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		<title><![CDATA[Latest posts for the thread "My First Iron Hands 1500"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "My First Iron Hands 1500"]]></description>
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				<title>My First Iron Hands 1500</title>
				<description><![CDATA[ I've decided to switch to using Iron Hands tactics with my space marines, as what I enjoy most are heavily mechanized lists. Here's my first draft for competitive play. Feedback greatly appreciated. <br /> <br /> Terminator Captain - Thunder Hammer, Shield Eternal 195<br /> 5 Assault Terminators - 5x Thunder Hammer/Storm Shields 225<br /> Land Raider Redeemer - Extra Armor 250<br /> 10 Tactical Marines - Plasma Gun, Combi-Plasma, Meltabombs - Rhino 205<br /> 5 Tactical Marines - Lascannon - Razorback/<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Lascannon 165<br /> 5 Tactical Marines - Lascannon - Razorback/<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Lascannon 165<br /> 5 Tactical Marines - Lascannon - Razorback/<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Lascannon 165<br /> Whirlwind 65<br /> Whirlwind 65<br /> <br /> Total: 1500]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 19:23:31]]> GMT</pubDate>
				<author><![CDATA[ War Beast]]></author>
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				<title>Re:My First Iron Hands 1500</title>
				<description><![CDATA[ My only critique would be lack of anti- air, while all your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are hiding in boxes, they are one vector strike away from being bale flamed.  Obviously I don't know whats included in your meta,  and the iron hands does make your parking lot more survivable, but having at least one form of ani- air wouldn't hurt. Think of the potential of an iron hands stormraven with a techmarine in it! outside of getting one shot, that thing is going to keep flying. Also might be worth it to swap your captain out for a master of the forge, and put him inside the ladraider with your termies, makes for one hardy landraider. He may not be the close combat  beast our captain is, but he brings more utility with the same 2+ save ( lack of invlunerable may hurt though)  ]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 21:32:31]]> GMT</pubDate>
				<author><![CDATA[ Treavous]]></author>
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				<title>My First Iron Hands 1500</title>
				<description><![CDATA[ You make excellent points. There's few flyers in our local meta, but the Stormraven idea seems like a strong one. ]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 21:49:18]]> GMT</pubDate>
				<author><![CDATA[ War Beast]]></author>
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				<title>Re:My First Iron Hands 1500</title>
				<description><![CDATA[ Changing out your whirlwinds for a thunder fire  could also give you another servo harness tech marine, who could keep your razorback  lascannons operational in a pinch. if you ran the stormraven, throwing a 5 man squad of bolter scouts in there could let  you grab a last second objective, and if you lose them in a fiery crash, then at least your only losing 55 points of scouts. I have had decent luck jumping them out of the raven at full speed, even with the dangerous test you get you armor save and your 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> thanks to  ironhands  chapter tactics ]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 22:06:39]]> GMT</pubDate>
				<author><![CDATA[ Treavous]]></author>
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