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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ So I thought I'd try something with Tactical Marines and lots of the New toys:<br /> <br /> <b><u><font color='blue'> Ultramarines</font></b></u><br /> Librarian:(Biomancy): Shield Eternal, Auspex 125<br /> <br /> 5 Sternguard: Heavy Flamer, 3 Combi-Plasma, Rhino 195<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines: Plasmagun, Plasma Cannon, Combi-Grav 180<br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines: Flamer, Combi-Flamer, Rhino 120<br /> <br /> 4 Centurions: Grav Cannons 330<br /> 4 Centurions: Grav Cannons 330<br /> Stalker 75 <br /> <br /> <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>: Quadgun 100<br /> <br /> <b><u>Iron Hands</b></u><br /> <br /> Librarian: (biomancy): Terminator Armour, Storm Shield 100<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines: Flamer, Combi-Flamer, Rhino 120<br /> <br /> Stalker<br /> <br /> I could change the Allies for Salamanders. Though 6+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> on the Stalker and Libby would give me more benefit. Wish I could make the Libbies lvl2 but I want those lovely Sternguard Models in the list. Also thinking of swapping a combi for a 2nd Auspex to help against Farsun. <br /> <br /> Basic plan is Libbies sit at front of Centurions with a 3++ tanking shots and hopefully buffing with a biomancy spell. Went with libbies as cheapest way to get 3++. Centurions with 44 shots a unit 20 of which are Grav kill anything that is a threat to me. Stalkers and Quadgun support with <span class="glossaryitem" onmouseover='gp(805);'>AA</span> and Skimmer duty (good bye Wave Serpents). <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads engage infantry. Sternguard support wherever necessary (they are the only part of the list I am not convinced about but the models are sooo beautiful).<br /> <br /> What do you think?]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 06:31:49]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Put centurions in the iron hands as they will be more survivable with <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> against everything and <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. Their relentless / <span class="glossaryitem" onmouseover='gp(488);'>SaP</span> means they don't realy need Umarine chapter tactics. Happy new codex.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 06:39:40]]> GMT</pubDate>
				<author><![CDATA[ Largeblastmarker]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Maybe Drop a stalker or the Aegis for a Skyshield Landing pad. Put the Centurions on it (maybe even go with <span class="glossaryitem" onmouseover='gp(445);'>IH</span> chapter tactic)<br /> <br /> This would give you 8 Centurions with 2+/3+ cover/4++/6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well as <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>.<br /> <br /> I don't know how much <span class="glossaryitem" onmouseover='gp(805);'>AA</span> you need, so it's obviously up to you. I would want as much survivability on those Centurions as possible though, given their points cost.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 07:28:53]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ You don't get <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> on the Centurions so just a 6+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> for going iron hands. I'll take the rerolls to hit please. With a 24" range the Centurions won't really work well from a Skyshield. I need plenty of <span class="glossaryitem" onmouseover='gp(805);'>AA</span> to deal with Helldrakes. If I was going to change Fortification it would be swapping the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> for a Firestorm Redoubt.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 07:47:41]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/65afb78ba94982239ee431d965e2013a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/550570/6024387.page"><b>FlingitNow wrote:</b></a><br/>You don't get <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> on the Centurions so just a 6+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> for going iron hands. I'll take the rerolls to hit please. With a 24" range the Centurions won't really work well from a Skyshield. I need plenty of <span class="glossaryitem" onmouseover='gp(805);'>AA</span> to deal with Helldrakes. If I was going to change Fortification it would be swapping the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> for a Firestorm Redoubt.</div></blockquote><br /> <br /> Sorry that was meant to say <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> on the Centurion sergeants.<br /> <br /> Where are you getting re-rolls to hit? Tactical doctrine is only re-roll to hit rolls of 1. -- or did you mean specifically for your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads?]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 08:02:39]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Why are stalkers + quad "good bye Wave Serpents"?  I think for the cost you should splurge on tigurius. The guy makes every eldar player weep thinking about what eldrad could have been.<br /> <br /> Does the new codex give all missile launchers flakk?]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 08:46:03]]> GMT</pubDate>
				<author><![CDATA[ j.d.hart]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/550570/6024453.page"><b>j.d.hart wrote:</b></a><br/>Why are stalkers + quad "good bye Wave Serpents"?  I think for the cost you should splurge on tigurius. The guy makes every eldar player weep thinking about what eldrad could have been.<br /> <br /> Does the new codex give all missile launchers flakk?</div></blockquote><br /> <br /> With the Stalker+Quad  Your looking maybe removing 1-2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> per turn. Maybe I'm missing something? Grav weapons seem like a better option now, just getting them into range is the key.<br /> <br /> Missile Launchers have access to Flakk Missiles for the same cost as 2 melta bombs.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 09:18:49]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Sorry to say that you can't ally with Space Marines (I already checked cause that would be awesome) From the rule book "this must be from a different codex to the one used for the primary detachment"<br /> <br /> Unless there's something in the new codex - I haven't received mine yet.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 11:19:21]]> GMT</pubDate>
				<author><![CDATA[ Andram]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/550570/6024637.page"><b>Andram wrote:</b></a><br/>Sorry to say that you can't ally with Space Marines (I already checked cause that would be awesome) From the rule book "this must be from a different codex to the one used for the primary detachment"<br /> <br /> Unless there's something in the new codex - I haven't received mine yet.</div></blockquote><br /> <br /> The new codex allows you to ally with the other chapters in the book. However, the Chapter Tactics only apply to the units taken in the respective detachment.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 11:24:58]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Rerolls of 1s is what I was talking about. Yeah forgot that the Sergeant would  <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> that makes the Cents more attractive in the Allies but getting it on 3HPs &gt; 2Ws in my opinion.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Tigirius is awesome but doesn't have a 3++ so couldn't replace either Libby as they exist entirely to take AP2 shots from the Centurions.<br /> <br /> As for killing Wave Serpents the Centurions should do about 7HPs each unit to literally ANY <span class="glossaryitem" onmouseover='gp(9);'>AV</span>! So that's 2 dead. Then I have 12 S7 (all at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> as Serpents are Skimmers) twin linked shots which should do another 3.6 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>. So that should be 3 dead a turn with the plasma helping out.<br /> <br /> Though I would like to add 2 Stormtalons. The Vets are obvious choice to swap but they are so gorgeous. Though I'd have to find 55 more points still.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 15:23:50]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Are there any other Gunline units I'm missing? What <span class="glossaryitem" onmouseover='gp(805);'>AA</span> could I add? What good I drop to upgrade the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> to a Firestorm Redoubt?]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 13:37:58]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ How are you using your Centurions? It is unclear at the moment whether vehicles will get a cover save against the grav weaponry (<span class="glossaryitem" onmouseover='gp(111);'>RaW</span> they shouldn't but I am not sure), and they only cause 1 hullpoint per shot. <br /> <br /> The reasoning for only 1 hullpoint per shot is from the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>:<br /> Q: If a vehicle suffers the effects of a Crew Shaken, Crew<br /> Stunned, Weapon Destroyed or Immobilised result from the<br /> Vehicle Damage table, does this automatically mean that it loses<br /> a Hull Point? (p74)<br /> A: No, unless it specifically suffers a Glancing or Penetrating<br /> hit, or some other effect that specifies that a Hull Point is<br /> lost.<br /> <br /> So one stationary unit of centurions gets 20 shots, 15.55 hits, with lets say 2-3 sixes, which is 2-3 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>. Then if the wave serpents get a cover save on top of that they are most definitely not dieing in one turn.<br /> <br /> Then again it all depends on how they rule them with regards to cover, but I would say your anti tank isn't as strong as you think - unless you find somewhere which suggests they lose 2 hull points per shot. <br /> <br /> Is it also possible to say what the rules are on the firestrom redoubt? I thought it could only be used in Apocolypse?<br /> <br /> <br /> EDIT: Sorry - I forgot the Grav-<span class="glossaryitem" onmouseover='gp(243);'>amps</span>, that would mean 4 stationary centurions would take 4.3 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>, moving they take 2.58 given the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> above. So it depends whether units get cover saves against it to determine the true effectiveness of the Centurions<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 17:34:34]]> GMT</pubDate>
				<author><![CDATA[ xStuuy]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/550570/6028255.page"><b>xStuuy wrote:</b></a><br/>How are you using your Centurions? It is unclear at the moment whether vehicles will get a cover save against the grav weaponry (<span class="glossaryitem" onmouseover='gp(111);'>RaW</span> they shouldn't but I am not sure), and they only cause 1 hullpoint per shot. <br /> <br /> </div></blockquote><br /> <br /> AND Immobilizes the vehicle.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 17:38:56]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/52c754230580659db9c59d9372b6b132.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/550570/6028267.page"><b>NickTheButcher wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/550570/6028255.page"><b>xStuuy wrote:</b></a><br/>How are you using your Centurions? It is unclear at the moment whether vehicles will get a cover save against the grav weaponry (<span class="glossaryitem" onmouseover='gp(111);'>RaW</span> they shouldn't but I am not sure), and they only cause 1 hullpoint per shot. <br /> <br /> </div></blockquote><br /> <br /> AND Immobilizes the vehicle.</div></blockquote><br /> <br /> Yeah I know. But looking at this <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>:<br /> Q: If a vehicle suffers the effects of a Crew Shaken, Crew<br /> Stunned, Weapon Destroyed or Immobilised result from the<br /> Vehicle Damage table, does this automatically mean that it loses<br /> a Hull Point? (p74)<br /> A: No, unless it specifically suffers a Glancing or Penetrating<br /> hit, or some other effect that specifies that a Hull Point is<br /> lost.<br /> <br /> Then as it hasn't actually suffered a Glancing or Penetrating hit then I don't think it suffers 2 hull points.. what are your thoughts? Do you think this is the intent?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 17:41:21]]> GMT</pubDate>
				<author><![CDATA[ xStuuy]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ That <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> actually supports that a 2nd and subsequent hit would cause 2 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> because the immobilised result specifies it does just as the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> requires...<br /> <br /> With Grav <span class="glossaryitem" onmouseover='gp(243);'>amps</span> that's 7 Hull points whether I move or not I don't see why moving makes a difference. I still get 20 shots and still hit on 3+. I would play they do get cover saves because nothing over rides the cover rules (granted it essentially by passes them but that's not how I would play it until an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> confirmed they worked that way).]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 18:45:14]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ Oh okay.. looking at it that way I can see that being true. But then again, the immobilsed hit doesn't cause it to lose a hull point because it doesn't glance or pen, it only loses a hull point because it specifically says it does. I can see it being interpreted both ways,just comes down to whether that is what the writers intended when it get <span class="glossaryitem" onmouseover='gp(36);'>FaQ</span>'d.<br /> <br /> Well if you move, you can only shoot 3 grav shots at 12" range away. If you don't move you shoot 5 shots at 24" range. <br /> <br /> If you're playing each 2nd hit knocks 2 hull points off then that is about 5 hull points lost - which can pretty much kill any singular vehicle within an 18" effective range - I see you're point. <br /> <br /> Would you play your stalkers both behind the Aegis defence line? If so they get a 4+ cover save and become really difficult to kill, if not, I can see the flyer alpha strike and first turn firing on the quad-gun making your anti air ineffective. If I were playing you, and killed the quad-gun first turn, does that count as a victory point for first blood?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 19:25:40]]> GMT</pubDate>
				<author><![CDATA[ xStuuy]]></author>
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				<title>Re:1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/550570/6028578.page"><b>xStuuy wrote:</b></a><br/>Oh okay.. looking at it that way I can see that being true. But then again, the immobilsed hit doesn't cause it to lose a hull point because it doesn't glance or pen, it only loses a hull point because it specifically says it does. I can see it being interpreted both ways,just comes down to whether that is what the writers intended when it get <span class="glossaryitem" onmouseover='gp(36);'>FaQ</span>'d.<br /> <br /> Well if you move, you can only shoot 3 grav shots at 12" range away. If you don't move you shoot 5 shots at 24" range. <br /> <br /> If you're playing each 2nd hit knocks 2 hull points off then that is about 5 hull points lost - which can pretty much kill any singular vehicle within an 18" effective range - I see you're point. <br /> <br /> Would you play your stalkers both behind the Aegis defence line? If so they get a 4+ cover save and become really difficult to kill, if not, I can see the flyer alpha strike and first turn firing on the quad-gun making your anti air ineffective. If I were playing you, and killed the quad-gun first turn, does that count as a victory point for first blood?<br /> </div></blockquote><br /> <br /> They have Slow and Purposeful, so full movement and get to fire the full amount of shots at maximum range.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 19:45:56]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>1750 UM + IH first attempt with new codex</title>
				<description><![CDATA[ As stated above Centurions are S&P and therefore move and fire to full effect. Against 1 target (which is all the unit can shoot at though I am thinking of getting an omniscope) 4 rolls of 6 = 7 hull points gone, 1 for the first 2 for each after that. <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> you get 2 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> and I don't see why you would think <span class="glossaryitem" onmouseover='gp(110);'>RaI</span> is different. If they existed in 5th Ed would you argue against the 2nd 6 giving a weapon destroyed result?<br /> <br /> Yes Stalkers will usually be behind Aegis and no you don't get <span class="glossaryitem" onmouseover='gp(153);'>FB</span> for killing terrain only for units.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/550570/6028747.page</link>
				<pubDate><![CDATA[Sun, 8 Sep 2013 20:21:14]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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