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		<title><![CDATA[Latest posts for the thread "The Hunts Resumes"]]></title>
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				<title>The Hunts Resumes</title>
				<description><![CDATA[ Ever since the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex dropped, I have been working on a White Scars army with Dark Angel allies. Up for review today is my latest incarnation of the army concept. Over the next few days, I will post my original list. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (White Scars Main Detachment):<br /> <br /> 1. Khan (with Moondrakkan) - 150 pts<br /> 2. Chapter  Master - 265 pts (Artificer Armor, Thunder Hammer, The Shield Eternal, Bike, Auspex, Digital Weapons)<br /> 3. Command Squad - 210 pts (Apothecary, 4x Grav Guns, Bikes)<br /> <br /> Troops (White Scars Main Detachment):<br /> <br /> 1. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)<br /> 2. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)<br /> 3. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)<br /> 4. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)<br /> 5. Bike Squad - 145 pts (2x Grav Guns; Sgt w/Combi-Grav)<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (Dark Angels Allied Contingent)<br /> <br /> 1. Librarian - 155 pts (Psyker Mastery Level 2, Bike, Force-Axe, Power Field Generator, Auspex)<br /> 2. Techmarine - 145 pts (Power-Axe, Servo-harness, Auspex, Power Field Generator)<br /> <br /> Troops (Dark Angels Allied Contingent)<br /> <br /> 1. Scouts - 98 pts (7x Sniper Rifles, Camo Cloaks)<br /> <br /> Fast Attack (Dark Angels Allied Contingent)<br /> <br /> 1. Ravenwing Black Knights - 252 pts (6x Black Knights; 2x Grenade Launchers)<br /> <br /> <br /> <br /> Basic Outline:<br /> <br /> 1. Always take at least one power in Divination (i.e., Prescience); I personally love to take Telepathy as the second power so I can get Psychic Shriek.<br /> 2. Attach the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Librarian and Khan to the White Scars Command Squad. <br /> 3. Attach the White Scars Chapter Master and <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Techmarine to the Ravenwing Black Knights squad.<br /> 4. Bolster the terrain the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Scouts occupy with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Techmarine's Bolster Defences ability.<br /> 5. Maintain 3" coherency with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s as they have Power Field Generators (learned to take the PFG after getting my ass handed to me by Tau).<br /> <br />   ]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 06:23:50]]> GMT</pubDate>
				<author><![CDATA[ tkdarktrooper]]></author>
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				<title>The Hunts Resumes</title>
				<description><![CDATA[ Hun, a std bike/grav gun army.]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 11:40:00]]> GMT</pubDate>
				<author><![CDATA[ FeindusMaximus]]></author>
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				<title>Re:The Hunts Resumes</title>
				<description><![CDATA[ Yes, it is a "standard" bike army. Looking for more in-depth critiques as well. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 16:40:46]]> GMT</pubDate>
				<author><![CDATA[ tkdarktrooper]]></author>
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				<title>Re:The Hunts Resumes</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> change the black knights to biker command squad ,It will save you  enough points to toss some upgrades around or give your tech marine a bike .Also If possible give the tech marine  different power weapon since he already has a powerfist ]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 16:53:57]]> GMT</pubDate>
				<author><![CDATA[ azgrim]]></author>
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				<title>The Hunts Resumes</title>
				<description><![CDATA[ Would you consider changing the squads weapons around? Even just two squads to melta would help vs vehicles. Plasma might also be worth putting on a squad for reliability aake.<br /> <br /> Grav guns are really good, but I've never believed in spamming it because someday you're going to face tyranids or orks and be wounding everything on 6s]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 17:49:07]]> GMT</pubDate>
				<author><![CDATA[ Thatguyoverthere11]]></author>
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				<title>Re:The Hunts Resumes</title>
				<description><![CDATA[ Im not sure on the math but 6 grav shots might be better then 2 melta at taking out <span class="glossaryitem" onmouseover='gp(9);'>AV</span> since grav glances on a 6 and immobilized. Plus you have the extra range  ]]></description>
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				<pubDate><![CDATA[Wed, 25 Dec 2013 17:53:40]]> GMT</pubDate>
				<author><![CDATA[ azgrim]]></author>
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				<title>Re:The Hunts Resumes</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cc584c14e3f07b163552a98d3993e3b2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569882/6373298.page"><b>azgrim wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(72);'>IMO</span> change the black knights to biker command squad ,It will save you  enough points to toss some upgrades around or give your tech marine a bike .Also If possible give the tech marine  different power weapon since he already has a powerfist </div></blockquote><br /> <br /> Changing the Tech-marine's power axe to a power weapon is a good thought. As far as dropping the Black Knights squad to take a <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Command Squad, I am aiming to use the Black Knights as a 1-2 punch in the shooting phase and ensuing close combat phase (use the Rad Grenade's -1 toughness ability in conjunction with the White Scars Chapter Master).  ]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 00:42:38]]> GMT</pubDate>
				<author><![CDATA[ tkdarktrooper]]></author>
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				<title>The Hunts Resumes</title>
				<description><![CDATA[ If you switch the BlackKnights to Rave wing Command you get the same unit for less points. Allowing for other upgrades like an apothecary.<br /> <br /> With the Grav command and the black knights do you really need 15 more Ap2 weapons (i.e. 45 Ap2 shots). Grav is great and not bad against vehicles but without <span class="glossaryitem" onmouseover='gp(243);'>amps</span> it is not greatly efficient at that job so perhaps throwing some melta into the squads would help more. Maybe 2-3 melta squads gaining you another 20-30 points too.<br /> <br /> Other than that I assume its a typo and the techmarine does have a bike?<br /> <br /> Looks very solid overall though.]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 01:35:05]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>The Hunts Resumes</title>
				<description><![CDATA[ So I'm assuming the tech marine goes with the scouts? I didn't see a bike on him ]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 03:00:53]]> GMT</pubDate>
				<author><![CDATA[ Commander_Nightflier]]></author>
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