]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 00:04:32]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ I thought <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> weren't allowed in Killteam? Or is that Combat Patrol?]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 02:15:29]]> GMT</pubDate>
				<author><![CDATA[ gruebot]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ Melta is stronger and doesn't explode.. but it is worth giving up all the extra shots and extra range I get from plasma?<br /> <br /> I've heard a lot of people say that <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> aren't allowed in kill team but i've never personally read any rules that say that.. so until I find some that do and it passes with my gaming group I'm still ok with anyone playing them..]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 05:44:47]]> GMT</pubDate>
				<author><![CDATA[ Toomis]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ according to the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> kill team rules, you may field a model with no more than 3 wounds, which eliminates most monstrous creatures. either way, a meltagun with eat most models with ease.]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 05:50:28]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ Where is this rule? I'm not trying to be difficult, but I can't find it in the Battle Missions book, or the Heralds of Ruin blog, or pdf for the 2013 Kill Team Pack from the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> site..]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 07:08:25]]> GMT</pubDate>
				<author><![CDATA[ Toomis]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ Here is a link to the rule published by <span class="glossaryitem" onmouseover='gp(50);'>GW</span> updated in 2013 for their kill team event:<br />  <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2860630a_40K_Kill_Team_Pack_2013_(6" target="_blank" rel="nofollow">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2860630a_40K_Kill_Team_Pack_2013_(6</a>).pdf<br /> <br /> In addition they published this errata/<span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>:<br /> <br /> <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3170054a_Kill_Team_Update_April_2013.pdf" target="_blank" rel="nofollow">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3170054a_Kill_Team_Update_April_2013.pdf</a><br /> <br /> basically the no models with more than three wounds i think was specifically designed to keep out riptides as single kill teams and there are other units which have accidentally been nerfed such as razorwing flocks, clawed fiends and (annoyingly <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> since killteams were really my only use for them) harpies for 'nids :(<br /> <br /> Edit: oh and of course to get rid of the brokenness that is the doom of malantai]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 12:01:04]]> GMT</pubDate>
				<author><![CDATA[ Ollivander]]></author>
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				<title>Dark Angel Kill Team</title>
				<description><![CDATA[ Well I had no idea there was an errata.. This certainly clears uo quite a bit, Thank you]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 16:11:13]]> GMT</pubDate>
				<author><![CDATA[ Toomis]]></author>
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