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		<title><![CDATA[Latest posts for the thread "[1850] - Blood Angels - Drop Assault"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1850] - Blood Angels - Drop Assault"]]></description>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ So this is probably pretty similar to everything else that has come out of the new angels blade book but I wanted to see what I could do with the new angels blade strike force. Is this in any way competitive and how could I improve it?<br /> <br /> <b><u>Angels Blade Strike Force</u></b><br /> <br /> <b>Core - Archangels Demi-Company</b><br /> - Terminator Captain - 160<br /> -- Storm Shield, Valours Edge<br /> - Furioso Dreadnought - 160<br /> -- Drop Pod<br /> - Furioso Dreadnought - 160<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> <br /> <b>Auxiliary - Archangels Orbital Intervention Force</b><br /> - Terminator Assault Squad - 215<br /> -- 2x Thunder Hammer and Storm Shield, Sergeant (Thunder Hammer and Storm Shield)<br /> - Terminator Assault Squad - 215<br /> -- 2x Thunder Hammer and Storm Shield, Sergeant (Thunder Hammer and Storm Shield)<br /> - Terminator Assault Squad - 215<br /> -- 2x Thunder Hammer and Storm Shield, Sergeant (Thunder Hammer and Storm Shield)<br /> <br /> <br /> The captain joins one of the terminator squads and hopefully drops in and charges turn two. The two dreadnoughts and two of the vet squads come in automatically turn one thanks to drop pod assault and the other vets hopefully to come in at the same time.]]></description>
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				<pubDate><![CDATA[Sat, 24 Sep 2016 09:26:21]]> GMT</pubDate>
				<author><![CDATA[ snykyninja]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ Looks good. Though I don't know if the captain can join the terminator squad and get their rules. Can anyone confirm this?]]></description>
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				<pubDate><![CDATA[Mon, 26 Sep 2016 01:05:38]]> GMT</pubDate>
				<author><![CDATA[ StayThirstySD]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ You can't add any <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> to a formation without negating the formation rules. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Sep 2016 17:06:46]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ As a comment on the list. 1 terminator squad in the OIF isn't really that bad actually or what do you guys think? Cyclone missile launcher with the OIF double shooting rule makes a 25 upgrade a one turn "4x <span class="glossaryitem" onmouseover='gp(328);'>ML</span> devastator squad". Ok, no +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for one shot, but you get the point. I've done some mathhammering with 10man termie squad and found 8 shot rending assault cannon and 4 shot cyclone missile launcher a menace when placed right on the battlefield. How often you get 4+ targets under the fragioso template so Assault cannon in the OIF almost delivers the same amount of pain when they arrive. Case sensitive whether you want a termie squad or a fragioso after the <span class="glossaryitem" onmouseover='gp(471);'>DS</span> turn on the table <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> My monday thoughts.]]></description>
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				<pubDate><![CDATA[Mon, 26 Sep 2016 20:04:55]]> GMT</pubDate>
				<author><![CDATA[ Xirax]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ I would suggest just keeping the Thunder hammer on the captain. The new datasheet makes it expensive to swap for other weapons. Also, yes, cannot join captain to orbital terminators. Put him in with one of the Sternguard units. Use the points savings for locator beacons on the drop pods to help the orbital Terminators.]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 17:48:00]]> GMT</pubDate>
				<author><![CDATA[ Ghost_Raptur]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ <b><u>Angels Blade Strike Force</u></b><br /> <br /> <b>Core - Archangels Demi-Company</b><br /> - Terminator Captain - 135<br /> - Furioso Dreadnought - 170<br /> -- Drop Pod (Locator Beacon)<br /> - Furioso Dreadnought - 170<br /> -- Drop Pod (Locator Beacon)<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> - Sternguard Veteran Squad - 145<br /> -- Drop Pod<br /> <br /> <b>Auxiliary - Archangels Orbital Intervention Force</b><br /> - Terminator Assault Squad - 215<br /> -- 2x Thunder Hammer and Storm Shield, Sergeant (Thunder Hammer and Storm Shield)<br /> - Terminator Assault Squad - 215<br /> -- 2x Thunder Hammer and Storm Shield, Sergeant (Thunder Hammer and Storm Shield)<br /> - Terminator Assault Squad - 215<br /> -- 2x Thunder Hammer and Storm Shield, Sergeant (Thunder Hammer and Storm Shield)<br /> <br /> This leaves me with 5 points. Any more suggestions? The captain drops with some sternguard and then joins the termies the turn they arrive. Can they still charge?]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 20:02:47]]> GMT</pubDate>
				<author><![CDATA[ snykyninja]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ I feel like 3 locator beacons is a must... they likely won't bother to kill your drop pods on turn 1 but you never know exactly where you want to land with those terminators and enemy units and/or terrain can make it difficult to be precise.<br /> <br /> I've been running a similar style list using the old Archangels strike force and I do find it hard sometimes to utilize the locator-beacons exactly as planned.<br /> <br /> With the OIF I also find the double-tapping shooty terminators just too tempting. I'm gonna do 1 <span class="glossaryitem" onmouseover='gp(224);'>th</span>&<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, 1 shooty, and 1 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> unit that will (ideally) hide behind the other 2 and assault (full buffs) on following turn, but if it looks like they'll get counter charged I'll just assault.]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 20:13:31]]> GMT</pubDate>
				<author><![CDATA[ Gunzhard]]></author>
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				<title>Re:[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ I didn't have enough points for any more beacons]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 20:17:45]]> GMT</pubDate>
				<author><![CDATA[ snykyninja]]></author>
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				<title>[1850] - Blood Angels - Drop Assault</title>
				<description><![CDATA[ The captain joining after the terms drop should be a valid charge.  Captain didnt come from reserves T2 and the terms have permission via formation rules.]]></description>
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				<pubDate><![CDATA[Tue, 27 Sep 2016 22:01:14]]> GMT</pubDate>
				<author><![CDATA[ Ghost_Raptur]]></author>
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