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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ I am currently building towards this list. The idea to have a balanced army that fares well against both horde and tank/elite armies. They way I went around this was to give all my squads some anti-tank/elite and anti-horde abilities.<br /> <br /> Librarian, Terminator Armour, combi-metla<br /> Deathwing Terminator Command Squad, Apothecary, <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, Chainfist, Standard of Devastation<br /> 		<br /> Deathwing Terminator Squad, x5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span> + <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, Cyclone <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 		<br /> Tactical Squad (10) <span class="glossaryitem" onmouseover='gp(329);'>PG</span>, <span class="glossaryitem" onmouseover='gp(331);'>PC</span>, Power Sword (sergeant)<br /> Rhino<br /> 		<br /> Tactical Squad (10), <span class="glossaryitem" onmouseover='gp(329);'>PG</span>, <span class="glossaryitem" onmouseover='gp(331);'>PC</span>, Combi-melta/Melta bombs (sergeant)<br /> Rhino<br /> 		<br /> Tactical Squad (10), <span class="glossaryitem" onmouseover='gp(563);'>MG</span> <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> Rhino<br /> 		<br /> Dreadnought, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, Heavy Flamer<br /> Drop Pod, Deathwind Launcher, Locator Beacon	<br /> 		<br /> Dreadnought, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, Heavy Flamer<br /> Drop Pod, Deathwind Launcher, Locator Beacon	<br /> 		<br /> Chaplain, Power fist, Jump Pack<br /> Assault Squad (7), Power sword, Melta bombs, x2 flamers	<br /> Drop Pod<br /> <br /> Total points: 2000<br /> <br /> <br /> The idea is to have the option to drop my dreadnoughts offensively flanking the enemy preferable nearby something valuable (like a tank) or defensively, blocking the enemies path with the drop pods, nearby objectives or just reinforcing my own line of defense.<br /> <br /> If I drop offensively, my opponent have to choose to deal with either my dreadnoughts or the drop pods, which are a danger since the locator beacon will allow terminators to deep-strike in with precision at turn 2, also my drop pods deathwind launcher are good anti-horde. Unless I drop my pods in a very bad position, my opponent should not have the force to kill all 4 dropped units (at least not the first turn).<br /> <br /> <font color='red'>My deathwing command squad can either choose to deep-strike and punish armor with their melta for tank heavy</font> armies or choose to come in close to my marines, setting up a defensive line around my 3 tactical with the banner giving 96 bolter shots per round (ouch). - <font color='green'>Update I can't deep-strike my deathwing command squad, they have to footslog with the tacticals to provide the banner.</font><br /> <br /> My weakness would be only 3 troop squads (I could combat squad 1 or perhaps 2 tacticals). I also lack anti-air, which I could fix by bringing in aegis + scout instead of my assault squad (or ally with imperial guard for vendettas).<br /> <br /> Any suggestions?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 00:59:51]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ Deathwing Terminator Command Squad, Apothecary, x4 Combi Melta, Standard of Devastation<br /> <br /> Not legal, terminators can not take combi weapons.<br /> Also keep in mind the 1/2 rule for reserves]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 02:51:23]]> GMT</pubDate>
				<author><![CDATA[ Jpat1213]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5955881.page"><b>Jpat1213 wrote:</b></a><br/>Deathwing Terminator Command Squad, Apothecary, x4 Combi Melta, Standard of Devastation<br /> <br /> Not legal, terminators can not take combi weapons.<br /> Also keep in mind the 1/2 rule for reserves</div></blockquote><br /> <br /> Hmm, where you find that rule about terminators, when I look up the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Angels Wargear List is says:<br /> <br /> Terminator Weapons <br /> A model wearing Terminator armour can replace his storm <br /> bolter with one of  the following: <br /> - Combi-flamer,  -melta or -plasma  ........ ......... ............... ........... 6  pts<br /> <br /> Since terminators only have storm bolters I assume the combi-weapon applies to the storm bolters.<br /> <br /> *** EDIT ***<br /> <br /> Ok, I see it now, the rule is there but only applies for characters, so the terminator squad does not have the option to take terminator weapons from the list *gasp*. Luckily I got spare terminators with chainfist and <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, will have to recalculate my points.<br /> <br /> <br /> About the reserve rules, as far as I understand, a locator beacon can not be used the same turn as it enter the battlefield. This means that 2/3 of my drop pods enter the first turn, these are the drop pods with the locator beacon and dreadnoughts. Then on the second turn, my terminators can use it for deep-striking.<br /> <br /> The last drop pod with the assault squad comes in on the turn willing by the dice gods to mess up any shooty enemy squad or perhaps a tank.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I updated my list to be legal now, it ended up at 2001 pt :( I hate uneven numbers.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:11:04]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ Universal Reserve rule(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) says you can only have up to 1/2 of your units(transports count as the unit) in reserve at one time, this includes drop pods and deathwing assault(<span class="glossaryitem" onmouseover='gp(67);'>ics</span> count as their own unit)<br /> <br /> So out of your 9 units to my calculation you have 6 deep striking in turns 1-2 which is illegal.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:35:58]]> GMT</pubDate>
				<author><![CDATA[ Jpat1213]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5955954.page"><b>Jpat1213 wrote:</b></a><br/>Universal Reserve rule(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) says you can only have up to 1/2 of your units(transports count as the unit) in reserve at one time, this includes drop pods and deathwing assault(<span class="glossaryitem" onmouseover='gp(67);'>ics</span> count as their own unit)<br /> <br /> So out of your 9 units to my calculation you have 6 deep striking in turns 1-2 which is illegal.</div></blockquote><br /> <br /> Thanks a lot of pointing this out. I will think what I can do about it (perhaps combat squading my tacticals so my unit numbers goes up to 12). Not so very keen on that idea thou.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:46:04]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5955970.page"><b>flodihn wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/546603/5955954.page"><b>Jpat1213 wrote:</b></a><br/>Universal Reserve rule(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) says you can only have up to 1/2 of your units(transports count as the unit) in reserve at one time, this includes drop pods and deathwing assault(<span class="glossaryitem" onmouseover='gp(67);'>ics</span> count as their own unit)<br /> <br /> So out of your 9 units to my calculation you have 6 deep striking in turns 1-2 which is illegal.</div></blockquote><br /> <br /> Thanks a lot of pointing this out. I will think what I can do about it (perhaps combat squading my tacticals so my unit numbers goes up to 12). Not so very keen on that idea thou.</div></blockquote><br /> <br /> My suggestion would be to drop the extra non scoring terminator squad(over priced for what they do), possibly drop the assault squad(<span class="glossaryitem" onmouseover='gp(25);'>DA</span> are shooty not assaulty) but if you wish to keep these then upgrade the chaplain to a interrogator and give him Mace of Redemption(best assault weapon <span class="glossaryitem" onmouseover='gp(25);'>DA</span> have)<br /> <br /> maybe add in some speeders(fast/shooty) or predators(cheap) ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:53:48]]> GMT</pubDate>
				<author><![CDATA[ Jpat1213]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5955954.page"><b>Jpat1213 wrote:</b></a><br/>Universal Reserve rule(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) says you can only have up to 1/2 of your units(transports count as the unit) in reserve at one time, this includes drop pods and deathwing assault(<span class="glossaryitem" onmouseover='gp(67);'>ics</span> count as their own unit)<br /> <br /> So out of your 9 units to my calculation you have 6 deep striking in turns 1-2 which is illegal.</div></blockquote><br /> <br /> Ok I read up on the rules and did some maths:<br /> <br /> 'W'hen <br /> deploying  their  armies,  players can choose  not  to  deploy<br /> up to  half  of their  units  (rounding  up)  keeping  them  as  Reserves<br /> to  arrive  later.  Units  that  must  start the  game in  reserve are<br /> ignored  for  the pulposes of working  out how  many other  units<br /> may do so.  A unit  and its Dedicated Transport  are  counted  as  a<br /> single unit  for  these  purposes.  Independent  Characters are  also<br /> counted  as  a  single unit  regardless  of whether  they  have  joined<br /> another unit  or not."<br /> <br /> So counting all my units, transports and characters as single units I have a total of 16 units.<br /> <br /> So if I put 3 drop pods + 2 dreads + 1 assault + 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> in reserves + 1 chaplain, that is 8 units.<br /> <br /> This means I can not deep-strike my deathwing terminator command squad, which is not a problem for me since I most likely want them stationary and use their banner of devastation.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:56:22]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5955984.page"><b>flodihn wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/546603/5955954.page"><b>Jpat1213 wrote:</b></a><br/>Universal Reserve rule(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) says you can only have up to 1/2 of your units(transports count as the unit) in reserve at one time, this includes drop pods and deathwing assault(<span class="glossaryitem" onmouseover='gp(67);'>ics</span> count as their own unit)<br /> <br /> So out of your 9 units to my calculation you have 6 deep striking in turns 1-2 which is illegal.</div></blockquote><br /> <br /> Ok I read up on the rules and did some maths:<br /> <br /> 'W'hen <br /> deploying  their  armies,  players can choose  not  to  deploy<br /> up to  half  of their  units  (rounding  up)  keeping  them  as  Reserves<br /> to  arrive  later.  Units  that  must  start the  game in  reserve are<br /> ignored  for  the pulposes of working  out how  many other  units<br /> may do so.  A unit  and its Dedicated Transport  are  counted  as  a<br /> single unit  for  these  purposes.  Independent  Characters are  also<br /> counted  as  a  single unit  regardless  of whether  they  have  joined<br /> another unit  or not."<br /> <br /> So counting all my units, transports and characters as single units I have a total of 16 units.<br /> <br /> So if I put 3 drop pods + 2 dreads + 1 assault + 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> in reserves + 1 chaplain, that is 8 units.<br /> <br /> This means I can not deep-strike my deathwing terminator command squad, which is not a problem for me since I most likely want them stationary and use their banner of devastation.</div></blockquote><br /> <br /> Also check the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> of both dark angels and <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>, Deathwing has to deepstrike and they count towards that 50%<br /> also I am counting 9]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:18:35]]> GMT</pubDate>
				<author><![CDATA[ Jpat1213]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5956011.page"><b>Jpat1213 wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/546603/5955984.page"><b>flodihn wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/546603/5955954.page"><b>Jpat1213 wrote:</b></a><br/>Universal Reserve rule(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) says you can only have up to 1/2 of your units(transports count as the unit) in reserve at one time, this includes drop pods and deathwing assault(<span class="glossaryitem" onmouseover='gp(67);'>ics</span> count as their own unit)<br /> <br /> So out of your 9 units to my calculation you have 6 deep striking in turns 1-2 which is illegal.</div></blockquote><br /> <br /> Ok I read up on the rules and did some maths:<br /> <br /> 'W'hen <br /> deploying  their  armies,  players can choose  not  to  deploy<br /> up to  half  of their  units  (rounding  up)  keeping  them  as  Reserves<br /> to  arrive  later.  Units  that  must  start the  game in  reserve are<br /> ignored  for  the pulposes of working  out how  many other  units<br /> may do so.  A unit  and its Dedicated Transport  are  counted  as  a<br /> single unit  for  these  purposes.  Independent  Characters are  also<br /> counted  as  a  single unit  regardless  of whether  they  have  joined<br /> another unit  or not."<br /> <br /> So counting all my units, transports and characters as single units I have a total of 16 units.<br /> <br /> So if I put 3 drop pods + 2 dreads + 1 assault + 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> in reserves + 1 chaplain, that is 8 units.<br /> <br /> This means I can not deep-strike my deathwing terminator command squad, which is not a problem for me since I most likely want them stationary and use their banner of devastation.</div></blockquote><br /> <br /> Also check the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> of both dark angels and <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>, Deathwing has to deepstrike and they count towards that 50%<br /> also I am counting 9</div></blockquote><br /> <br /> I read the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> and Errdata for dark angels.<br /> <br /> The deathwing assault rules states:<br /> Units  entirely  composed  of models that <br /> have  both  this  special  rule  and Terminator  armour can <br /> choose  to  make a  Deathwing  Assault.<br /> <br /> So to me it is clear that I don't need to deep-strike them. Where did you find the rule stating that I have to deep-strike?<br /> <br /> Also, if I was forced to arrive by deep-strike, that the errdata would have gone against the rules in <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> of deep-strike saying units that have to deep-strike does not count towards the reserve rolls. <br /> <br /> The rules clearly says that individual characters and transports counts as separate units when counting reserves. So this means 1 librarian + 1 chaplain + 2 terminators + 3 rhinos + 3 tacticals + 3 drop pods + 2 dreads + 1 assault squad = 16.<br /> And then I deep-strike 1 chaplain, 1 assault squad, 3 drop pods, 2 dreads and 1 assault terminator = 8 <br /> How do you mange to count this to 9?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 11:51:19]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ Drop pods (and any other unit which MUST deep strike) and any units embarked upon them do not count towards reserves calculations <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.  <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 14:47:12]]> GMT</pubDate>
				<author><![CDATA[ Rorschach9]]></author>
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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5956874.page"><b>Rorschach9 wrote:</b></a><br/>Drop pods (and any other unit which MUST deep strike) and any units embarked upon them do not count towards reserves calculations <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.  <br /> </div></blockquote><br /> <br /> That is true, so I got at most 7 deep-striking units (1 librarian, 2 terminator squads, 2 dreads, 1 assault squad and 1 chaplain.<br /> <br /> From what I read about the rules, units embarking on a unit that must deep-strike still counts towards reserve, can you point out on what page you find the rules that they should not count?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 15:35:53]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ Read the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, page 10, 2nd from the bottom on the left:<br /> <br /> <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3170233a_40K_RULEBOOK_v1.4_APRIL13.pdf" target="_blank" rel="nofollow">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3170233a_40K_RULEBOOK_v1.4_APRIL13.pdf</a><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 16:23:54]]> GMT</pubDate>
				<author><![CDATA[ Rorschach9]]></author>
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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546603/5957064.page"><b>Rorschach9 wrote:</b></a><br/>Read the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, page 10, 2nd from the bottom on the left:<br /> <br /> <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3170233a_40K_RULEBOOK_v1.4_APRIL13.pdf" target="_blank" rel="nofollow">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3170233a_40K_RULEBOOK_v1.4_APRIL13.pdf</a><br /> <br /> </div></blockquote><br /> <br /> Wow, that almost feels a bit <span class="glossaryitem" onmouseover='gp(280);'>OP</span> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Thanks for showing me that rule.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 17:13:15]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ How is it that this and your 500 point list both gp a point over and you haven't fixed that first?]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 21:53:37]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>DA (vanilla) 2000 pt army</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/546603/5963931.page"><b>SoloFalcon1138 wrote:</b></a><br/>How is it that this and your 500 point list both gp a point over and you haven't fixed that first?</div></blockquote><br /> <br /> I just fixed my 500pts list a few minutes ago, that list is now 496 points.<br /> <br /> 1 point over is probably not much of an issue (I had a perfect 2000 pts list before it was pointed out that my terminators could not take combi-melta). I will change some stuff around and see if I can get it to 2000 pts exactly, because I have uneven numbers.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I updated my list (check the first post in this thread).<br /> <br /> I removed one marine from the assault squad and added two flamers and a combi-melta on my librarian. The sum of all points is now 2000.]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 22:50:33]]> GMT</pubDate>
				<author><![CDATA[ flodihn]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ I'm going to have to agree that dark Angels are meant to be Shooty - not assaulty. If you want the option of deep striking, take knights, the tend to feth gak up real quick, or at least buy you around to getyour shooty marines into position. <br /> <br /> If you are taking standard of devastation, you need to keep it with your gun line, or have it foot slog up close and personal to get into that kill zone of 24 inches. No reason not to. <br /> <br /> I do like the idea of drop podding your dreads. If you drop pod dreads, then deep strike your knights (Because they come in on whatever turn you want - because they are badass) AND have a gun line... Most openents will sheet-a-brick. ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 15:25:22]]> GMT</pubDate>
				<author><![CDATA[ Master Azalle]]></author>
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				<title>Re:DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ The suggestion I have is to wait until the new codex drop in Sept. Lots of cool stuff coming out for Marines. ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 15:29:06]]> GMT</pubDate>
				<author><![CDATA[ Gundor]]></author>
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				<title>DA (vanilla) 2000 pt army</title>
				<description><![CDATA[ I second Gundor about waiting for vanilla marines.<br /> <br /> Failing that:<br /> <br /> Keep the drop pod dreds cheap which means lose the Deathwind launchers and homing beacons. Secondly, While drop podding a dakka banner can be done; this isn't the way man. If you're dead against a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> borne banner, pod it in with a normal PACS and loads of marines in their own pods.<br /> <br /> Slogging marines with the banner just doesn't work. Read the salvo rules closely. If you move you get 2 shots at HALF range. which means you're limited to 12", you're not even getting 1 at full range anymore. THIS means that you'll need to keep your marines away from the banner somehow until you have closed with the enemy. hard to do with so many marines running around.<br /> <br /> Look. If you want to optimize the banner, put a PACS in a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>. Then take your marines in rhinos and flat out everything T1. A lot of your rhinos will then get popped, which is actually good because your marines will count as stationary on your T2, giving you salvo 4 on at least some of them.<br /> <br /> This is still not the best way to run the banner. Ravenwing with <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>(s) are still the way to go, but to each his own.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 15:48:27]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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