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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ I wont post any point totals, and feel free to ask questions/make corrections on what I'm posting, but this came out to 1000points for me. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br />  Chaplain /w Jump Pack<br /> <br /> Elite<br />  Assault Terminators (4 Twin <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, 1 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>)<br /> <br /> Troop<br />  Scout Squad (Sniper Rifles, Camo Cloaks)<br /> <br /> Tactical(10 marines, heavy bolter,flamer, Sgt w/ Combi Melta, drop pod)<br /> <br /> Tactical(10 marines, heavy bolter, flamer, Sgt w/Storm Bolter and melta bombs, Rhino)<br /> <br /> FastAttack<br />  Assault Squad (10 marines, Vt Sgt with Thunder Hammer and Combat Shield )<br /> <br /> Things I'm contemplating:<br /> Trying to save 50 points (Prolly drop Vt Sgt, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, and Shield and melta bombs) to add a <span class="glossaryitem" onmouseover='gp(456);'>LS</span> Storm as a <span class="glossaryitem" onmouseover='gp(458);'>DT</span> for Scouts<br /> Another drop pod instead of the rhino<br /> <br /> A nice mobile firebase with the rhino sounds nice, but being able to drop another tactical squad into the opponents backfield or somewhere inconvenient after the first turn is also intriguing. <br /> <br /> I would be using Raven Guard for Chapter Tactics. ]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 06:39:41]]> GMT</pubDate>
				<author><![CDATA[ HacksawBuchanan]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ If you are going to use the <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> squad in to rhino as a mobil fire base don't take a flamer... take either a plasma or grav gun.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 08:34:24]]> GMT</pubDate>
				<author><![CDATA[ jose kantor]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ Not sure how your group responds to <span class="glossaryitem" onmouseover='gp(39);'>FW</span>, but Korvydae instead of the Chaplain would make the ASM scoring too.<br /> I think that a single group of termies without transport is better left at home.<br /> And I would play Droppods with a minimum of two (and never ever in even numbers).<br /> <br /> But I enjoy the general idea of it! It's something I'm going to make too.<br /> Have you considered Shrike? You can infiltrate him with the ASM.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 18:39:13]]> GMT</pubDate>
				<author><![CDATA[ Kangodo]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ To be honest there's nothing I like here:<br /> <br /> Chaplain is OK I suppose. But a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Captain or Chapter Master seem to be auto-include if you're going assault heavy.<br /> <br /> Assault Terminators are only worth it if you can afford to make them all <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>. But they need a ride walking across the battlefield is a bad idea (deepstriking is a worse idea). Though in a Rave guard army they just don't fit.<br /> <br /> Sniper scouts are OK but if you want a <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> shotguns or <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> is the best way to go. With power weapon/fist a combi flamer/melta and a <span class="glossaryitem" onmouseover='gp(336);'>HF</span> on the storm. This is a decent option for troops if you're going assault heavy but you need multiple units at least 3 really.<br /> <br /> Tactical marines are a mess. Both in Rhinos or both in Drop Pods in either case you need 3+ to make them work (<span class="glossaryitem" onmouseover='gp(262);'>DPs</span> and Rhinos not <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads who you should never take more of than you absolutely have to). Also the sergeant doesn't need <span class="glossaryitem" onmouseover='gp(19);'>CC</span> upgrades (like veteran status) but does need a matches combi-weapon to the special weapon.<br /> <br /> Assault marines should never be taken if you have free elites slots. Vanguard are just flat out better these days by a significant margin.<br /> <br /> So to sum up you need a clear vision for the list as a whole. Each unit needs a defined purpose and then you need to check that you have all the bases covered. Can you deal with <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> (just about), <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> (pretty well), Hordes (yes), light to medium mech (no), heavy <span class="glossaryitem" onmouseover='gp(9);'>AV</span> (again no), <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> (no), Flyers/<span class="glossaryitem" onmouseover='gp(630);'>FMCs</span> (no).]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 22:17:08]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Raven Guard 1000 Points 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/550748/6029081.page"><b>FlingitNow wrote:</b></a><br/>To be honest there's nothing I like here:<br /> <br /> Chaplain is OK I suppose. But a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Captain or Chapter Master seem to be auto-include if you're going assault heavy.<br /> <br /> Assault Terminators are only worth it if you can afford to make them all <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>. But they need a ride walking across the battlefield is a bad idea (deepstriking is a worse idea). Though in a Rave guard army they just don't fit.<br /> <br /> Sniper scouts are OK but if you want a <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> shotguns or <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> is the best way to go. With power weapon/fist a combi flamer/melta and a <span class="glossaryitem" onmouseover='gp(336);'>HF</span> on the storm. This is a decent option for troops if you're going assault heavy but you need multiple units at least 3 really.<br /> <br /> Tactical marines are a mess. Both in Rhinos or both in Drop Pods in either case you need 3+ to make them work (<span class="glossaryitem" onmouseover='gp(262);'>DPs</span> and Rhinos not <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads who you should never take more of than you absolutely have to). Also the sergeant doesn't need <span class="glossaryitem" onmouseover='gp(19);'>CC</span> upgrades (like veteran status) but does need a matches combi-weapon to the special weapon.<br /> <br /> Assault marines should never be taken if you have free elites slots. Vanguard are just flat out better these days by a significant margin.<br /> <br /> So to sum up you need a clear vision for the list as a whole. Each unit needs a defined purpose and then you need to check that you have all the bases covered. Can you deal with <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> (just about), <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> (pretty well), Hordes (yes), light to medium mech (no), heavy <span class="glossaryitem" onmouseover='gp(9);'>AV</span> (again no), <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> (no), Flyers/<span class="glossaryitem" onmouseover='gp(630);'>FMCs</span> (no).</div></blockquote><br /> <br /> You make a lot of great points. I appreciate the honesty. My only opponent right now is running Orks. Boyz N Trukk, Big horde with boss, and some lootas. <br /> So I've tailored my list toward horde killing creatures. (Maybe I'm misunderstanding the nature of Orks as well though). <br /> <br /> Flamers, to help on overwatch if they try to get in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> range. Heavy Bolters to thin the herds. The scouts would attempt to handle problem targets, the lootas. As would the assault marines, chaplain to improve their <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. I took assault over vets because I thought the extra numbers would help makes ure they actually made it into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. And then the termies are there to tie up the horde in case it comes for my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads. Its not the finest strategy but its a start. <br /> <br /> I agree that I need some strong <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weaponry added to make this a take all comers list. I'm certainly going to look into obtaining the new vanguard kit and get some of them in. Can you elaborate on why the scouts in the storm should be <span class="glossaryitem" onmouseover='gp(19);'>cc</span>? Is that just to take advanteg of it being an assault vehicle? I thought scouts were horrible in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I just like the idea of the storm as a way to zip them around the board to harass my opponent, but that might be a waste. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 04:02:30]]> GMT</pubDate>
				<author><![CDATA[ HacksawBuchanan]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ You would be far better off with a captain or Chapter master; preferably w/ either Burning Blade and Stormshield or Shield Eternal and Thunderhammer.  ]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 04:36:10]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a0f965c3a665f6ca86a3565260d8dca1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/550748/6029977.page"><b>Madness! wrote:</b></a><br/>You would be far better off with a captain or Chapter master; preferably w/ either Burning Blade and Stormshield or Shield Eternal and Thunderhammer.  </div></blockquote><br /> <br /> Can you elaborate or point me to a good explanation of why Chaplains aren't worth it compared to captains or CMs? I believe you, just want to understand further. Rerolling misses in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> sounds nice for my assault squad, but maybe a Captain just does so much more in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> that the rest of the squad is really just a meat shield. ]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 04:57:27]]> GMT</pubDate>
				<author><![CDATA[ HacksawBuchanan]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ I don't know your opponents army and you may be alright against him. But my advice in general is to build armies capableof fighting anyone.<br /> <br /> Flamers are good but don't over estimate their overwatch on average it is 1 dead Ork. That's not going to change the result ofthe assault. In general you only fire your special weapons once or there is one critical turn when you need them to do their job. By taking a matched combi-weapon on your Sergeant you literally double the combat effectiveness of the unit that turn. They are a must. By diversifying the combi what happens is you end up with a 200+ point unit that can't deal with anything, it becomes a sort of threat to lots of things but an actual threat to nothing and you waste lots of points no matter what you shoot it at.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> storm is a fast open topped transport with AV10 and 2 hull points. It makes a terrible bunker. Sniper scouts in general don't kill anything their job is to sit on an objective go to ground for a 2+ cover whenever they get shot at and otherwise annoy Monstrous Creatures. Their weapons can't move and fire and their camocloaks do nothing when they're in a vehicle. Hence the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> doesn't fit them. The <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> is for one of 2 jobs. Drive bys with shotguns, using shotguns so you can finish stuff off in assault if necessary. Or plowing into assault. With a Heavy Flamer on the Storm, combi-flamer on the squad you should wipe a 20 man shoota boy mob in a round of combat. Why? Well the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> fires its Cerberus launchers with blind making the Orks WS1 (due to I2 they should fail most of the time). Then 2 flamers hit that that should be about 7-8 Orks dead with the bolt pistols too say 8 dead. You charge 12 attacks 8 hits 4 dead Orks. Your Sarge has 3 attacks at the nob and should over kill him. Will most likely die in return too though <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> now 7 boys hit back 14 attacks about less than 5 hits less than 2 wounds maybe a scout dies. You've won combat by 4-5 he's leadership 2-3 at best runs and is swept. All yours for 145 points. Now if something shoots at that <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> it dies. Hence why you need multiples. Ork players often don't know what to do when 20 boyz get nailed in combat by 5 Scouts (used to use this tactic a lot in 5th Ed when you could assault those boyz turn 1).<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> vs Chaplain. You basically nailed it the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> is worth it and the ASM are just a meat shield for him.]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 09:52:39]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Raven Guard 1000 Points 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/550748/6030500.page"><b>FlingitNow wrote:</b></a><br/>I don't know your opponents army and you may be alright against him. But my advice in general is to build armies capableof fighting anyone.<br /> <br /> Flamers are good but don't over estimate their overwatch on average it is 1 dead Ork. That's not going to change the result ofthe assault. In general you only fire your special weapons once or there is one critical turn when you need them to do their job. By taking a matched combi-weapon on your Sergeant you literally double the combat effectiveness of the unit that turn. They are a must. By diversifying the combi what happens is you end up with a 200+ point unit that can't deal with anything, it becomes a sort of threat to lots of things but an actual threat to nothing and you waste lots of points no matter what you shoot it at.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> storm is a fast open topped transport with AV10 and 2 hull points. It makes a terrible bunker. Sniper scouts in general don't kill anything their job is to sit on an objective go to ground for a 2+ cover whenever they get shot at and otherwise annoy Monstrous Creatures. Their weapons can't move and fire and their camocloaks do nothing when they're in a vehicle. Hence the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> doesn't fit them. The <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> is for one of 2 jobs. Drive bys with shotguns, using shotguns so you can finish stuff off in assault if necessary. Or plowing into assault. With a Heavy Flamer on the Storm, combi-flamer on the squad you should wipe a 20 man shoota boy mob in a round of combat. Why? Well the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> fires its Cerberus launchers with blind making the Orks WS1 (due to I2 they should fail most of the time). Then 2 flamers hit that that should be about 7-8 Orks dead with the bolt pistols too say 8 dead. You charge 12 attacks 8 hits 4 dead Orks. Your Sarge has 3 attacks at the nob and should over kill him. Will most likely die in return too though <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> now 7 boys hit back 14 attacks about less than 5 hits less than 2 wounds maybe a scout dies. You've won combat by 4-5 he's leadership 2-3 at best runs and is swept. All yours for 145 points. Now if something shoots at that <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> it dies. Hence why you need multiples. Ork players often don't know what to do when 20 boyz get nailed in combat by 5 Scouts (used to use this tactic a lot in 5th Ed when you could assault those boyz turn 1).<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> vs Chaplain. You basically nailed it the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> is worth it and the ASM are just a meat shield for him.</div></blockquote><br /> <br /> <br /> I spent the weekend curled up with the rulebook and the new codex and after some soul searching (Or getting over I just painted two <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads I'm not going to use for the near future, they may be retasked as sternguard in the future)<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Chaplain /w Jump pack & plasma pistol<br /> Shrike<br /> <br /> Elite<br /> Vanguard Vets 2 extra Vets, 2 plasma pistols,SGT <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Jump packs deploy with Shrike<br /> Vanguard Vets 2 plasma pistols,SGT <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Jumppacks deploy with Chap<br /> <br /> Troop<br /> Scouts x5 sniper<br /> Scouts x5 <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> /w combiflamer and <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> w/ heavy flamer<br /> Scouts x5 <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> /w combiflamer and <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> w/ heavy flamer<br /> <br /> Scouts snipers can sit back and camp any back field objective. And hopefully pick off a few models. <br /> <br /> Two other scouts will deploy somewhere close to the enemy hordes or whatever else is squishy and hit them hard and fast.<br /> <br /> Two Vet squads should split his attention as they seek out high tougher nuts to crack. <br /> I'll infilitrate Shrikes on near my 2nd highest priority hoping he'll draw fire,I'm hoping stealth and some good cover or blocking <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> will help them survive a round since they can't charge when they infiltrate. <br />  then send the other vets on the longer route to the top target, hoping they will go less noticed.<br /> As Fling mentions you only going to get one chance so I tried to saturate the plasma in both squads to soften up high T units before the charge. <br /> <br /> Chapter tactics should help me close to charging distance quicker. The scout/first turn stealth wont do much as I dont think the sniper scouts will be in range to be shot turn 1<br /> <br /> Alternatively I could drop the chap, upgrade to a full on <span class="glossaryitem" onmouseover='gp(746);'>CM</span> in a similiar configuration to shrike (<span class="glossaryitem" onmouseover='gp(457);'>JP</span>, 2x <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, Artificer armour, burning blade bolt pistol) and not have a <span class="glossaryitem" onmouseover='gp(56);'>hq</span> to join up with the 2nd vanguard squad. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 22:16:25]]> GMT</pubDate>
				<author><![CDATA[ HacksawBuchanan]]></author>
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				<title>Raven Guard 1000 Points with New Codex</title>
				<description><![CDATA[ I would consider swapping the plasma pistols for grav pistols on the Vanguards really helps against Monstrous creatures due to concussive making them I1 so you can kill them in assault before they strike.]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 22:28:15]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Raven Guard 1000 Points 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/550748/6033036.page"><b>FlingitNow wrote:</b></a><br/>I would consider swapping the plasma pistols for grav pistols on the Vanguards really helps against Monstrous creatures due to concussive making them I1 so you can kill them in assault before they strike.</div></blockquote><br /> <br /> Ok, so you feel the thunderhammers would handle any high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> mech units then and those points are better used toward taking out <span class="glossaryitem" onmouseover='gp(93);'>MC</span> instead of Mech. I'm down. Once again, thank you for forcing me to think more critically about what I'm really trying to do. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 01:38:20]]> GMT</pubDate>
				<author><![CDATA[ HacksawBuchanan]]></author>
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