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		<title><![CDATA[Latest posts for the thread "Proper use of Drop Pods/Deep Strike"]]></title>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Finishing up the painting of my <span class="glossaryitem" onmouseover='gp(25);'>DA</span> army and finalizing the builds, currently looking for a little clarity on how to go about using the Teleport Homer and the Drop Pod to bring in Terminators. I know for the Teleport Homer, the units with it have to be on the field for an entire turn before the teleport can be used. <br /> <br /> By my understanding I wouldn't be able to teleport the Terminators in turn one with the Homer so I would need to do it turn one. This would probably be the same for transports with homing beacon as well. But what about drop pods? Can I still drop them turn one and such?]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 17:34:08]]> GMT</pubDate>
				<author><![CDATA[ Zodiark]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ You can drop a pod on turn1 with a locator beacon then deepstrike the termies without scatter the turn afterwards (as long as the pod hasn't gone boom).]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 17:40:28]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Okay so there's no dropping them turn one in this way. Now when they say it doesn't scatter, do I even need to bother rolling the dice?]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 17:42:57]]> GMT</pubDate>
				<author><![CDATA[ Zodiark]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Your question is a bit unclear so I'll try to answer the best I can.<br /> <br /> If you want to use a drop-pod's beacon for your Deathwing assault you need to bring down said pods on turn 1 and have your termies come down on turn 2 to legally use the beacons.<br /> <br /> If your beacon starts on the board (Belial in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> or any Ravenwing bike) then you can have your termies drop accurately on turn 1, hence the synergy with scouting Ravenwing bikers.<br /> <br /> Hope this helps.]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 17:44:48]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Wait so with the Ravenwing using homing beacons, I can drop termies turn one? Or is this because Belial is on the board, or both?<br /> <br /> Trying to learn how to use <span class="glossaryitem" onmouseover='gp(25);'>DA</span> tactics properly before I try them on my friends so I do them right the first time, sorry if I am not clarifying enough. ]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 17:50:50]]> GMT</pubDate>
				<author><![CDATA[ Zodiark]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Do you have the codex???<br /> <br /> The Deathwing Assault rules allow you to have your termies arrive from reserve via <span class="glossaryitem" onmouseover='gp(471);'>DS</span> on either turn 1 or 2 (you pick, they all come on the same turn).<br /> <br /> Beacons will allow you to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> without scattering, if you use the beacons off of the bikes then you'll be able to do your Scout move THEN bring down your Termies (as Scout is a redeployment and occurs prior to reserves coming in).  If you're using beacons off of a pod (locator beacon) then you want to bring the pods in on turn one (drop-pod assault) and have your Termies come down on turn 2 (since the beacon has to be on the board for at the start of the turn before it can be used).<br /> <br /> All Belial does is make <span class="glossaryitem" onmouseover='gp(412);'>DW</span> Terminators a Troop choice.  He does not scatter when <span class="glossaryitem" onmouseover='gp(471);'>DS</span>'ing and he carries his own beacon which means that if you were to start him on the board then your Termies can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> around him without scattering.]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 18:40:02]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Yeah I have the codex. But it doesn't explain the how to of the tactic, just that they can do it. <br /> <br /> Also, looked through the rulebook a few times and haven't come across redployment/reserve thing yet, may have missed it. This is all prior to the game starting and before I begin my movement phase on the first turn I assume? (Edited: Found it way after all the ally stuff, skipped this section as allies aren't gonna be used by a beginner like me <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> For example: If I go first, I deploy my <span class="glossaryitem" onmouseover='gp(744);'>RW</span> on the board, then use their abilities as Scout to redeploy an additional 12" and then, before movement phase begins, I would call in the <span class="glossaryitem" onmouseover='gp(412);'>DW</span> from the reserves within 6" of whatever bike had the homer at the time? <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another question. Say I do the Deathwing Assault on turn 2 rather than turn 1, do I have to put all the <span class="glossaryitem" onmouseover='gp(412);'>DW</span> on the same homer or can I split them into different ones if they are a part of different squads?]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 18:47:04]]> GMT</pubDate>
				<author><![CDATA[ Zodiark]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Your example is correct, your <span class="glossaryitem" onmouseover='gp(744);'>RW</span> bikes will start on the board, ideally as far forward as possible, they will scout-move forward (I forget if it's 6" or 12") this is prior the start of the turn but after normal deployment, then at the beginning of your turn (1 or 2) your <span class="glossaryitem" onmouseover='gp(412);'>DW</span> Termies can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> accurately within 6" of any bikes.  Any <span class="glossaryitem" onmouseover='gp(412);'>DW</span> Termies can use any beacon to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> accurately.<br /> <br /> Cheers.]]></description>
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				<pubDate><![CDATA[Mon, 19 May 2014 22:35:06]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Proper use of Drop Pods/Deep Strike</title>
				<description><![CDATA[ Thanks so much for the help]]></description>
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				<pubDate><![CDATA[Tue, 20 May 2014 00:22:30]]> GMT</pubDate>
				<author><![CDATA[ Zodiark]]></author>
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