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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ If you don't know, Sevrin Loth (Forgeworld character from the Red Scorpions) can choose his powers on one of three tables; Biomancy, Telepathy, and Telekinesis. This particular list goes for Telekinesis for Gate of Infinity and Telekine Dome. This uses <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> to take the Grav-cannon centurion deathstar to an absurd level by also combining it with the Farsight Bomb. There's a reason I called it the <span class="glossaryitem" onmouseover='gp(334);'>WTF</span> Brigade...<br /> <br /> Farsight Enclave - Primary Detachment<br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> <b>Farsight</b> - Warlord<br /> Command Team: <b>O'vesa and Shas'vre Ob'lotai</b><br /> <br /> <u>TROOPS</u><br /> 1 Crisis Suit w/ Airbursting Fragmentation Projector<br /> 1 Crisis Suit w/ Two Burst Cannons<br /> 1 Crisis Suit w/ a Twin-linked Missile Pod<br /> 1 Crisis Suit w/ two flamers<br /> <br /> <u>HEAVY SUPPORT</u><br /> <b>3 Broadsides</b><br /> +<span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> +<span class="glossaryitem" onmouseover='gp(657);'>HYMP</span><br /> +<span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> <br /> Space Marine Allies (Red Scorpions - <span class="glossaryitem" onmouseover='gp(436);'>CT</span>: Sergeants get free upgrade to apothecaries in Tactical squads only, cannot go to ground, use camo cloaks, and can re-roll failed pinning tests)<br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> <b>Sevrin Loth</b><br /> +<span class="glossaryitem" onmouseover='gp(427);'>GoI</span><br /> +Telekine Dome<br /> +Crush<br /> <br /> <u>TROOPS</u><br /> 2x <b>10 Tactical Marines </b><br /> +Apothecary<br /> + Drop Pod<br /> <br /> <u>HEAVY SUPPORT</u><br /> <b>3 Devastator Centurions</b><br /> +Grav-cannons/<span class="glossaryitem" onmouseover='gp(243);'>Amps</span><br /> +Omniscope<br /> <br /> INQUISITON<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <b>Ordo Malleus Inquisitor</b><br /> +Terminator Armor<br /> +Psycannon<br /> +ML1 (Divination)<br /> <br /> Strategy is simple: put Farsight, O'vesa, Loth, and Ob'lotai in the Grav-centurion unit. Use the Omniscope to split fire O'vesa's Ion Accelerator at something else, since I doubt that we'll need it against much of anything. Also, because of the Centurions Slow and Purposeful, Ob'lotai is also <span class="glossaryitem" onmouseover='gp(488);'>SaP</span>, so he can move and fire as Relentless. <br /> <br /> It is near impossible to kill this unit. Every model except Farsight has a 2+ save (Loth can use 1 Warp Charge to change <b>his</b> 2+ into a 2+ invuln). The unit has 18 wounds, with T5 majority, and if I need to I can have either Loth or O'vesa tank wounds for the unit. Every model has an invuln save via Telekine Dome, and to top it off, they can move 24"  turn via <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> without fear of scatter thanks to Farsight and his Warlord Trait. The only counter to this, ironically, is another grav-centurion unit. Also, I'm debating dropping a centurion for a ML1 Malleus Inquisitor with terminator armor and a Psycannon for even more lulz. Since the Tau count as space marines once they join the centurion unit, I can see this going very well for me.<br /> <br /> As for the rest of the army, they provide the support. The solo Crisis Suits stay in reserves as long as possible as deep strike in and I expect many a lulz to be had when I use the AFP on a unit in cover. The Tactical Marines, with their <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, do most of the work, distracting my opponent (because who expects <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> marines?). The Suits are simply objective grabbers who hide behind as much cover as I can. Also, I need to thank the dude who started the solo suit thread in Tactics, because that works very well with this list!<br /> <br /> Thoughts? Is it stupid? Is it Awesome? Will I win everything forever?]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 16:57:02]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ SOOOOO how do you deal with a farsight plasma-bomb to the face? The centurion unit is now mush, 2+ invuln is cool and can absorb tons of rounds, but if Farsight drops behind the unit, the backside will be shredded with <span class="glossaryitem" onmouseover='gp(166);'>plas</span>.melta rounds.<br /> <br /> The broadsides are good interceptors, but I would take a missleside with 2 railsides to make it a more effective kiling machine. As well, you need to make room for a drone or two. Those broadsides as they are now would do jack in overwatch. The missileside would help some, but drones would be best. Find 50 pts somewhere and get 2x shielded missles ]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 19:08:16]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ You'll find your bane to be the same as it is for every other "ZOMG look at this unit, you can never kill it, 2+ everywhere SPLOOGE". Cheap, massed fire. Nothing fancy, plain and simple. What's that? A 2+ save?!? Some are INVULN 2+ saves? Cool, make 80 saves. Good luck <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Beyond that, as stated, be careful on your positioning of the unit. You can't "tank" every direction at the same time, and do be careful about overall unit placement. Unless you play on a naked board, which isn't a game in the first place.<br /> <br /> Completely agree on finding points for the shield missiles. I prefer railsides myself, but everyone has their own opinion.]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 19:20:01]]> GMT</pubDate>
				<author><![CDATA[ Aipoch]]></author>
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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/564632/6276924.page"><b>xSoulgrinderx wrote:</b></a><br/>SOOOOO how do you deal with a farsight plasma-bomb to the face? The centurion unit is now mush, 2+ invuln is cool and can absorb tons of rounds, but if Farsight drops behind the unit, the backside will be shredded with <span class="glossaryitem" onmouseover='gp(166);'>plas</span>.melta rounds.<br /> <br /> The broadsides are good interceptors, but I would take a missleside with 2 railsides to make it a more effective kiling machine. As well, you need to make room for a drone or two. Those broadsides as they are now would do jack in overwatch. The missileside would help some, but drones would be best. Find 50 pts somewhere and get 2x shielded missles </div></blockquote>That's a decent point. However, O'vesa has <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>. An S8 AP2 large blast in the middle of the Farsight Bomb (with re-rolls thanks to prescience from an inquisitor) means that I'm not too likely to miss completely, and that will devastate that unit.  <br /> <br /> Also, my bomb starts on the table. This is all in an 1850 point game, so even though my deathstar costs 1143 points, he has to Deep Strike or use Shadowsun's <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> assault move. If shadowsun, I can outrun him. If deep strike, I can annihilate the rest of his army. Heck, if he doesn't have a Comm relay or tigirius or something to modify reserves rolls, Farsight's Bomb may never come onto the table! I played my brother a few weeks ago, and his bomb didn't come in until turn 4, and by then I had killed off his Riptide and scoring units. That's without this deathstar, by the way. <br /> <br /> Also, my bomb has a large footprint. Very large. Depending on the table set up, I can easily (or not easily) force him to land somewhere else farther away, giving me time to move and shoot him.<br /> <br /> Also, the benefit of having 7 Scoring units, 6 of which stay in reserves, outweighs a lot of the negatives. <br /> <br /> One thing I'm confused about is the broadsides, though. The point of the unit is to take out things right after they come in from reserves. 12 twin-linked S7 shots will do something very bad to a unit, overwatch or not. Rail rifles are powerful, yes, but they need more shots in order to compete with the <span class="glossaryitem" onmouseover='gp(657);'>HYMPs</span>. Besides, if I'm concerned about the broadsides getting attacked I can always just drop the first Pod right in front of them and have the marines as a shield. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/29c68c30f69ff08baefeb1bf571b7480.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/564632/6276962.page"><b>Aipoch wrote:</b></a><br/>You'll find your bane to be the same as it is for every other "ZOMG look at this unit, you can never kill it, 2+ everywhere SPLOOGE". Cheap, massed fire. Nothing fancy, plain and simple. What's that? A 2+ save?!? Some are INVULN 2+ saves? Cool, make 80 saves. Good luck <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Beyond that, as stated, be careful on your positioning of the unit. You can't "tank" every direction at the same time, and do be careful about overall unit placement. Unless you play on a naked board, which isn't a game in the first place.<br /> <br /> Completely agree on finding points for the shield missiles. I prefer railsides myself, but everyone has their own opinion.</div></blockquote>How have the Railsides performed for you?<br /> <br /> Also, changed the List in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. About the volume of fire: With Prescience, I can potentially delete or seriously maim two units a turn. If I'm faced with two blobs, a <span class="glossaryitem" onmouseover='gp(664);'>BSS</span> blob of 20 sisters and a guard blob of 50, I hit the sisters with O'vesa's overcharged <span class="glossaryitem" onmouseover='gp(60);'>IA</span> and the guard with the rest of the unit. The guard are gone and the sisters have to take a check (if all goes well for me). Even against 5+ saves, the centurions still re-roll wounds so they can deal a fair amount of damage. That's 15 shots that both re-roll misses and wounds.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 19:28:02]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> The broadsides are good interceptors, but I would take a missleside with 2 railsides to make it a more effective kiling machine. As well, you need to make room for a drone or two. Those broadsides as they are now would do jack in overwatch. The missileside would help some, but drones would be best. Find 50 pts somewhere and get 2x shielded missles That's a decent point. However, O'vesa has <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>. An S8 AP2 large blast in the middle of the Farsight Bomb (with re-rolls thanks to prescience from an inquisitor) means that I'm not too likely to miss completely, and that will devastate that unit. </div></blockquote><br /> <br /> Agreed, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> is nice, but you get one shot at taking down a drop pod assault. How would you deal with 3-4 drop pods with vets and dreads? You need something inbetween the broadsides to provide a much needed shield. If you go all rails or a mix thats fine, but when I see a trio of those bitches aimed at me, you bet theyre gonna be a big target for my assault. Some drones will bog it down and at least make them reconsider wasting something big like that on 3 sides with 3-5 drones. Thats just annoying and forces them to make hard decisions. It can also lead to you opponent feeding you a piece meal instead of a quick score.  <br /> <br /> <blockquote class="uncited"><div>Also, my bomb starts on the table. This is all in an 1850 point game, so even though my deathstar costs 1143 points, he has to Deep Strike or use Shadowsun's <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> assault move. If shadowsun, I can outrun him. If deep strike, I can annihilate the rest of his army. Heck, if he doesn't have a Comm relay or tigirius or something to modify reserves rolls, Farsight's Bomb may never come onto the table! I played my brother a few weeks ago, and his bomb didn't come in until turn 4, and by then I had killed off his Riptide and scoring units. That's without this deathstar, by the way. <br /> <br /> Also, my bomb has a large footprint. Very large. Depending on the table set up, I can easily (or not easily) force him to land somewhere else farther away, giving me time to move and shoot him.</div></blockquote><br /> <br /> At my <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> we use TONS of terrain. Its hard sometimes but its pretty much the same amount you see on the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> 'in progress games'. Lots and lots of terrain to hide in/ behind until reserves come in. Its risky, but this section is entirely dependent on what terrain is around. Not a good thing to rely on. Maybe decrease the footprint some to free up some pts for drones and a quad gun if you feel like cheesing it up.<br /> <br /> <blockquote class="uncited"><div>Also, the benefit of having 7 Scoring units, 6 of which stay in reserves, outweighs a lot of the negatives. <br /> <br /> One thing I'm confused about is the broadsides, though. The point of the unit is to take out things right after they come in from reserves. 12 twin-linked S7 shots will do something very bad to a unit, overwatch or not. Rail rifles are powerful, yes, but they need more shots in order to compete with the <span class="glossaryitem" onmouseover='gp(657);'>HYMPs</span>. Besides, if I'm concerned about the broadsides getting attacked I can always just drop the first Pod right in front of them and have the marines as a shield. </div></blockquote><br /> <br /> See above]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 19:46:22]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Re:Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ Credit where credit is due, McNinja....  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0"> <br /> <br /> You have to take a squad of 3 crisis suits as one troops choice as per Farsight Enclave rules. <br /> <br /> Also, how is it majority toughness 5? <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/564632/6276924.page"><b>xSoulgrinderx wrote:</b></a><br/>SOOOOO how do you deal with a farsight plasma-bomb to the face? The centurion unit is now mush, 2+ invuln is cool and can absorb tons of rounds, but if Farsight drops behind the unit, the backside will be shredded with <span class="glossaryitem" onmouseover='gp(166);'>plas</span>.melta rounds.<br /> <br /> The broadsides are good interceptors, but I would take a missleside with 2 railsides to make it a more effective kiling machine. As well, you need to make room for a drone or two. Those broadsides as they are now would do jack in overwatch. The missileside would help some, but drones would be best. Find 50 pts somewhere and get 2x shielded missles </div></blockquote><br /> <br /> The question is how does the Farsight bomb survive getting Centstar'd to the face. Their firepower is far inferior and they don't have a riptide to tank for them or a 2++.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 22:06:20]]> GMT</pubDate>
				<author><![CDATA[ Asmodai Asmodean]]></author>
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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ The farsight bomb drops in, fires all their missles, MAYBE causes 1-3 wounds, then TWplas shots, then <span class="glossaryitem" onmouseover='gp(126);'>TL</span> meltas, You then jump back <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> and wait for overwatch. You overwatch them with 2x shootings. <br /> <br /> If a bomb comes in with fartishgt and 8 guards, with 6x <span class="glossaryitem" onmouseover='gp(166);'>plas</span> guards, then thats 12x twin linked plasmas, 2x meltas, 2x non twin linked plasma. Then an overwatch with that again. I bet more than 3 models will drop from this barrage and thats all you need. From then on its clean up. You only need 2 or 3 models to die before the player themselves kinda rethinks things ]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 22:39:07]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Re:Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ I tanked 24 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 wounds on my centurionstar last game and lost a single model. The best save a Farsight bomb can muster is 4++, they won't last against a single turn of shooting from the Centstar. <br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Your list has no way of ignoring cover. This is a critical weakness against top-tier lists. Also no servo skulls on the inquisitor? ]]></description>
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				<pubDate><![CDATA[Sat, 23 Nov 2013 01:34:02]]> GMT</pubDate>
				<author><![CDATA[ Asmodai Asmodean]]></author>
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				<title>Re:Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/564632/6277486.page"><b>Asmodai Asmodean wrote:</b></a><br/><br /> You have to take a squad of 3 crisis suits as one troops choice as per Farsight Enclave rules. <br /> </div></blockquote><br /> <br /> 3 suits, not counting drones  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>Since the Tau count as space marines once they join the centurion unit, I can see this going very well for me.</div></blockquote><br /> <br /> Not from the arguements I've been seeing, and tending to agree with.  Battle Bros doesn't carry over even joining a unit, but I doubt <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was thinking when they did C:I.  The unit basicly becomes something like:  Unit X (Space marine, Tau) and would loose the battle bro part from the Inquisitor's PoV.  Right now you may get away with it but I would expect people to really take a look at that one and it will end up getting ruled as not being battle bros. in most major formats.<br /> <br /> Also, don't forget about the tailsman from the enlcaves just to piss off your opponent more.]]></description>
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				<pubDate><![CDATA[Sat, 23 Nov 2013 07:23:17]]> GMT</pubDate>
				<author><![CDATA[ Rawrgyle]]></author>
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				<title>Re:Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/564632/6278550.page"><b>Rawrgyle wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/564632/6277486.page"><b>Asmodai Asmodean wrote:</b></a><br/><br /> You have to take a squad of 3 crisis suits as one troops choice as per Farsight Enclave rules. <br /> </div></blockquote><br /> <br /> 3 suits, not counting drones  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>Since the Tau count as space marines once they join the centurion unit, I can see this going very well for me.</div></blockquote><br /> <br /> Not from the arguements I've been seeing, and tending to agree with.  Battle Bros doesn't carry over even joining a unit, but I doubt <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was thinking when they did C:I.  The unit basicly becomes something like:  Unit X (Space marine, Tau) and would loose the battle bro part from the Inquisitor's PoV.  Right now you may get away with it but I would expect people to really take a look at that one and it will end up getting ruled as not being battle bros. in most major formats.<br /> <br /> Also, don't forget about the tailsman from the enlcaves just to piss off your opponent more.</div></blockquote><br /> <br /> I thought the rule was one squad of 3 models, not 3 models.  So this list is illegal, unless I'm remembering incorrectly.]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 02:02:41]]> GMT</pubDate>
				<author><![CDATA[ Ricter]]></author>
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				<title>Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ sorry to be clear:  <span class="glossaryitem" onmouseover='gp(484);'>IT</span> IS ONE squad of Three crisis suits.  Drones do not count and they cannot be split up, so yes the list is illegal.<br /> <br /> Also as I was trying to say that there is a strong arguement that the basic premise of the tactics will not hold up in the rules department also.]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 02:28:29]]> GMT</pubDate>
				<author><![CDATA[ Rawrgyle]]></author>
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				<title>Re:Tau+Space Marines 1850 aka The WTF Brigade</title>
				<description><![CDATA[ This just in: who needs hit and run when you can just gate of infinity out of combat? ]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 06:11:00]]> GMT</pubDate>
				<author><![CDATA[ Asmodai Asmodean]]></author>
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