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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ Pinion Strile Force	Chaplain	Jump Pack<br /> 	                                5 Tacticals	<span class="glossaryitem" onmouseover='gp(328);'>ML</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	                               Drop Pod	Deathwind Launcher, Locator Beacon<br /> 	                                5 Tacticals	<span class="glossaryitem" onmouseover='gp(328);'>ML</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	                               Drop Pod	Deathwind Launcher, Locator Beacon<br /> 	                              5 Tacticals	<span class="glossaryitem" onmouseover='gp(328);'>ML</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	                               Drop Pod	Deathwind Launcher, Locator Beacon<br /> 	                              5 Devastators	4 <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 	                               5 Assault Marines	<span class="glossaryitem" onmouseover='gp(254);'>MB</span>, 2 Flamers, Jump packs<br /> 	                              10 Scouts	Camo Cloaks, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, 4 Sniper Rifles<br /> 	                               10 Scouts	Camo Cloaks, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, 4 Sniper Rifles<br /> Bladewing	Captain Shrike	<br /> 	                              5 Vanguard Veterans	2 <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	                              5 Vanguard Veterans	2 <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	                              5 Assault Marines	<span class="glossaryitem" onmouseover='gp(254);'>MB</span>, 2 Flamers, Jump packs<br /> 	                              5 Assault Marines	<span class="glossaryitem" onmouseover='gp(254);'>MB</span>, 2 Flamers, Jump packs<br /> <br /> I used to have a Night Lords army back in the day 3.5 ,,,  I would give everyone infiltrate and let the fun begin.  Since <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> has become bland I have sold all but my noise marines. But I looked over the Space Marine codex and I saw an idea to bring them back from the dead. Get the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> figs and use the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> units and Raven Guard formations to duplicate what the Night Lords used tp be<br /> Basically the plan is to deploy the entire Pinion, combat squading the two scout squads and infiltrating them to provide full coverage so that I can take advantage of the 9" bubble of the scouts strippint cover.  Meanwhile I can drop the drop pods in to funnel the enemy.   The bladewing force can be held in deep strike reserve. With the T1 reserve rolls I can potentially get everyone in on T1 and I can usethe one time withdrawal of the bladewing into deep strike reserve and then use the locator beacons to come back in accurately.  The bonus\minus of using warp talons for vanguard vets means they are going to be infantry slaughterers but run from terminators.  The plus is everyone can have a meltabomb<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 03:21:05]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ One thing to consider is that it is only the Scout Sergeants or Vet Sergeants that will afford other units in the Pinion Demi Company 'Ignore Cover'.  With that, I'd look at splitting the Scouts into 4 x 5 man units.<br /> <br /> I am pretty 'meh' using Missile Launchers on Devastators.  I think you can get better options these days and I'd recommend looking into other options.  Missile Launchers just don't seem to have enough hard hitting power in these days.]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 10:22:28]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ Grav is too costly so the only consideration is lascannons.  I was thinking of switching out the chaplain for a captain with 2 or 3 of the artifacts but then I will have to lose 5 scouts.  That would give me Shrike and another captain with <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 7 and 5 to 10 attacks on the charge, With each of those attached to an assault squad and the two warp talon\vanguard vet squads I should have 4 dearh stars versus any <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> unit.  2 units with 20 shredding AP3 attacks and 1 unit isth 5-10 shredding <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 attacks hitting on 3s except against lords and 11 regular attacks and finally 5 AP3 shredding\rending and 11 regular attacks <br /> <br /> Good catch on the scout sergeants so I will need to min the scout squads  to max out my cover revealing<br /> <br /> Pinion Strike Force	<br />         Captain Shrike	<br /> 	5 Tacticals	<span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> 	Drop Pod	Deathwind Launcher, Locator Beacon<br /> 	5 Tacticals	<span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> 	Drop Pod	Deathwind Launcher, Locator Beacon<br /> 	5 Tacticals	<span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> 	Drop Pod	Deathwind Launcher, Locator Beacon<br /> 	5 Devastators	4 <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> 	5 Assault Marines	<span class="glossaryitem" onmouseover='gp(254);'>MB</span>, 2 Flamers, Jump packs<br /> 	5 Scouts	Sniper Rifles<br /> 	5 Scouts	Sniper Rifles<br /> 	5 Scouts	Sniper Rifles<br /> 	5 Scouts	Sniper Rifles<br /> Bladewing	<br />        Captain 	Swift Strike, Ravens Skull, Jump Pack<br /> 	5 Vanguard Veterans	2 <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	5 Vanguard Veterans	2 <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(254);'>MB</span><br /> 	5 Assault Marines	<span class="glossaryitem" onmouseover='gp(254);'>MB</span>, 2 Flamers, Jump packs<br /> 	5 Assault Marines	<span class="glossaryitem" onmouseover='gp(254);'>MB</span>, 2 Flamers, Jump packs]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 11:47:36]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ If you are utlizing Scouts for the Ignore Cover ability, what weapons does your list have where that is of any consequence?  You have 3 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads with a single Missile Launcher and a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad with 4 Missile Launchers.  It seems to be a bit low on shooting which could really benefit from Ignore Cover.  <br /> <br /> Try it out and let us know how it plays.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 11:57:15]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0c824016eca30d4a97b274026c8a1d2b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/694195/8722742.page"><b>Sarigar wrote:</b></a><br/>If you are utlizing Scouts for the Ignore Cover ability, what weapons does your list have where that is of any consequence?  You have 3 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads with a single Missile Launcher and a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad with 4 Missile Launchers.  It seems to be a bit low on shooting which could really benefit from Ignore Cover.  <br /> <br /> Try it out and let us know how it plays.<br /> <br /> </div></blockquote><br /> <br /> I modified the list losing the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> for Las Cannons I figure their [rimary purpose is to crack the cans.  This is really a close combat army with the 3 assault squads and 2  vanguard vets. Horde control is based on the 6 flamers in the assault squads and the mass of lightning claws.]]></description>
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				<pubDate><![CDATA[Sat, 18 Jun 2016 14:22:28]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ I think I replied before you added another army list.  <br /> <br /> How do you plan to utilize the Tactical Squad Drop Pods? Are you utilizing the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> for the Drop Pods? Are the Tactical Squads dropping in? <br /> <br /> If  the Drop Pods are primarily for the Locator Beacon, why not take Scout Bikers.  Each Sergeant can take a Locator Beacon. <br /> <br /> I can't speak for your local play area, but a single Imperial Knight would give this army fits.  <br /> <br /> How do you deal with a Wraithknight? This army has 5 Melta Bombs spread across the army which will be insufficient.  Most Eldar lists I've ever ran/played against will have one and if an army does not have the tools to quickly handle one, it is a very significant handicap.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2016 11:20:07]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0c824016eca30d4a97b274026c8a1d2b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/694195/8723946.page"><b>Sarigar wrote:</b></a><br/>I think I replied before you added another army list.  <br /> <br /> How do you plan to utilize the Tactical Squad Drop Pods? Are you utilizing the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> for the Drop Pods? Are the Tactical Squads dropping in? <br /> <br /> If  the Drop Pods are primarily for the Locator Beacon, why not take Scout Bikers.  Each Sergeant can take a Locator Beacon. <br /> <br /> I can't speak for your local play area, but a single Imperial Knight would give this army fits.  <br /> <br /> How do you deal with a Wraithknight? This army has 5 Melta Bombs spread across the army which will be insufficient.  Most Eldar lists I've ever ran/played against will have one and if an army does not have the tools to quickly handle one, it is a very significant handicap.<br /> <br /> <br /> </div></blockquote><br /> <br /> 13 Melta bombs and 7 lascannons; I agree I am going to have problems with an imperial knight but 1 I have a fighting chance against.  A wraithknight with D cannons doesn=t bother me while I probably will auto lose with a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> knight. Anyone who brings 2 knights at 1850 I will shake his hand congradulate him on his victory and immediately ask him if he wants to face my 4 farseer 13 warlock list and educate him on the folly of bringing 2 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> to face off against  25 warp charges with a good chance of being invisible and tossing 17 spears his way.  After all aged brick deserves aged limburger....<br /> <br /> Seriously the drop pods are primarily there for early objective secure and the locator beacons are a bonus as is the deathwind launchers for some anti hoard.  As time goes by my thought would be to modify my list to add a raptor wing for two storm talons. What <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> are you speaking about. I am planning on deploying the tacs and dropping the pods in empty.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2016 17:02:19]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ I missed the Devastators with Lascannons.  That makes a very significant difference, especially with Ignore Cover.  <br /> <br /> I'm only reading 5 models with Melta Bombs, although you may have purchased 5 x Melta Bombs per Vanguard Vet squad.  If your area allows all five to be used in assault, that would also make a considerable difference.  <br /> <br /> I've not faced a Heavy Wraithcanonn Wraithknight in a long time as I think folks have realized that is not the optimal.  I'm seeing a lot more of the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> variants or the Sword/Shield option. But, the consistency is 5++ and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, which is fairly durable.<br /> <br /> I've not experienced armies that are really impeded by three drop pods.  Today's game seems to have a lot more mobility to get around or even assault through the drop pods quickly.  I was wondering if you were utilizing the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> regarding drop pods as it is currently written as that has the potential to create extremely large footprints.  <br /> <br />  Locally,, we began using the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, outside of the Drop Pod doors, and having only one Melta Bomb per squad is a significant difference in assault.  We are having to relook at optional melee weapons so we avoid getting bogged down against things like Imperial Knights and Wraithknights.  However, I recognize not everyone may be trying out the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>.]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2016 20:24:08]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[  I think it is nothing more than a money grab by <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to optimise gargantuan buys, Screw <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wyches, Swooping Hawks, as if it is not bad enough that a 50-100 foor tall creature is considered in cover if its tippy toe is touching area terrain that it is immune to the negative effects.]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2016 21:49:01]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ Can't argue it.  On the positive, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>, <span class="glossaryitem" onmouseover='gp(583);'>GC</span> do need 25% obscurement to gain a cover save.  That is something our local environment has done for the past year or so and it does make a difference.<br /> <br /> I'm in the process of painting (finally) my Death Spectres army, which is a Talon Strike Force.  It's a bit trickier now with the grenade change.  I know some folks aren't quite ready to use the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> as it is in draft form, but we felt that particular ruling would remain in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> final form.  The Drop Pod ruling has us, like many others that post/podcast, a bit befuddled with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s interpretation and believe <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will tweak some of their verbage; well, at least we hope they do.<br /> <br /> I'm trying to figure out the Bladewing piece. <br /> <br /> If they come down on turn 1 (4+ roll), they can't assault until turn 2.  On turn 3, the entire formation can leave the table and enter Ongoing Reserves.  They return on turn 4 and can try to assault again on turn 5.  <br /> <br /> If they arrive on turn 2, they can't assault until turn 3. On turn 4, they can leave the table to enter Ongoing Reserves. They return on turn 5 and can assault on turn 6 (assuming the game goes to turn 6). <br /> <br /> It seems like the <span class="glossaryitem" onmouseover='gp(757);'>RG</span> shooting would be extremely important as you can leave enemy units badly out of position, especially combined with the Ignore Cover ability.  <br /> <br /> What are your thoughts tactically for the Bladewing?<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2016 22:26:19]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ I don't think you have to deep strike in and you dont have to remove it all... So my thought is to null deploy with all of it on one flank so the enemy deploys against it. Then depending on the situation you can pull it all off on turn 1 and then allow your enemy to scramble on your now devoid flank and then drop it in again on turn 2 automatically since it is in ongoing reserve. Your surviving drop pods should allow you to redeploy in relative safety or overwhelming concentration dependinhg on how the enemy reacted to your pinion force and the bladewing disappearing from before their eyes,  If your opponent screwed up his deployment you of course dont have to pull it off then you can <font color='red'>Please don't use this term this way on Dakka. Reds8n</font>  him on turn 2 with your charges and continue rolling up his army<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2016 01:13:04]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ Here's my<br /> <br /> TSF -1500pts: <br /> <br /> Captain- Terminator Armor + Chainfist (actually will have Cataphractii armor) -&gt; will jump in with the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad to give them &quot;Slow and Purposeful&quot;, i.e relentless <br /> <br /> Assault Squad - 5man; x2 flamers, meltabombs on sarg. <br /> <br /> Command Squad - 5man; x5 combi-grav, x5 bikes <br /> <br /> Devastator Squad - x5man, x4 lascannon <br /> <br /> Tactical Squad - x5man, x1 meltagun, x1 combi-melta <br /> Drop Pod <br /> <br /> Tactical Squad - x5man, x1 meltagun, x1 combi-melta <br /> Drop Pod <br /> <br /> Tactical Squad - x5man, x1 plasmagun, x1 combi-plasma <br /> Drop Pod <br /> <br /> Scout Bike Squad - x3man; x1 meltabomb <br /> <br /> Scout Squad - x5man; x5 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Loadout, x1 Metlabomb <br /> <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> <br /> <br /> Scout Squad - x5man; x5 Shotgun Loadout, x1 Metlabomb <br /> <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> <br /> <br /> Raptorwing --- <br /> <br /> Stormtalon w/ Skyhammer <br /> Stormtalon w/ Skyhammer <br /> <br /> Landspeeder w/ Hvy Flamer, Typhoon Missile Launcher <br /> <br /> Comes out to 1499pts <br /> <br /> Problem is with your list you don't utilise some of the really strong TSF rules.<br /> When a unit outflanks, it gets shrouded. Real nice on a command bike squad + bikes + grav guns. Same goes for a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad (I prefer lascannons) Cataphractii armor grants the unit Slow and Purposeful so they can shoot at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on the move when the Captain is attached.<br /> <br /> Almost every unit has some form of anti-tank, whether it be Meltabombs, meltaguns, grav, lascannons... you name it. <br /> <br /> Having Raptorwing (2 fliers) can help ensure I get the  +1 to my reserve rolls, which can be used turn 1 thanks to TSF rules. (brought to you by the new flyer book).<br /> So turn 1, I can roll a 3+ to bring in all my reserves? Pretty tasty I'd say. <br /> <br /> Alternate list additions could be Shadowstrike, for that turn 1 assault potential.<br /> <br /> Let me know what you think. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> also realised I could remove the Typhoon missile launcher on the Landspeeder to give the Bike squad Grav-guns instead.<br /> <br /> Just a thought. ]]></description>
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				<pubDate><![CDATA[Wed, 29 Jun 2016 15:35:28]]> GMT</pubDate>
				<author><![CDATA[ FullAtomic]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/694195/8745355.page"><b>FullAtomic wrote:</b></a><br/>Here's my<br /> <br /> TSF -1500pts: <br /> <br /> Captain- Terminator Armor + Chainfist (actually will have Cataphractii armor) -&gt; will jump in with the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad to give them &quot;Slow and Purposeful&quot;, i.e relentless <br /> <br /> Assault Squad - 5man; x2 flamers, meltabombs on sarg. <br /> <br /> Command Squad - 5man; x5 combi-grav, x5 bikes <br /> <br /> Devastator Squad - x5man, x4 lascannon <br /> <br /> Tactical Squad - x5man, x1 meltagun, x1 combi-melta <br /> Drop Pod <br /> <br /> Tactical Squad - x5man, x1 meltagun, x1 combi-melta <br /> Drop Pod <br /> <br /> Tactical Squad - x5man, x1 plasmagun, x1 combi-plasma <br /> Drop Pod <br /> <br /> Scout Bike Squad - x3man; x1 meltabomb <br /> <br /> Scout Squad - x5man; x5 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Loadout, x1 Metlabomb <br /> <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> <br /> <br /> Scout Squad - x5man; x5 Shotgun Loadout, x1 Metlabomb <br /> <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> <br /> <br /> Raptorwing --- <br /> <br /> Stormtalon w/ Skyhammer <br /> Stormtalon w/ Skyhammer <br /> <br /> Landspeeder w/ Hvy Flamer, Typhoon Missile Launcher <br /> <br /> Comes out to 1499pts <br /> <br /> Problem is with your list you don't utilise some of the really strong TSF rules.<br /> When a unit outflanks, it gets shrouded. Real nice on a command bike squad + bikes + grav guns. Same goes for a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad (I prefer lascannons) Cataphractii armor grants the unit Slow and Purposeful so they can shoot at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on the move when the Captain is attached.<br /> <br /> Almost every unit has some form of anti-tank, whether it be Meltabombs, meltaguns, grav, lascannons... you name it. <br /> <br /> Having Raptorwing (2 fliers) can help ensure I get the  +1 to my reserve rolls, which can be used turn 1 thanks to TSF rules. (brought to you by the new flyer book).<br /> So turn 1, I can roll a 3+ to bring in all my reserves? Pretty tasty I'd say. <br /> <br /> Alternate list additions could be Shadowstrike, for that turn 1 assault potential.<br /> <br /> Let me know what you think. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> also realised I could remove the Typhoon missile launcher on the Landspeeder to give the Bike squad Grav-guns instead.<br /> <br /> Just a thought. </div></blockquote><br /> <br /> <br /> Not sure how you are getting Cataphractii Terminator armor for your Captain.<br /> <br /> Are you going by an absolutely <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> version of Terminator Armor does not equal Cataphractii Terminator Armor, which then ignores the Pinion Demi Company restriction that a Captain or Chaplain cannot wear Terminator Armor?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 30 Jun 2016 09:59:39]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>[1850] - Night Lords (Raven Guard)</title>
				<description><![CDATA[ Good catch!<br /> I'll have to remove some points then add in a Chaplain.<br /> Following that add in Command a Captain w/ terminator armor (cataphractii armor). Honestly am convinced you can straight swap out the armor. ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/694195/8755043.page</link>
				<pubDate><![CDATA[Mon, 4 Jul 2016 15:59:40]]> GMT</pubDate>
				<author><![CDATA[ FullAtomic]]></author>
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