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		<title><![CDATA[Latest posts for the thread "Scouts in a Land Speeder Storm"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Scouts in a Land Speeder Storm"]]></description>
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				<title>Scouts in a Land Speeder Storm</title>
				<description><![CDATA[ How viable are they, really?  They SEEM amazing on paper, unless I'm missing something.  You can kit out the scouts with <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> and bolt pistols, give the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> a heavy flamer to offset the scouts' BS3, and use the cerberus assault launcher to Blind enemies.<br /> <br /> The scouts in the land speeder have the Scouts rule, which also give them Outflank.  So the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> can sit in reserves and then outflank and approach a critical flank unit, blast them with the Cerberus launcher to attempt a Blind, hit them with a heavy flamer template to thin the ranks of the unit, and then the scouts can jump out and assault that unit, since the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> is open topped and therefore an assault vehicle.  If the Blind was successful, the enemy unit is WS1, making them easy prey for the WS3 scouts!  The combat results should statistically be in favor of the scouts, and if the Blind was successful, then chances are the scouts'll win the initiative check which follows the morale check at the end of an assault as well.  Obviously this won't work very well on high initiative units, but most units don't have high initiative.<br /> <br /> Am I missing something, or is this actually a really good and points-affordable idea?]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 02:40:41]]> GMT</pubDate>
				<author><![CDATA[ j31c3n]]></author>
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				<title>Scouts in a Land Speeder Storm</title>
				<description><![CDATA[ I think they are pretty good. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 04:52:30]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Scouts in a Land Speeder Storm</title>
				<description><![CDATA[ Remember: they can't assault the turn they arrive from reserve.]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 05:06:42]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Scouts in a Land Speeder Storm</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/efaf10763e6d1c97c8b2ae5cf4b1ccc8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569872/6372507.page"><b>phoenix darkus wrote:</b></a><br/>Remember: they can't assault the turn they arrive from reserve.</div></blockquote><br /> <br /> And there it is.<br /> <br /> Not a show-stopper, but definitely a spanner in the works of how I envisioned it working.  I think it'd still work though, it'd just require more finesse.]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 05:19:04]]> GMT</pubDate>
				<author><![CDATA[ j31c3n]]></author>
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				<title>Scouts in a Land Speeder Storm</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> scouts aren't good because they are capable of assaulting weak units. They're good because they're super cheap mobile units with a reasonable resilience per point. They operate very much like Eldar jetbikes in that you have a couple small, cheap, mobile units to control/contest late.]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 05:31:06]]> GMT</pubDate>
				<author><![CDATA[ The Shrike]]></author>
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				<title>Re:Scouts in a Land Speeder Storm</title>
				<description><![CDATA[ i'd go with more shooting though. Maybe shotguns? They look cool and are more useful than a <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> to be honest. Or maybe just stay with bolters espetially if you can reroll 1-s.]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 06:04:26]]> GMT</pubDate>
				<author><![CDATA[ koooaei]]></author>
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