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		<title><![CDATA[Latest posts for the thread "Tactics Puzzle"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tactics Puzzle"]]></description>
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				<title>Tactics Puzzle</title>
				<description><![CDATA[ Well, I am playing in a local campaign and I was looking for a little advice.&nbsp; My next opponent is a podding black templar player and I am stuck at a cross roads as to how to beat him with my guard.&nbsp; Some limits that I have.&nbsp; I can only take one heavy support, can take two <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and up to three troop selections, no fast attack or elites with a limit of 1350 pts.&nbsp; Oh yeah,&nbsp; the black templar player knows he is up against guard next game.&nbsp; I have narrowed it down to two tactics.&nbsp; Either I am going to go with a demolisher and chimeras, or I am going to go troop very heavy, with a core of heavy weapons teams holding down a corner and then spreading out the squads as much as I can but still not leaving enough space for a pod to land.&nbsp; The plan here is to wait&nbsp;for the pods to come down, and advance the closest squad right&nbsp;on top of&nbsp;it, while moving everything else&nbsp;away,&nbsp;I hope I&nbsp;can leave him stranded in front of my guns.&nbsp; Was thinking about going all drop troop, but the fact that&nbsp;I can not load up on vets makes me hesitate.&nbsp; So tell me Dakkites...&nbsp; Any advice? Tank or troop heavy?&nbsp;]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 17:25:00]]> GMT</pubDate>
				<author><![CDATA[ foil7102]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ <br>Arey you guys playing that Mystics can be used vs. Drop Pods?  If so, an Inquisitor (with two Mystics) alongside a Leman Russ Demolisher should make sure he lands those pods way the heck away from you.<br><br>]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 18:23:08]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ I would say if you can spare it spend the points for Plasma Cannon Sponsons and a Hull Lascannon. I know most people will say I'm nuts, but if you get a weapon destroyed you'll lose the Demo Cannon.....you can still be a major threat with 2 Plasma Cannons and a Lascannon and that's at 36" not 24. A Demo is always a danger but without the upgrades it can be worth less with a lucky weapon destroyed. Just my thoughts.]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 18:54:09]]> GMT</pubDate>
				<author><![CDATA[ Anarchyman99]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ Mystics are not an option, but I love that idea.  Pure guard only.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 02:34:54]]> GMT</pubDate>
				<author><![CDATA[ foil7102]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ Are you allowed Special Characters?  Instead of dropping vets, you could drop Schaeffer's Last Chancers with 5 small Demo Charge squads.  Maybe add some Meltas or Plasmaguns.<br><br>Not sure if there's a minimum points to be able to use Schaeffer...but I think they only take up Troops & <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots...<br>]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 02:43:46]]> GMT</pubDate>
				<author><![CDATA[ Strangelooper]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ No specials, all I can take are two <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s Three troops, and one heavy support. Army composition is determined randomly by cards drawn. I pulled one extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and one extra troop and a heavy support, plus everyone starts with one <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and two troops. ]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 03:13:34]]> GMT</pubDate>
				<author><![CDATA[ foil7102]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ I would go dropping guard.  The pod army will likely be expecting a gunline.<br><br>Actually, the way it is set up is somewhat favorable for you.  You are not as restricted due to your ability to take multiple choices in 1 force org slot.<br><br>I probably wouldn't use the Heavy slot, nothing I can think of would fit in a drop army, and a gunline with those restrictions would be eaten alive.<br><br>5 Command squads with hot plasma death, Special weapons squads with demo charges. Hmm.  Maybe a sentinel with comms for help with reserves rolls.  Also would be good for some longer range punch.   Troops squads will probably end up carrying melta.  Up to you if you think heavy weapons would be worth it.<br><br>Another idea is to have Heavy Weapons squads.  They are not quite as vulnerable in a dropping list, and could add some much needed extra firepower.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 06:10:58]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
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				<title>RE: Tactics Puzzle</title>
				<description><![CDATA[ i agree with Happy, a drop troop list could be huge. OR you could swamp him with an assload of conscripts....hehe. Just kidding. Nah, <span class="glossaryitem" onmouseover='gp(458);'>DT</span> list is a great way to go especially since you'll have 5 command squads...that's a lot of plasma!    Capt K]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 07:42:13]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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