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		<title><![CDATA[Latest posts for the thread "[2000] - Blood Angles - Vanguard (jump packs)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[2000] - Blood Angles - Vanguard (jump packs)"]]></description>
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				<title>[2000] - Blood Angles - Vanguard (jump packs)</title>
				<description><![CDATA[ Hey there, this list should be very competitive all-arounder, with tacticals holding objectives at own deployment zone and providing anti tank fire, Razorbacks advance for objectives and provide anti infantry fire. Assault squads deploy normally and go for objectives. Other units deep strike for assault. All suggestions are welcomed.<br /> <br /> VANGUARD DETACHMENT<br /> Lemartes 129<br /> Sanguinary Priest (jump pack, deathmask, encarmine sword) 101<br /> Sanguinary Ancient (jump pack, angelus boltgun, deathmask, encarmine sword, chapter banner) 108<br /> Sanguinary Guard (10, jump packs, 10x angelus boltgun, encarmine axe, 9x encarmine sword, deathmasks) 463<br /> Death Company (10, jump packs, thunderhammer, 4x powersword) 236<br /> Assault Squad (10, jump packs, eviscerator, 2x plasmapistol) 196<br /> Assault Squad (10, jump packs, eviscerator, 2x plasmapistol) 196<br /> Tactical Squad (5, lascannon) 90 + Razorback (twin assault cannon) 100<br /> Tactical Squad (5, lascannon) 90 + Razorback (twin assault cannon) 100<br /> Tactical Squad (5, lascannon) 90 + Razorback (twin assault cannon) 100<br /> <br /> TOTAL 1999]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2017 09:30:29]]> GMT</pubDate>
				<author><![CDATA[ Spreelock]]></author>
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				<title>Re:[2000] - Blood Angles - Vanguard (jump packs)</title>
				<description><![CDATA[ Angelus boltguns are more expensive than plasmas <span class="glossaryitem" onmouseover='gp(258);'>atm</span>. Hopefully this gets patched, but I reckon plasma pistols might put in more work than the angelus. (Hopefully your friendlies allow for "counts as", I've done my sanguinary guard with the same loadout) Tacticals look good, but for holding objectives they might be a little overwhelmed? Deepstrikers can assault in and put some hurt on your anti-tank AND objective holding potential. I think you can give them combi-flamer and heavy flamer, and transfer the points into other antitank? Maybe some inferno pistols on an assault unit, or more hammers? <br /> <br /> Just some ideas]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2017 09:39:26]]> GMT</pubDate>
				<author><![CDATA[ Puganaut]]></author>
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				<title>Re:[2000] - Blood Angles - Vanguard (jump packs)</title>
				<description><![CDATA[ Infernopistols could work, dont have the bits though :/. Enemy deep strike can be countered via 6 drops from tacticals and razorbacks, making own deployment zone tight against deep strike, and maybe holding razorbacks still. 6 drops deploying normally also gives 6 drops in own deep strike <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2017 09:49:41]]> GMT</pubDate>
				<author><![CDATA[ Spreelock]]></author>
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				<title>[2000] - Blood Angles - Vanguard (jump packs)</title>
				<description><![CDATA[ I second heavy flamers on the TACs, I'd say kit the assault squads with melta and melta bombs to give a little extra anti-tank. Maybe even las on the Razorbacks.<br /> <br /> Also if you run this as a battalion detachment you get more <span class="glossaryitem" onmouseover='gp(707);'>CPs</span>.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 4 Sep 2017 21:52:25]]> GMT</pubDate>
				<author><![CDATA[ cuss]]></author>
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