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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ <font color='green'> </font>This is my second try at a Salamander Army, having tried to understand better the nature of the men of Nocturne I've gone all out Drop Pod, I'm a bit worried about this tactic with the amount of interceptor stuff around now (I can see a Tau gun-line causing me some pain)<br /> <br /> <font color='white'> </font>so here we go, this is 1850 points to play at my local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> store, most games there are 1750-1850pts, I'm building from scratch and hope to complete over the summer/before winter, I know theres a new 'Dex rumored, but I'm assuming (rightly or wrongly) that not much will actually change in the new Codex<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Vulkan He'stan<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> with Power Weapon<br /> <br /> Troop - <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> in Drop Pod with Multi Melta and Flamer<br /> Troop - <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> in Drop Pod with Multi Melta and Flamer<br /> Troop - <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> with Missile Launcher and Flamer<br /> <br /> Elite - 9 Sternguard in Drop Pod with Lightening Claw, 6 x Combi Melta and 3 x Combi Flamer, add Vulkan and <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> to this unit<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> - Attack Bike Squad with 3 x Multi Melta (my anti-air group I hope)<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - Ironclad Dread in Drop Pod with 2x Heavy Flamer and Ironclad Launchers<br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - Ironclad Dread in Drop Pod with 1 x Heavy Flamer and Melta and Ironclad Launchers<br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - Predator Tank with Assault Cannon, Heavy Bolter Sponsons, Dozer Blade and Storm Bolter (remove this if playing 1750)<br /> <br /> ---Tactics---<br /> <br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> stays on home objective (hopefully in ruins that can be bolstered by <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> [or does he have to be on the board to bolster?])<br /> Melta Bikes stay out of trouble (and zoom about) if flyers are present, if not they go for the tin cans<br /> Predator moves to mid range, or gives support to backfield objective if needed (dependent  on opp's army)<br /> Turn 1 both Ironclads and Sternguard <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in, cause as much damage as possible and get ready to be blown sky high, if T2 is reached by Ironclads, they should assault, sternguard should head for cover and try to pop tin cans or transports, then take out key units, assaulting as and when needed with Vulkan and <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> able to dish out some serious pain in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>...and Sternguard not being to shabby either <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> the 2 other Drop Pods holding the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> groups should <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in from reserve (hopefully) and hold 2 other objectives (hopefully)<br /> <br /> does this work, or am I better sticking with my Necron force and leaving Salamanders alone - its just since I saw the Codex I have loved the green armoured guys alot, their fluff is nice, I'd like a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> group who care about civilians etc and put themselves in harms way to help out where they can to complement my walking death necrons]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 16:02:34]]> GMT</pubDate>
				<author><![CDATA[ Binks]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> I would drop one ironclad even though they are cool models for a 5 man <span class="glossaryitem" onmouseover='gp(224);'>th</span>/as squad, also I would add some heavy Flamers on my stem guard replacing the combi Flamers ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 17:20:47]]> GMT</pubDate>
				<author><![CDATA[ Jpat1213]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ I'm doing a similar list right now! I would not care to much for anti air because if you do your droppods right their air will get 1-2turns if they are lucky to shoot you. If they go into hover mode you melt them ortherwise they gotta fly off. Sorry about any framer issues.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 20:01:08]]> GMT</pubDate>
				<author><![CDATA[ Orkimedezz]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ Looks like a good list overall but I see a few things you could improve<br /> <br /> 1) You're best off topping up your sternguard and making it a 10 man squad. There are a number of reasons for doing this, but the main one being that you can then combat squad upon the drop to hit 2 separate units if you have to. Remember, for the time being, Vanilla drop pods can carry 12 models, so no worries about space with Vulkan and a second character in the pod. If you combat squad on the drop do it by weapon type. You can then have anti-tank/anti infantry, and can play a variety of nasty tricks incuding popping an expensive transport and then flaming the contents with the second squad. <br /> <br /> 2) Weapon load-out of Sternguard should use the Vulkan buff to the max. I'd suggest going 5combi-melta/5combi-flamer, and stay away from the dedicated flamer/Hvy Flamer/Meltas as you don't want to lose access to your special ammo, a premium that is build into the units' cost. Plus, you already have the heavy flamer on Vulkan, so no worries. In that vein, I'd drop the claws too, you don't need them. You want to keep your sterns as far away from close combat as you can, they are a shooting unit through and through and you don't want to lose any of your special ammo fire. Besides, the sgt in the squad will most likely wind up taking any character challenges to preserve the squad or Vulkan if he is present. That way any special weapons on the character in the opposing squad can only cut down the sgt, while Vulcan proceeds to decimate the opposing squad with his power weapon attacks. Even if Vulkan is not there, your Sgt should still make a challange to any opposing characters with special <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons (an thus will likely die in the first round, often times before even getting to swing) to preserve his unit. Give the sgt a combi-wep and melta bombs, and if you must a power wep, but remember he is there for shooting and sacrifice, not <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> 3) I'd drop the <span class="glossaryitem" onmouseover='gp(384);'>MOTF</span>, perhaps in favor of a librarian with some combination of Gate of Infinity, Null Zone, and Force Dome. The main advantage of the <span class="glossaryitem" onmouseover='gp(384);'>MOTF</span> is to allow you to take more Dreadnoughts, and to move them to <span class="glossaryitem" onmouseover='gp(57);'>HS</span>, but since you're only taking 2 of them he really isn't necessary. You still have 2 elite spots open, so no worries there, and besides giving you some extra weaponry with the servo harness he really doesn't do all that much for you. He is very unlikely to be close or lucky enough to repair the ironclads, and he certainly dosn't need the power sword with the harness. <br /> <br /> 4) If playing friendly games I would highly suggest seeing if you can try out a Lucius Pattern Drop Pod (Forge World, Rules in <span class="glossaryitem" onmouseover='gp(60);'>IA</span> <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> 2nd Ed) for the dreads. If you can try them by proxy using a regular drop pod, or if you have the money shell out and order the resin from <span class="glossaryitem" onmouseover='gp(39);'>FW</span>. These guys will cost you an extra 30pts a piece (65pts per pod) but will allow your ironclads to assault the turn they arrive, maximizing their impact. In addition, with careful placement, you can ensure that the resulting close combats screen your sternguard to keep them from being blasted off the board in your opponents following shooting phase (he can't shoot through an active melee).<br /> <br /> 5) I'm assuming you meant Autocannon on the pred, as only the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> get the assault cannon Baal version. This is basically an anti-infantry unit, but with the amount of small arms fire from both the sterns and tactical squads, you don't really need this. You could use some long range fire power for popping high armour units that the Sterns can't get to right away, so if you do keep it I'd suggest upgrading the sponsons to the lascannons.  The other problem you have is that this unit will be almost alone on your side of the board aside from the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, and will be the target of choice for any of your opponents long range high strength weaponry, especially if you invest in the Lucius pods. Just something to keep in mind, it might be worth dropping this to spend on points elsewhere. If you rally want more anti-infantry, I'd suggest a <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>, as it will give you a free techmarine and better options overall.<br /> <br /> 6) The melta bikes are a great anti-armour solution, however, they are better off as single units that you can zoom around to hit multiple targets, and to split up enemy fire through target saturation. They are not the best <span class="glossaryitem" onmouseover='gp(805);'>AA</span> as any shots taken will not have skyfire so will need a 6 to hit. They can be a great distraction unit, and are very fast, but I tend to prefer Land Speeders for this role as they can have twice the weaponry for a small increase in points. A duel <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeder will cost you 70pts, but its pretty much a guaranteed fire and forget tank killer, and almost certain to get its points back, especially so with the Vulkan buff. I'd go with two of the land speeders for 140pts, and drop the bikes as it will complement the speed and mobility of your army a bit better and will avoid any problems from dangerous terrain.<br /> <br /> 7) <span class="glossaryitem" onmouseover='gp(805);'>AA</span> is seriously lacking in this list, though the inherent vulnerability of that is up to your local meta. However, since you mentioned flyers when speaking of the bikes I figured I'd address it. I would look at changing up your home objective camper unit, and swapping them out for a scout sniper squad upgraded with Sgt Telion. Then, put them behind an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with an Icarus lascannon. With Telion, you no longer need to buy them cloaks as he automatically gives stealth in 6th, and he gives you the ability to fire your Lascannon at BS6. In addition he has precision shot placment at all times, so if no fliers or tanks present themselves he can proceed to merrily snipe out special characters and weapons that might be a threat.   Total cost for the unit should be about 220pts or so, assuming you take a 5 man squad with a special weapon, and is very versatile and surprisingly survivable behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. Plus, if you keep the pred, you can always form a square with the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> and place it inside with the squad to give it cover / hull down from all directions <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> 8) For the Tactical squads I would suggest either melta bombs on the Sgt in case they have to assault a vehicle or <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and/or a combi-weapon to suit the combat role of the squad. a Combi-flamer can be used in conjunction with the squad flamer for wall of flame protection vs assault, and a combi-melta can give you another shot at cracking open a critical target in case the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> misses or has moved and can only snap fire. And, due to Vulkan's buff, they are synergistic with the rest of the army.<br /> <br /> 9) One option you might want to look at as well is a Contemptor Dreadnought. Again this is a Forge World unit, so take this advice with a grain of salt and check with your <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> crew to make sure they're ok with it. Like the ironclads, these guys are AR 13 on the front, but they also have an invulnerable save, and special upgrade weapons not available to normal dreadnoughts. My personal favorite is a Contemptor Mortis with Twin Kheres Assault cannons and a <span class="glossaryitem" onmouseover='gp(417);'>CML</span> in a Drop Pod. He will compliment the firepower of the sterns nicely, provide <span class="glossaryitem" onmouseover='gp(805);'>AA</span> for that half of the board, and is very survivable. However, you can also go with a twin <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> version with flamers for around the same point cost of the iron clad, but getter a nicer looking model and an invulnerable save <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br />    Overall, I'd say that drop pod armies are a blast to play and very effective, and really showcase the precision strike capability of the Space Marines, and are very fluffy to boot. I've played them since the end of 2nd ed and have always had at least one <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army around to play pick up games with or to loan out to new players looking to learn the game. Plus, if you find that you don't wind up liking them, with the new codex on the horizon they should be easy to sell to recover your investment. Check ebay or the trade forum, and you can pick up copious amounts of power armored bodies for a song if you're looking to keep prices down. I wish you the best of luck!<br /> <br /> Hope that helps,<br />   ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 20:56:30]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>... What Instinctual said. Much more well-worded than I would be! AND thorough...]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 00:45:56]]> GMT</pubDate>
				<author><![CDATA[ DaemonForge]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ Thanks DaemonForge <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 05:43:46]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ Thanks for the response, really very detailed and helpful, I'll have a think and see what and how I can afford points wise<br /> <br /> Will check if <span class="glossaryitem" onmouseover='gp(39);'>FW</span> is ok with people too as that could be sweet<br /> <br /> Thanks again]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 05:56:28]]> GMT</pubDate>
				<author><![CDATA[ Binks]]></author>
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				<title>Re:1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ Looks like you're intending to put just a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, attack bike squad and predator on the table to start?  I'd be worried the predator will just be a sponge for all the <span class="glossaryitem" onmouseover='gp(482);'>AT</span> fire your opponent has in turn one, especially if you go second. I'd drop it, Bring more stern...]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 06:18:46]]> GMT</pubDate>
				<author><![CDATA[ dracpanzer]]></author>
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				<title>Re:1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ As said before thanks for the detailed response,<br /> <br /> I've had a play around with the list this morning and this is where I've got to.<br /> <br /> First off I asked one of my friends I'd be gaming against most often his thoughts on <span class="glossaryitem" onmouseover='gp(39);'>FW</span> units, he seemed happy until I mentioned the drop pod, i think he was thinking about my Necrons adding some <span class="glossaryitem" onmouseover='gp(39);'>FW</span> stuff, less happy about Ironclads ripping apart everything as soon as they land  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> kind of understandable I guess<br /> <br /> done a bit more research online and this is my thought<br /> <br /> 1850pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Vulkan He'Stan<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Librarian with no upgrades, powers would be null zone/force dome/smite/gate of infinity dependent on the enemy<br /> <br /> Troop - <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> with Flamer and Multimelta in a Drop Pod<br /> Troop - <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> with Flamer and Multimelta in a Drop Pod<br /> Troop - Scouts with Sniper Rifles, Missile Launcher and Sgt Telion (equivalent)<br /> <br /> Elites - Sternguard Vets 10 in Drop Pod with 5x Combi-Melta and 5x Combi-Flamer, adding Vulkan and Libby<br /> Elites - Ironclad Dread in Drop Pod with 2x Heavy Flamers and Ironclad Launchers<br /> Elites - Ironclad Dread in Drop Pod with 1x Heavy Flamer, Meltagun and Ironclad Launchers<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - Thunderfire Cannon<br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - Thunderfire Cannon (remove if at 1750)<br /> <br /> Fort - <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with Icarus<br /> <br /> comes in at 1850 on the nose<br /> <br /> ***Tactics***<br /> <br /> similar to before,<br /> <br /> Telion (or his Salamander equivalent) sits behind <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with his Scouts, <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> has Home Objective (think thats allowed?)<br /> <br /> Thunderfire Cannons set up in ruins if possible and Dakka as much stuff as possible (I've heard 1 Thunderfire is good, 2 is awesome)<br /> <br /> Elites Drop Turn 1, leaving <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Drop Pods to arrive as and when to claim objectives<br /> <br /> as before Tau gunlines with Interceptor chips may hurt a bit, but I hope this is effective enough for fun play, not <span class="glossaryitem" onmouseover='gp(280);'>OP</span> but also not UP ?<br /> <br /> any thoughts?<br /> <br /> couldn't afford the bikes/landspeeder with meltas at 1850 with Libby and <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>, but hoping that I have enough Antitank with the meltas in the sternguard, ironclads and <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 10:49:18]]> GMT</pubDate>
				<author><![CDATA[ Binks]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ I think it looks great, you filled the holes nicely. I think you should be fine without the speeders, but may want to go melta/flamer on both ironclads as insurance. Just make sure to prioritize your targets properly and you should be good on <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. Have fun w the <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span>, they are awrsome in 6th, jyst keep the techmarine further forward in buffed ruins for 2+/3++ saves vs T7 <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 18:11:02]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ Thanks, will do on thunders and will drop a heavy flamed on the ironclad, <br /> <br /> Thanks again]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 18:33:39]]> GMT</pubDate>
				<author><![CDATA[ Binks]]></author>
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				<title>1850 Salamander Drop Pod Army - Needs Critique</title>
				<description><![CDATA[ NP man, just glad to be of service <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Make sure to get back to us and tell us how the army works for ya]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 19:27:28]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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