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		<title><![CDATA[Latest posts for the thread "1850 Knights of Ultramar Space Marines and Knights"]]></title>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ So here's the first crack at a Marine and Knight army. It's very in your face. The plan is to over load with threats to mitigate the fragility of the Knights to ranged firepower. Here goes:<br /> <br /> Chapter Master: Artificier Armour, Shield Eternal, Thunder Hammer, Auspex 240<br /> Tigirius 165<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad: plasma, combi plasma, Rhino 130<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad: flamer, combi flamer, Rhino 120<br /> <br /> 3 Centurion Devastators: Grav Cannons, Omniscope 260<br /> <br /> Tau Commander: <span class="glossaryitem" onmouseover='gp(656);'>MSSS</span>, C&CN, PEn Chip, VRT, 140<br /> <br /> 6 Firewarriors 54<br /> <br /> Knight Errant 370<br /> Knight Errant 370<br /> <br /> So mini Gravstar supported by 2 Knights. Troops start and huddle in reserve. Everything is pretty fast if Tiggy gets gate. Everything can fire at 2 targets a turn. Get up close do lots of damage. Assault with the Knights, profit <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 24 Feb 2014 20:55:14]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ I'm thinking of switching up the troops so I don't need to deploy anything but the Knights and Star:<br /> <br /> <br /> Chapter Master: Artificier Armour, Shield Eternal, Thunder Hammer 230 <br /> Tigirius 165 <br /> <br /> Scout Squad: Vet Sarge, Power Maul, <span class="glossaryitem" onmouseover='gp(440);'>LSS</span>, <span class="glossaryitem" onmouseover='gp(336);'>HF</span> 125<br /> Scout Squad: Vet Sarge, Power Maul, <span class="glossaryitem" onmouseover='gp(440);'>LSS</span>, <span class="glossaryitem" onmouseover='gp(336);'>HF</span> 125<br /> <br /> 3 Centurion Devastators: Grav Cannons, Omniscope 260 <br /> <br /> Tau Commander: <span class="glossaryitem" onmouseover='gp(656);'>MSSS</span>, C&CN, PEn Chip, VRT, 140 <br /> <br /> 10 Kroot: hound 65<br /> <br /> Knight Errant 370 <br /> Knight Errant 370 ]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 19:42:15]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ You don't have the damage out put to table your opponents, you have 20 scoring bodies with the best save being 4+, don't see how you can win an objective mission.  ]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 21:15:50]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ Why don't I have the damage output? Its a combat and shooting list. I should be killing 3 units a turn from turn 2 onwards particularly if I get gate. The troops are geared towards finishing of units particularly of troops.<br /> <br /> The twinlinked gravstar ignores cover and if I get gate on the first or second attempt I should be able to give rerolls to a knight. One of them gets hold of an enemy deathstar and thats pretty much game.]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 21:42:35]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ It seems nasty...The troops can't really be helped, but at least the scouts have a vehicle to hide in. ]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 22:22:25]]> GMT</pubDate>
				<author><![CDATA[ jathomas2013]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ They also start in reserve and try to hide as best they can pickibg on vulnerable troops choices.]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 22:27:14]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ Gotcha. Land Speeder Storms are great for that. The Errant's should be able to take care of vehicles pretty well, especially parking lots, so ideally when the <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> comes in they don't have to try to unbox something.<br /> <br /> Also, hope for Scriers Gaze <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 22:35:21]]> GMT</pubDate>
				<author><![CDATA[ jathomas2013]]></author>
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				<title>1850 Knights of Ultramar Space Marines and Knights</title>
				<description><![CDATA[ Well Gate is first priority then I'd probably want Prescience and Forewarning. Though scriers gaze is also useful to keep them in reserve for longer, Tiggy is useful for that anyway.]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2014 22:44:54]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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