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				<title>[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Hey everyone, thinking of making a semi-competitive Marines army using the Salamanders chapter tactics.<br /> <br /> It's a pretty cookie cutter drop pod list, what I am mostly wondering about is how important anti-air would really be in a list like this with all the twin linked melta (and ignore cover melta from <span class="glossaryitem" onmouseover='gp(83);'>LotD</span>) floating around.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Vulkan He'Stan<br /> Master of the Forge<br /> <br /> Troops<br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> <br /> Elite<br /> 5 Sternguard Veterans w/ 5 Combi-Meltas, Melta Bombs + Pod<br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta, Combi-Melta<br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta, Combi-Melta<br /> <br /> Fast Attack<br /> 5 Assault Marines w/ 2 Flamers + Pod<br /> 5 Assault Marines w/ 2 Flamers + Pod<br /> <br /> Heavy Support<br /> Ironclad Dread w/ MeltaGun, Heavy Flamer + Pod<br /> Ironclad Dread w/ MeltaGun, Heavy Flamer + Pod<br /> <br /> Comes out to 1850 on the nose. I figure Vulkan and the Master of the Forge can jump in with anyone really, most likely the sternguard or one/ either of the assault squads.<br /> 9 Pods total is 5 out on turn 1 with backup from the <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> and the other pods.<br /> <br /> Any and all comments and changes are welcome as I haven't bought any models for this army yet.<br /> <br /> Thanks!<br /> <br /> Edit: got rid of the melta bombs from each <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad and added another 2 combis to the sterns for the full 5]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 03:52:35]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Here's mine for reference. Both drop pod version or rhino version can be devastating. Vulkan rides with one of the 3 Flamer Assault Squads. Combat squads are your friend with Sally's. They allow you to really make tactical squads valuable as they can split fire from opponents with a few big nasties and they can both grab objectives, as well as the Rhino or drop pod they ride in. Drop the meltabombs if you need more points. If a Krak grenade won't do it use "Our weapons are useless" and run away, then melta him in the face the next turn since marines auto regroup <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> You're running a shooty army so you don't really want to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> are always a welcome site, but much more in the drop pod list than the rhino version. Cheers and hope you do well with it.<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> <br /> Vulkan He'stan <br /> [190] <br /> <br /> Troops <br /> <br /> Tactical Squad x10 Marines (140) <br /> Combi-Melta on Sgt (10) <br /> Meltagun (10) <br /> Multi-Melta (10)<br /> Rhino  or Drop Pod(35) <br /> (205) X5 Squads <br /> <br /> [1025] <br /> <br /> Fast Attack <br /> <br /> Assault Squad x5 Marines trading jump packs for Rhino (85) <br /> Flamer x2 (10) <br /> (95) X3 Squads <br /> <br /> [285] <br /> <br /> Total [1500] ]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 05:29:41]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Ha great thanks man! Definitely going for the pod approach, I love the mechanic and the fact that it is marine exclusive is pretty cool.<br /> <br /> I agree about the meltabombs somewhat, with them I can at least theaten <span class="glossaryitem" onmouseover='gp(93);'>mc</span>'s a tiny bit or at least charge and get that last hull point off of something. <br /> Not sure what I would use the extra 25 points for.<br /> <br /> What do you find your biggest weakness is with the list? I could see really fast or shooty armies being able to with stand part of the alpha strike and then just kite the guys that have already dropped.<br /> <br /> Any tactical advice?]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 12:12:26]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I would try to get the legion as an allied detachment so they have ignores cover, but then that's just me.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Can't say enough good things about ignores cover twin linked melta]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 14:58:26]]> GMT</pubDate>
				<author><![CDATA[ Epartalis]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Why wouldn't they get ignores cover in the list I have now?]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 15:04:02]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/616894/7238310.page"><b>Thedecay wrote:</b></a><br/>Why wouldn't they get ignores cover in the list I have now?</div></blockquote><br /> They do. <i>Codex: Space Marines</i> or <i>Codex: Legion of the Damned</i>, <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> models have <i>Flaming Projectiles</i> - no need to Allied Detachment them.]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 15:13:53]]> GMT</pubDate>
				<author><![CDATA[ Carlson793]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Okay <span class="glossaryitem" onmouseover='gp(84);'>lol</span> that's what I thought. I figured they could be a somewhat decent anti air/bike/serpent counter, anything with jink really]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 15:18:20]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Yea, people underestimate the necessity to KILL those <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> when they land in their face and they pay for it. It is one of the most efficient units in the game as far as utility goes. They can swamp stuff in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, Destroy tanks, all while continuing to march forward like zombies! If you give him a Multi-Melta they get the reroll for He'Stan as well as long as they're taken as an elite's choice and not in a seperate detachment since it's not a Chapter Tactic. The Flamers don't get the re-roll though. <br /> <br /> As far as a weakness, really I'm not scared of a whole lot with this list. It's very versatile and has some built in cushion. A shooty nids army might give it some trouble as they have just so many different targets to hit, but the flamers would help tremendously with swarm. The list really plays itself. If you need a sledgehammer, you pile all the stuff together in a table corner, if you need a gunline you park your tanks in front of half the infantry, move on your turn, and drop the other half in the enemies face. Combat squads and the rerolling meltas are really what makes this list competitive. You have to use your tactical squads well though. Bad rolls could lose against anything but you're probably going to have some problems with big Psyker turns. Stay out of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as much as possible. You're playing a shooty army, don't engage unless it's very likely you'll win in one turn and get to consolidate. Templates are scary vs this list as you're going to be grouped together a lot in Drop pods and exiting rhinos, so look out for what your opponent can do to cause you irreversible game losing injury with and eliminate it before he can get utility out of it. Like heldrake's for example. Spread out and give him low value targets with Combat squads, then take it down with snap firing, rerolling meltas.<br /> <br /> Large Mechanized lists are going to do massive damage first turn if they get to go first against the rhino version (Think Imperial guard with lots of pie plates). With the drop pods it's not as much of a problem if you roll correctly but it's still going to be all about the scatter. If you get sick of scattering off target you could take a detachment of scout bikes with a locator beacon for 64 points. Then you can drop your pods with pinpoint accuracy if they stay alive. You can add locator beacons to the ones you know are coming turn one and then the others will be able to come in as reinforcements. Opponents often don't see this coming even if you read off your whole list to them. They over-engage the first pod and the second one comes in and hammers them.<br /> <br /> The Jink thing really comes into play with flamers and Sallies. Remember, not only are you auto hitting and ignoring cover (aka Jink), you're re-rolling against that toughness five to wound. Nom nom nom expensive bikes. And all for the cost of a 105pt assault squad.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 18:31:26]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Awesome.<br /> <br /> I figured the huge burst damage potential of the list off-sets its weakness in utilizing almost exclusively <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads, but had the same thoughts as you. If I can alpha their blast/template/high threat targets or at least neutralize a good number of them, my enemy should always be fighting an uphill battle while my reinforcements keep coming in and neutering their forces.<br /> <br /> I added the Dreads for some more horde removal as well as tar pit potential with the AV13, I feel like having two of them will be really fun.<br /> <br /> Interesting point about the homers, maybe that's what I can swap in for the Melta Bombs points.<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 18:45:48]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ No problem man. I live for this stuff. Wish there were more people here where I live. I'm painting my army now.]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 19:15:28]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Shameless bump but I think if I drop the 4 melta bombs off the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads it would be worth it to add another combi melta to the stern guards, bringing the total to 4, and one to the Master of the Forge, that way he can jump in with any squad and shoot the combi plus his plasma pistol if he's in range]]></description>
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				<pubDate><![CDATA[Tue, 30 Sep 2014 01:34:16]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Yea, I was going to say if you take sternguard you should maximize the combi's to make them worth it. Just a thought, but I really think the <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> is a waste of points. He seems like a good idea, but if he's sitting in the vehicle you're not using his harness, and that blessing of the omnissiah is great in theory but it's only good to fix things, and replaces his shooting. So you're going to give him another weapon he may not be shooting if he's repairing a vehicle. Not to mention if it explodes he can't do anything to fix it. It's just way to specific a scenario where he'll get his points back, and I feel it's not worth it. Buy A <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> in a Drop Pod and he'll get his points back before the <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> will. Or even a level 2 Psyker, naked...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh yea, don't forget, it's not a homer, it's a locator beacon. BIIIG difference. One let's you keep everything from scattering and the other ONLY terminators...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> @Epartalis Thanks! I will be taking these a lot more now that I realize that flaming projectiles affects ALL ranged attacks the <span class="glossaryitem" onmouseover='gp(83);'>LOTD</span> make. Why would you ever take a flamer anymore with a <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> squad? ]]></description>
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				<pubDate><![CDATA[Tue, 30 Sep 2014 04:38:20]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ The master of the forge is basically a tax on my list to have the sternguard, 2 legion squads, and then move the two dreads from elite to heavy.<br /> I feel like he isnt bad though even if hes not repairing. He has a twin linked plasma pistol and a heavy flamer (which will be rerolling wounds) and can fire both in a turn, as well as 2 power fists for extra attacks in close combat with a 2+ save. Pretty decent for 90 points if you ask me.]]></description>
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				<pubDate><![CDATA[Tue, 30 Sep 2014 12:44:26]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Is he better than an assault squad with two flamers and a drop pod? Because they're nearly the same price. I agree, he's not bad on paper, but he will always hit last, which means he's probably not hitting back, and he has an effective 12" shooting range, and that's only if he's not in a vehicle, and not repairing. Compare that to a drop pod squad of 5 marines with two flamers and I think you begin to see my point. If you want to keep him because you feel you need both dreadnoughts awesome, but i'd lose him and move my choices around a bit or replace him with a level 2 psyker which will probably be more influential overall even when naked and he'll help your deny the witch rolls. I'm not a huge fan of dreadnoughts myself but if that's your bag go for it man. Just trying to give you some more feedback. At 1850pts i'd be curious to see how many marines you could fit in. 90 marines would be awesome, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. Just max out <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and sternguard and assault squads and put them all in drop pods, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. So fun. Now i've got to point it up and see how many I could fit into 1850.]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 04:39:43]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I guess dropping him and the dreads frees 450 points... I definitely want all pods though because having a tiny little squad in my deployment zone when I'm going second pretty much guarantees first blood. I really like the idea of land speeder storms with multi meltas. Maybe I can grab one or two of those to deepstrike in off of a homer. I'm also interested in the stormtalon <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. I'll post up another list in a few.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> So I could drop both dreads and the <span class="glossaryitem" onmouseover='gp(384);'>motf</span> for a level 2 Libby, another <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad in pod with a combi and a melta, a scout squad in a multi Melta speeder, and a stormtalon for 450.<br /> <br /> So right away i get another 4 obsec units.<br /> What I seem to gain from the speeder is a little more utility than a pod, but I also lose a 5th pod on turn 1 as I'm now at 8 in the army.<br /> <br /> On the other hand, the stormtalon with skyhammer missiles can support almost any squad that needs it as well as providing a bit more reliable anti air.<br /> <br /> Good trade off for the dreads?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (280)<br /> Vulkan He'Stan <br /> 190<br /> <br /> Librarian w/ Mastery Level 2<br /> 90<br /> <br /> Troops (735)<br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 125<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 125<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 125<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 125<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 125<br /> <br /> 5 Scouts + Landspeeder Storm w/ Multi Melta<br /> 110<br /> <br /> Elite (520)<br /> 5 Sternguard Veterans w/ 4 Combi-Meltas, Melta Bombs + Pod w/ Locator Beacon<br /> 210<br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta, Combi-Melta<br /> 155<br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta, Combi-Melta<br /> 155<br /> <br /> Fast Attack (315)<br /> 5 Assault Marines w/ 2 Flamers + Pod<br /> 95<br /> <br /> 5 Assault Marines w/ 2 Flamers + Pod<br /> 95<br /> <br /> Stormtalon w/ Skyhammer Missiles<br /> 125]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 05:48:25]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ That's a good <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>-style army.<br /> <br /> What's the Librarian doing?]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 06:23:47]]> GMT</pubDate>
				<author><![CDATA[ Aurelian]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Honestly not too sure... He'd be rolling with vulkan but I don't really want to be in combat that bad. I was just thinking that if I dropped the Libby and an assault squad I can beef up the sternguards to 7 all with combis and get another stormtalon. That still leaves me with 4 pods turn one, 12 obsec units, and some great air support<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 06:34:04]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Working on a reply now, hang on. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>  <br /> Vulkan He'Stan <br /> 190 <br /> <br /> Troops (1230) <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta, Multi-Melta + Pod <br /> 205 X 6<br /> <br /> Fast Attack (275)<br /> <br /> “Dragon Pattern” Landspeeder w/ Multi-Melta, Multi-Melta<br /> 80 X 2 (160)<br /> <br /> 5 Assault Marines w/ 2 Flamers, Sgt w/(master crafted)Grav Pistol & Melta Bombs + Pod <br /> (115) <br /> <br /> Elite <br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta, Combi-Melta <br /> (155) <br /> <br /> 1850 <br /> <br /> REALLY fun list. Those landspeeders are vehicle poppers if ever i've seen one. Rerolling twin multimelta goodness <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>. Then you got 12 objective secured units, a pod to drop vulkan in with the assault marines, and the legion of the damned as an X factor. You should have no problems with Flyers with that many rerolling meltas, and if you combat squad you can choose 14 different vehicles to shoot at each turn. So yea, this is my 1850 list <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 06:52:40]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[  I think the 10 man squads are kind of necessary just to combat squad for staying power with the <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>. I think this is pretty much the final one I'll go with, just really want to try out the raven <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (190)<br /> Vulkan He'Stan <br /> 190<br /> <br /> Troops (945)<br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod<br /> 205<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod<br /> 205<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod<br /> 205<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod<br /> 205<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod<br /> 125<br /> <br /> Elite (495)<br /> 5 Sternguard Veterans w/<br /> 5 Combi-Meltas + Pod<br /> 205<br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta<br /> 145<br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta<br /> 145<br /> <br /> Fast Attack (220)<br /> 5 Assault Squad w/ 2 Flamers + Pod<br /> 95<br /> <br /> Stormtalon w/ Skyhammer Missiles<br /> 125]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 14:47:34]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Agree completely, you pretty much have to Combat Squad for this to work methinks. Also, looking at this list, for the same 205 you get from a sternguard squad, you could get the tactical squads instead maxed at 10. With the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad versus combi-melta sternguard you get 2 less melta shots, albeit one at double range, and two objective secured units, and two seperate targets...Just a thought. I love the Legion of the damned though. Maybe even replace the sternguard with another squad of them and have Vulkan ride with the assault marines. Legion get COVER IGNORING re-rolling to hit Melta weapons with He'stan at your helm!]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 16:26:52]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (190) <br /> Vulkan He'Stan <br /> 190 <br /> <br /> Troops (945) <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod <br /> 205 <br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod <br /> 205 <br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod <br /> 205 <br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Multi Melta, Combi-Melta + Pod <br /> 205 <br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines w/ MeltaGun, Combi-Melta + Pod <br /> 125 <br /> <br /> Elite (495) <br /> 5 Sternguard Veterans w/ <br /> 5 Combi-Meltas + Pod <br /> 205 <br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta <br /> 145 <br /> <br /> 5 Legion of the Damned w/ MeltaGun, Multi Melta <br /> 145 <br /> <br /> Fast Attack (220) <br /> 5 Assault Squad w/ 2 Flamers + Pod <br /> 95 <br /> <br /> Stormtalon w/ Skyhammer Missiles <br /> 125</div></blockquote><br /> <br /> Wowzers thats alot of Melta. Would you consider switching up any of the Melta <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads to be Plasma or Anti-Inf at all? Say <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/Flamer and Combi-Flamer? Perhaps give you a bit of versatility?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 03:15:33]]> GMT</pubDate>
				<author><![CDATA[ Hypnotic]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ With Salamanders it's usually either Meltas or Flamers, not much else is worth it. They both get to reroll, meltas reroll to hits, flamers reroll to wound. Plasmas can kill your marine, and only have the advantage of being able to rapid fire and fire a bit farther. If he did plasmas it would likely be on the Sgt with a combi-plasma, as then it will be master-crafted as the salamander's tactics allow any character model to master craft one weapon. This would help prevent problems with "Gets Hot!". Also, he has bolters to deal with troops, lots of them. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> If he combat squads all the meltas together he has a vehicle kill squad, and an infantry kill squad. He can also split the heavy weapon off so he can charge with the squad with melta and combi melta. Can't charge if you fire a heavy the same turn. Snap firing will be much more beneficial for meltas as well, with all the rerolling hitting on 6's gets a lot easier. Also, Melta's will kill any character that fails an invul outright if they don't have eternal warrior. Much more likely to get Slay the Warlord. Plasma's at S7 are going to give <span class="glossaryitem" onmouseover='gp(119);'>SM</span> characters another turn to hit back.]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 03:25:16]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I think sternguard are way too versatile with their special ammo to drop, the rapid fire 2+ poison is just so good against so much. Also, I'm not 100% sure but I think even if they aren't shooting the Melta part of their combi it's still twin linked. So 10 twin linked rapid fire shots wounding anything on 2s is amazing.<br /> <br /> This also goes the same for the anti infantry, so many <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads will be pumping out bolter rounds I feel like it should be okay. Depending on the opponent I can also drop Vulcan with the assault squad turn one for 3 huge template attacks as well as overwatch if they try to assault me next turn.<br /> <br /> The storm raven can also crank out a decent amount of shots for infantry clean up if it doesn't have to hit any other flyers or light vehicles.]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 05:37:27]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I like the Sternguard naked to be honest! I know that sounds crazy, but they become too expensive otherwise and you'd be better off just using tactical squads or <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> instead. If you just take a ten man squad and combat squad them their versatility is pretty neat. They can become two five man squads with ammo that can deal with damn near anything. Also, their bolters are not twin-linked. They're not characters. Only the Sgt.]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 05:41:19]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Chaos Combi-bolters are twin-linked because they are pseudo-Storm bolters and don't have secondary weapon profiles.]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 05:45:58]]> GMT</pubDate>
				<author><![CDATA[ Aurelian]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Vulkans ability says he twin links combi bolters though]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 13:48:10]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I get what you're saying. Yes, the Combi-meltas are twin-linked due to Vulkan, so when the bolter armament is fired with specialist rounds, they are twin-linked as well. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 14:28:33]]> GMT</pubDate>
				<author><![CDATA[ Aurelian]]></author>
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				<title>[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I have been playing Salamanders for close to 2 years and have recently switched to Ultramarines.  Calgar is just too big of a force multiplier and can't be ignored in the current Codex.<br /> <br /> I digress.  This will come from playtesting and playstyle but I have never found the C-Melta and Melta on Legion to never be worth it.  Yes, you get the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> meltas but you need to accurately deepstrike 6" from an enemy.  Realistically, you need to have both the melta and the combi BOTH within 6" so you're probably on average 5" away from them.  You can see where this gets dicey. Pun intended. xD  Even with rerolls it's crazy risk.  Try C-Grav, Plasma, that way you have a 12" threat with that squad overall.  18" Grav, 12-24" <span class="glossaryitem" onmouseover='gp(166);'>Plas</span> and 12" Dbl pen with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>.  Recently, with extra points, I've switched to 2 Grav-pistols for 2 shots every turn with the Sergeant, not just 3 shots (from the C-Grav) on the first volley.  If he survives the 1st counter volley/assault, it's usually worth it.<br /> <br /> Also, try not to get worked up with how many pods come down on turn 1.  A lot of players think I need to kill, table, or completely dismantle the enemy on Turn 1 Alpha.  I've run 5 pods for most of my <span class="glossaryitem" onmouseover='gp(119);'>SM</span> career at 1850.  I've found  a lot more success playing the war of attrition with pods.  Just wound a few models and possibly look for easy first blood.  But wait til Turn2 when you can get reinforcements with Legion and set up for the charge (with the first turn pod tacticals).  Adds a lot more strategy.  Play safer and maybe only go all out with 1-2 pods to get first blood.  <br /> <br /> Play to the objectives, not the player.  The fact that you have null deployment is devastating.  Even if you pod mid table, the other player ALWAYS has to deploy as if you were going to pod aggressively.  It's a huge tactical advantage.  Sometimes they have to turtle up hard to avoid easy first blood or wounds on important models that they hurt their own mobility.  Use that distance to your advantage and pod mid table.  Now they have to clear mid field to get to your home field and then deal with the Legion and 2nd wave of pods/flyers.  Nothing is safe <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Muahhahahaha.<br /> <br /> Lastly, I like have at least 2 Sternguard without Combis to take intercept wounds.  I try to have 3, but 2 seems to be a good minimum.  Example:  If I run 10 Sternguard in a pod, I have 4 Combis and Combat squad them.  3 redshirts for each squad to take wounds before I lose 33 points from a single Stern (with Combi).<br /> My two cents. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 17:42:42]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I agree Saythings. Drop Pod alpha is a risky tactic on turn 1, which essentially forces redundancy to increase effectiveness. I would consider taking units with Locator Beacons, whether on Scout Bikes or an initial Drop Pod that can give you a null scatter zone. Especially when you risk scattering off the table or mishap to allow your opponent to place the pod.]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 20:00:15]]> GMT</pubDate>
				<author><![CDATA[ Aurelian]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Okay, I didn't realize the bolter portion was master-crafted too, for some reason I thought it was just the melta portion. That totally makes sternguard worth it with their special Ammo. Talk about a take all comers unit.]]></description>
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				<pubDate><![CDATA[Thu, 2 Oct 2014 21:15:05]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(262);'>DP</span> & <span class="glossaryitem" onmouseover='gp(471);'>DS</span> scatter is not a problem if it is done right - the most important thing to remember is to take Locator Beacons on your first turn <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.<br /> <br /> Due to <span class="glossaryitem" onmouseover='gp(653);'>IGS</span>, your first turn <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are only going to mishap if they happen to scatter off the board.  If you are dropping onto or near objectives (which you should be first turn, as <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 ObSec units which everyone who doesn't play <span class="glossaryitem" onmouseover='gp(119);'>SM</span> forgets to blow up) ) then you should be dropping at least 6" from the table edge, which makes scattering off fairly unlikely.  <br /> <br /> Now the Locator Beacon - as objectives are no closer than 12" to each other on placement, after your first turn drop you should have a series of 12" wide bubbles around your pods that will provide no scatter zones.  In comes the second wave of <span class="glossaryitem" onmouseover='gp(262);'>DP</span> and your <span class="glossaryitem" onmouseover='gp(471);'>DS</span> <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> (as long as you make the reserve rolls) placed exactly where you want them.  IF your wondering about the coverage...<br /> <br /> Average 12" deployment zone ( on 24"x48"<span class="glossaryitem" onmouseover='gp(330);'>mm</span> board) = 576 sq"<br /> 5 x Pod first turn drop @ 6" radius = 565 sq"<br /> <br /> So as you can see, you will potentially cover his whole zone Turn 1.  The only problem with this tactic is that it might not be a true alpha strike if you are going after Objectives rather than targets with the drop, but your second turn drop will more than make up for that as he will have exposed most of his units overcommitting to the first strike, and your <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> can take care of anything in cover/jinking.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2014 09:58:46]]> GMT</pubDate>
				<author><![CDATA[ Iapedus]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Sounds good man. Good technique.]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2014 15:09:06]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Was away all weekend, some awesome advice in here. Really interested in the locator beacon strat as well as the weapon mix in the <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> squad. Cool stuff.<br /> <br /> Are <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termis worth the investment, even if you just deep strike them in, with the locator and the fact that the sergeant gets a master crafted hammer?]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2014 02:38:51]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Deep striking termies that can't shoot isn't the best idea as they can't assault the turn they come in. So if you're taking them you're probably putting them in a land raider or a Gunship. <br /> <br /> Anybody know why I have a canadian leaf now? Not that I have anything against canadians, but...]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2014 14:08:36]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ The landraider is another 250 points though. And they can't assault out of the flyer if it's zooming because the disembark counts as a deep strike anyway. If they hit the back line with no scatter from the locator/homer they should get a turn 3 assault off on something and guarantee line breaker. Not sure if that's worth 225 points though]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2014 14:12:34]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ And now you've listed the reasons that I don't take them. My biggest problem is that I refuse to take only one land raider, and that pretty much writes 2/3 of my list for me if I take the termies. I don't like big points units en masse, so that's why I avoid it.]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2014 14:15:49]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ Haha yeah the reasons to not take them just kind of add up as soon as you start looking at their entry in the book...]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2014 14:19:49]]> GMT</pubDate>
				<author><![CDATA[ Thedecay]]></author>
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				<title>Re:[1850] - Salamanders - Drop Pod</title>
				<description><![CDATA[ I mean don't get me wrong, they wreck stuff apart if you manage to get them into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, but even still, if you're opponents manage to live they can just run away from them because they can't make sweeping advances either. They're kinda a bad unit by themselves too because bad rerolls can lose 5 models VERY quickly. All in all i'll probably be staying away from termies in this edition.]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2014 14:24:28]]> GMT</pubDate>
				<author><![CDATA[ Pixl8]]></author>
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