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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Bell of Lost Souls - Latest Comments in 40k Deep Thought: The Mega-Mech Builds</title><link>http://belloflostsouls.disqus.com/</link><description>Bell of Lost Souls is a community and news site for tabletop games, RPGs and pop culture.  All the Warhammer, D&amp;D,  Star Wars and geeky entertainment news and opinion articles you can handle.</description><atom:link href="https://belloflostsouls.disqus.com/40k_deep_thought_the_mega_mech_builds/latest.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sun, 18 Oct 2009 15:46:37 -0000</lastBuildDate><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-20350451</link><description>&lt;p&gt;executioner + 3 shots + marines and almost anything else on the ground=piles of goo and bloody bodies...in short those things are dangerous!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">cantthinkofaname</dc:creator><pubDate>Sun, 18 Oct 2009 15:46:37 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-15427215</link><description>&lt;p&gt;Well, I play a homegrown Codex Space Marine Chapter, the Sons of Swabia. Their big draw is they love vehicle and big bio-beast crushing, hence they pretty much roll with nothing but Lascannon and Meltas. If I ran into an army like this one you describe I'd roll my 3 Scout Bike Squads up as fast as possible and deepstrike with pretty much everyone else.(My 'Nought F.D.C. armed with melta/hammer, me tac squads with las and meltas w/p fist sergeants, my Assault Squads with p fist, and of course my Termies w/chainfists and M.Launchers.)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">sirmauz</dc:creator><pubDate>Wed, 26 Aug 2009 13:02:06 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12538982</link><description>&lt;p&gt;&lt;a href="http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1400031&amp;amp;utm_source=nasissue51&amp;amp;utm_medium=email&amp;amp;utm_term=warhammer-40000&amp;amp;utm_content=textlinkbody&amp;amp;utm_campaign=NAS-Issue-51-Bitz" rel="nofollow noopener" target="_blank" title="http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1400031&amp;amp;utm_source=nasissue51&amp;amp;utm_medium=email&amp;amp;utm_term=warhammer-40000&amp;amp;utm_content=textlinkbody&amp;amp;utm_campaign=NAS-Issue-51-Bitz"&gt;http://www.games-workshop.c...&lt;/a&gt;&lt;/p&gt;&lt;p&gt;solution to (imperial) mech armies.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">maddoc</dc:creator><pubDate>Sun, 12 Jul 2009 09:43:11 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12531182</link><description>&lt;p&gt;Exactly&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Conrad_Dakarn</dc:creator><pubDate>Sun, 12 Jul 2009 02:29:23 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12520519</link><description>&lt;p&gt;Huh Mech list were not that great in 4th edition. They worked well in some armies.&lt;/p&gt;&lt;p&gt; in 5th edition they have been better with the way codex's have changed over time and subtle rule changes such as emergency disembark and so forth.&lt;/p&gt;&lt;p&gt;Black Templar were great as a mechanized list but stronger as a Foot slonger list.&lt;/p&gt;&lt;p&gt;Orks were better hoarde list but could do just as great as a mechanized list.&lt;/p&gt;&lt;p&gt;Regular marines were not that great as mechanized till the new codex.&lt;/p&gt;&lt;p&gt;Dark eldar only way to play was mechanized&lt;/p&gt;&lt;p&gt;Tau only way to play was mechanized&lt;/p&gt;&lt;p&gt;Chaos were not great mechanized till 5th edition.&lt;/p&gt;&lt;p&gt;Sorry but YTTH sometimes has some decent ideas and I can agree with some of the tactics but a lot of the list they build are not strong nor great by any means. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">darkwynn</dc:creator><pubDate>Sat, 11 Jul 2009 23:21:41 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12520391</link><description>&lt;p&gt;YTTH has been talking up mech lists for almost two years.  Bols just noticed this now?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Huh</dc:creator><pubDate>Sat, 11 Jul 2009 23:13:40 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12499957</link><description>&lt;p&gt;Yup, that's right, you need to go first. But if you are not setting up and going first you can simply outflank or take the scout move to draw them back.&lt;br&gt;and 3 Scouts with a melta bomb is 75pts and killing a 150pts tank or even a more expensive one is definately worth it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Snyderson</dc:creator><pubDate>Sat, 11 Jul 2009 07:51:27 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12499778</link><description>&lt;p&gt;I've found that loading up on special weapons with command squads can lead to a lot of your investment getting popped before you can use them. With no other models, you end up having to kill off the special weapons. But sheltering the squad in a transport is a good way to counter that.&lt;/p&gt;&lt;p&gt;ACTUALLY I PLAN TO FIRE MOST OF THEM FROM THE SAFETY OF INSIDE THE CHIMERAS. OF COURSE, ILL ALLSO TAKE THE OPPERTUNITY TO EXIT IT AND GIVE THE ORDER TO TWIN-LINK THOOSE MELTAS WHEN A REALY GOOD OPPORTUNITY ARRISES&lt;/p&gt;&lt;p&gt;I'm also not a huge fan of sponsons on Russes to begin with, but I especially don't like the plasma cannon sponsons on a demolisher. The tank costs a lot already, compared to a battle tank, and if the tank is moving, those sponsons never see much action. I like to use my tanks pretty aggressively, but rear armor 11 and the short range of a demolisher means that I'm either moving it into range or tank shocking enemy infantry.&lt;/p&gt;&lt;p&gt;HMMM... I LIKE THE PLASMA IN GENERAL FOR ALL THOOSE MEQ. BUT I SEE YOUR POINT, NEEDS THINKING&lt;/p&gt;&lt;p&gt;With 80 points invested in the sponsons alone, you could give your sentinel a friend or just about afford an infantry platoon, and that would give you three more units to grab objectives, shield your tanks, and draw fire.&lt;/p&gt;&lt;p&gt;WELL, AN INFANTRY PLATOON IS OUT OF THE QUESTION. WHY? WELL THE POINT OF THE LIST IS TO RENDER A LOT OF YOUR OPPONENTS WEAPONS USLESS: BOLTERS, LASGUNS, LINE INFANTRY WEAPONS. IF I GIVE THEM JUST ONE TARGET (LIKE INFANTRY) THAT TARGET WILL GET REALY POUNDED AL ON ITS LONESOME.&lt;/p&gt;&lt;p&gt;IN FACT, THATS WHY IM CONSIDERING DROPPING TO MELTAGUNS FROM THE CMND SQ AND UPPGRADING THE SCOUT SENTINEL TO AN ARMOURED ONE. THEN IT WILL BE AV12 MINIMUM ALL THE WAY!!&lt;/p&gt;&lt;p&gt;With the low point cost in the sentinel, it might even be worth it just to draw fire. Your opponent can either ignore it and get an HK in his flank, or deal with it and blow at least one turn of a unit's shooting, and maybe more.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mordiano</dc:creator><pubDate>Sat, 11 Jul 2009 07:29:43 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12498934</link><description>&lt;p&gt;I did this one, and so did my opponents, the game system's much more adult.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheDude</dc:creator><pubDate>Sat, 11 Jul 2009 06:04:12 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12498111</link><description>&lt;p&gt;It annoys me the same way: an Ork Boy can run along and fire his rokkit launcha with no problem, but a Battlewagon has trouble when it goes over a certain speed? Orkz wouldn't care!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Soylent Robot</dc:creator><pubDate>Sat, 11 Jul 2009 04:47:02 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12497471</link><description>&lt;p&gt;Str 8 ordnance with 2 dice pick the highest is laughed off by Land Raiders most times.&lt;/p&gt;&lt;p&gt;Str 8 with two dice combined like the Vanquisher does, on the other hand...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ginge</dc:creator><pubDate>Sat, 11 Jul 2009 03:22:12 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12497417</link><description>&lt;p&gt;Vehicles within a squadron must maintain coherency, but the seperate squadrons are as seperate as any squad. Therefore he can put his demolisher squadron on his left flank, and his battle tank squadron on his right, and the banewolf squadron in the middle.&lt;/p&gt;&lt;p&gt;At least, that's how I read his deployment plan.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ginge</dc:creator><pubDate>Sat, 11 Jul 2009 03:15:16 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12497325</link><description>&lt;p&gt;Squadrons must mantain coherency, of 4" between them... you can't scatter squadrons across the table. :(&lt;/p&gt;&lt;p&gt;That's not quite what was written about, but squadrons go down VERY quickly. Deathcopters especially. Scout turboboost within 12" of you, and if they have the first turn, you're losing tanks straight away...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">bufftastic</dc:creator><pubDate>Sat, 11 Jul 2009 03:02:52 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12497005</link><description>&lt;p&gt;It's a damn shame defensive weapons are strength 4 and not strength 6.  Could you imagine what a squadron of Leman Russ Punishers could do with hv flamer sponsons along with the front hv flamer to a gaunt army?  I guess you could drive the squadron and park infront of the most likly route to the eneemy objective but that would be an expensive road block with points that could be better spent.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Morgan666</dc:creator><pubDate>Sat, 11 Jul 2009 02:25:22 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12494701</link><description>&lt;p&gt;I go with the 25% in the rule book.  People are surprised at how much terrain 25% really is.&lt;/p&gt;&lt;p&gt;My FLGS and a lot of stores don't seem to grasp this, our last tourney had like 2 buildings and a hill for each table.  This isn't Fantasy guys!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Chumbalaya</dc:creator><pubDate>Sat, 11 Jul 2009 00:10:53 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12491038</link><description>&lt;p&gt;Well, my main anti-tank option is the Bikerboss with a Klaw... 18" is pretty long range for a melee attack!&lt;/p&gt;&lt;p&gt;Other than that.... Well, outflanking Deffkoptas with Rokkits and Buzzsaws? I guess you could use Zappguns if you've got a thing for self-punishment.  Rokkit spam will pretty much get you nowhere hitting the front armor.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Drew_Da_Destroya</dc:creator><pubDate>Fri, 10 Jul 2009 21:09:00 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12488615</link><description>&lt;p&gt;When I get angry at tanks, I bring a squad of 3 Broadsides. 2+ save/4+ invul, 2 wounds each (8 wounds in squad w/2 shield drones) And their lovely Railguns-Str10/AP 1-twin linked.&lt;br&gt;They're ultra survivable-it takes a LOT of firepower to take them out. Keep 'em in the middle of the board, moving foward side by side with Crisis teams, Hammerheads or Kroot for screening. With a 10 point upgrade-included in the cost above, they can move 'slow and purposeful' and still shoot. (Advanced Stabilization)&lt;br&gt;2 squads-or 3 squads if your really, really pissed off at tanks, will solve most tank infestation problems. Put 'em in reserve, if your worried about turn one. They have a 72 inch range, so just walk 'em on and do what I call 'The Cursor' -&lt;br&gt;Point. Click. Delete. Tank (or Tanks) gone.&lt;br&gt;They murder the heck outta vehicles, and are the best thing I've found for dealing with heavy armor at range.&lt;br&gt;Close up, fusion blasters..er, I mean Melta's are what's up. Be sure to scatter some throughout your list if you can.&lt;br&gt;If you feel cheap, a single Broadside is 70 (!) points- that's pretty darn cheap. I just like the cool upgrades on mine. I also like bringing them in squads of 3 &amp;gt;:)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">SinSynn</dc:creator><pubDate>Fri, 10 Jul 2009 19:26:46 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12486218</link><description>&lt;p&gt;and also the Tau are not 'wretched' and 'weeaboo', whatever the hell that means.&lt;br&gt;In fact, the Tau friggin' rule. Yeah, they need a new codex, but there are a bunch of armies who could use a new book to keep up with the Jonses right now...and the Guard....and the Orks and Marines......&lt;br&gt;But, hey. Watch what you say about the Tau, those are my boys!(and Shadowsun is a Bad*ss B*tch) And they'll shoot the crap outta the Dark Eldar, please ask a Dark Eldar player about that if you get a chance ;)&lt;br&gt;Good luck with those 'wretched' DE models. No coincidence that your starting a DE army when the new 'Dex is right around the corner? I'm sure they'll be the new cheese for a while...sounds slightly 'weeaboo' if you ask me.&lt;br&gt;I'd go on, but Kung Fu Hustler was such a great movie. The part with the snakes and throwing of the knives was just the funniest sh*t ever...when he put that knife back in the dude's arm...lol...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">SinSynn</dc:creator><pubDate>Fri, 10 Jul 2009 19:09:33 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12475426</link><description>&lt;p&gt;When you put 20 tanks on the table, and your opponent can make a 34" line of strong assaulters, you don't have to be a moron to end up being multiply assaulted.&lt;/p&gt;&lt;p&gt;And when you save three out of every four battlecannon wounds, you're usually overjoyed to see the opponent has put his points into heavy weaponry, rather than into lasguns.&lt;/p&gt;&lt;p&gt;But seer councils are a pretty unique situation.  You're not going to play one every game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Nate</dc:creator><pubDate>Fri, 10 Jul 2009 18:33:27 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12474977</link><description>&lt;p&gt;Or switch to a different wargame like Epic&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheRealChris</dc:creator><pubDate>Fri, 10 Jul 2009 18:24:58 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12474452</link><description>&lt;p&gt;Its probably already been mentioned here, but Orkz can get 8 Battlewagons in one army: 3 Battlewagons in Heavy Support, then Nobz or Meganobz can take them as dedicated transports, so if you take two Warbosses you can get up to 5 Nobz mobz, so you can get a Battlewagon for each of them. Due to restrictions, only the 3 in HS can take Killkannons, which is the only bad part.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Soylent Robot</dc:creator><pubDate>Fri, 10 Jul 2009 18:12:52 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12473471</link><description>&lt;p&gt;There are options to get first turn charges as well. I run 2 squadrons of 2 deffkoptas with power claw in my speed freeks, and they either take all the focus off my trukks with their tasty 3+ turboboost in the scout move, or they kill tanks.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DJL</dc:creator><pubDate>Fri, 10 Jul 2009 17:50:42 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12472716</link><description>&lt;p&gt;It's always amusing to see everyone clamoring for bombed out buildings and other urban wrecked terrain for the grimdark, but them only placing 2 or 3 on a 4x6 table, plus a hill or two.  If it was only 2 tiny buildings in the middle of a field, why the heck were they bombed from above before the battle started taking place?  In a city, it makes sense.&lt;/p&gt;&lt;p&gt;Then again, the city leads to the denser terrain you're used to playing with (and what I prefer as well).  Seeing two nicely painted armies battling each other on an open field is not anywhere near as exciting as seeing the same armies fighting each other with a reasonable mix of terrain.&lt;/p&gt;&lt;p&gt;Of course, this has nothing to do with mech lists.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">AoM</dc:creator><pubDate>Fri, 10 Jul 2009 17:26:45 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12472434</link><description>&lt;p&gt;Maybe...I know that here we consider Warhammer World to be a benchmark for the amount of scenery.&lt;/p&gt;&lt;p&gt;If you want an idea of what kind of scenery might be on a battlefield....have a look at what's left after a planetstrike game for an idea of what's been destroyed.  The latest WD has a nice report.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Conrad</dc:creator><pubDate>Fri, 10 Jul 2009 17:19:15 -0000</pubDate></item><item><title>Re: 40k Deep Thought: The Mega-Mech Builds</title><link>http://www.belloflostsouls.net/2009/07/40k-deep-thought-mega-mech-builds.html#comment-12472346</link><description>&lt;p&gt;Just to throw into the fray my own quick drawn list for 1500 mech IG.&lt;/p&gt;&lt;p&gt;Command w/ Officer of the Fleet and Ordnance. Autocannon, 3 Grenade launchers and Chimera with heavy bolters.&lt;br&gt;(The ordnance can fire EVERY turn!!!)&lt;/p&gt;&lt;p&gt;2x&lt;br&gt;Veteran Squad with Demolitions, 3 grenade launchers and Chimera with heavy bolters.&lt;/p&gt;&lt;p&gt;2x Banewolf with Multimelta and smoke launchers&lt;/p&gt;&lt;p&gt;2x Battle tank&lt;br&gt;2x Demolisher with Heavy bolter sponsons.&lt;/p&gt;&lt;p&gt;(9 tanks, 2 scoring units and some nice tank busting along with anti-horde)&lt;br&gt;------------------------&lt;/p&gt;&lt;p&gt;Marine Mech style list...again 1500 and just to see if you can.&lt;/p&gt;&lt;p&gt;Master of the Forge w/ conversion beam&lt;br&gt;Tactical Squad w/ multimelta, meltagun, powerfist and Razorback&lt;br&gt;Tactical Squad w/ plasma pistol and power weapon&lt;/p&gt;&lt;p&gt;3x Dreadnoughts w/ multimetlas&lt;br&gt;3x Predators w/ heavy bolter sponsons&lt;/p&gt;&lt;p&gt;3x Land speeders w/ multimeltas&lt;br&gt;3x Land speeders w/ Heavy bolters and assault cannons&lt;/p&gt;&lt;p&gt;(13 vehicles , 2 scoring units and, again, tank busting along with anti-horde)&lt;br&gt;-------------------------&lt;/p&gt;&lt;p&gt;And yes....I know there's probably a few flaws with the lists....but I wrote them in about 10 minutes just to see what you can get for your points.&lt;/p&gt;&lt;p&gt;To be honest....I'm quite impressed with the amount you can get into a marine army if you keep it simple&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Conrad</dc:creator><pubDate>Fri, 10 Jul 2009 17:16:47 -0000</pubDate></item></channel></rss>