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		<title>Librarium Online - Space Marines</title>
		<link>http://www.librarium-online.com/forums/</link>
		<description><![CDATA["And they shall know no fear..."]]></description>
		<language>en</language>
		<lastBuildDate>Sat, 21 Nov 2009 00:44:46 GMT</lastBuildDate>
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			<title>Librarium Online - Space Marines</title>
			<link>http://www.librarium-online.com/forums/</link>
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		<item>
			<title>Red Scorpions</title>
			<link>http://www.librarium-online.com/forums/space-marines/183225-red-scorpions.html</link>
			<pubDate>Fri, 20 Nov 2009 21:11:34 GMT</pubDate>
			<description><![CDATA[So I'm thinking about putting some red scorpions in with my space wolves, a little weird I know but they're great models, and maybe into a full army some day. But here's my question before I go burning holes in my pockets... 
  
A. where do you find the rules for them? (which imperial armour...]]></description>
			<content:encoded><![CDATA[<div>So I'm thinking about putting some red scorpions in with my space wolves, a little weird I know but they're great models, and maybe into a full army some day. But here's my question before I go burning holes in my pockets...<br />
 <br />
A. where do you find the rules for them? (which imperial armour basically)<br />
B. would be so much of a crime to &quot;ally&quot; (use) them with my space wolves as greyhunters, sky claws, etc. instead of their counter parts in the SM codex?<br />
 <br />
As I want my army to be admired and not have to face crap like, &quot;what are those doing in your army?&quot; (a question I wouldn't mind answering but hopefully you catch my drift)<br />
 <br />
Thanks</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>girlhunter2102</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183225-red-scorpions.html</guid>
		</item>
		<item>
			<title>Happy crimson fist player</title>
			<link>http://www.librarium-online.com/forums/space-marines/183222-happy-crimson-fist-player.html</link>
			<pubDate>Fri, 20 Nov 2009 20:04:33 GMT</pubDate>
			<description>Ok so those of you who get the GW email will be happy - a load of add on stuff for us/IF (with GW even saying its for crimson fist then later commenting that also for IF 
 
I know FW does some of these but i do love the command squad pack (which i have been trying to make that flag for ages failing...</description>
			<content:encoded><![CDATA[<div>Ok so those of you who get the GW email will be happy - a load of add on stuff for us/IF (with GW even saying its for crimson fist then later commenting that also for IF<br />
<br />
I know FW does some of these but i do love the command squad pack (which i have been trying to make that flag for ages failing each time. I also love the set of 5 back packs, 5 shoulders and 3 helmets - which all have the fist on it even the helmets - this would be cool for SGt or vets <br />
<br />
WILL BE LOOKING AT GETTING SOME OF THESE FOR xmas <br />
- prob will not bother with shoulder pads for normal troops yet - work on the specail stuff then move to them - otherwise will cost me.</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>Rafici</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183222-happy-crimson-fist-player.html</guid>
		</item>
		<item>
			<title><![CDATA[Space Marine (Ultramarine codex) Question- Transports and HQ'S]]></title>
			<link>http://www.librarium-online.com/forums/space-marines/183165-space-marine-ultramarine-codex-question-transports-hqs.html</link>
			<pubDate>Thu, 19 Nov 2009 22:55:56 GMT</pubDate>
			<description><![CDATA[Well, with Christmas coming up I will be getting a few models, but it is absolutely essential I know the answer to my question before purchasing. I'll use an example to help me. 
 
I have my 10 tactical marines, and they have their rhino, which is limited to 10 men per rhino. 
 
I have two of...]]></description>
			<content:encoded><![CDATA[<div>Well, with Christmas coming up I will be getting a few models, but it is absolutely essential I know the answer to my question before purchasing. I'll use an example to help me.<br />
<br />
I have my 10 tactical marines, and they have their rhino, which is limited to 10 men per rhino.<br />
<br />
I have two of these, and a librarian. <br />
<br />
Since the tacticals are full in the rhinos, would the librarian be expected to run, or...? Seeing as I don't see using a Bike or Jet pack a good idea just for him with no other similar units in the list (not to mention it would be an easy KP really) I was wondering if there is a widely used method to avoid this, or...?<br />
<br />
I am aiming this question at 1000-1500 point games, if that helps.<br />
Many thanks ;D</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>raszero</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183165-space-marine-ultramarine-codex-question-transports-hqs.html</guid>
		</item>
		<item>
			<title>Outflanking</title>
			<link>http://www.librarium-online.com/forums/space-marines/183145-outflanking.html</link>
			<pubDate>Thu, 19 Nov 2009 17:38:37 GMT</pubDate>
			<description>What can i do if i outflank? 
cant i just move on or can i also shoot and/or charge?  
just curious as of to whether i want to do it in my bike army. 
any help will be much appreciated.:dance:</description>
			<content:encoded><![CDATA[<div>What can i do if i outflank?<br />
cant i just move on or can i also shoot and/or charge? <br />
just curious as of to whether i want to do it in my bike army.<br />
any help will be much appreciated.:dance:</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>curly24242</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183145-outflanking.html</guid>
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		<item>
			<title><![CDATA[Most Cost Effective HQ's ?]]></title>
			<link>http://www.librarium-online.com/forums/space-marines/183091-most-cost-effective-hqs.html</link>
			<pubDate>Thu, 19 Nov 2009 01:53:05 GMT</pubDate>
			<description>So weigh your opinions in folks. Whats your most cost effective character ? Mine is this  
Battle Leader 
Frost Blade 
Storm Shield 
Thunderwolf Mount 
Saga of the Hunter 
 
Basically just outflank him and charge the most dangerous squad on the field when you get the chance. I had the points costs...</description>
			<content:encoded><![CDATA[<div>So weigh your opinions in folks. Whats your most cost effective character ? Mine is this <br />
Battle Leader<br />
Frost Blade<br />
Storm Shield<br />
Thunderwolf Mount<br />
Saga of the Hunter<br />
<br />
Basically just outflank him and charge the most dangerous squad on the field when you get the chance. I had the points costs written in a notebook but I left it at school so I'm sure on how much this guy costs.</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>Piggsy</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183091-most-cost-effective-hqs.html</guid>
		</item>
		<item>
			<title>Lucius pattern Drop Pods</title>
			<link>http://www.librarium-online.com/forums/space-marines/183090-lucius-pattern-drop-pods.html</link>
			<pubDate>Thu, 19 Nov 2009 01:50:11 GMT</pubDate>
			<description>Last night I played a game against SW + BA. The BA player dropped his Furisio next to a crisis suit squad and and fire warrior squad. He then pointed out that since he had a Lucius pattern drop pod (which I had never heard of), it allowed him to assault out of his pod. He killed the 5 or 6 crisis...</description>
			<content:encoded><![CDATA[<div>Last night I played a game against SW + BA. The BA player dropped his Furisio next to a crisis suit squad and and fire warrior squad. He then pointed out that since he had a Lucius pattern drop pod (which I had never heard of), it allowed him to assault out of his pod. He killed the 5 or 6 crisis suits, and caused the fire warrior squad to flee off the table edge in our next movement. Bye bye 2 KPs. <br />
<br />
Is this legal? It only costs 15 points more to give your dreads the ability to assault of the pod....a bargain in my opinion. Saves them getting to shot to death.<br />
<br />
The Lucius pattern can be found on page 8 of the link below.<br />
<br />
<a href="http://www.forgeworld.co.uk/pdf/IA2Update28Aug.pdf" target="_blank">http://www.forgeworld.co.uk/pdf/IA2Update28Aug.pdf</a></div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>Draake</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183090-lucius-pattern-drop-pods.html</guid>
		</item>
		<item>
			<title>Lysander and a Devastator Squad. A Good Idea?</title>
			<link>http://www.librarium-online.com/forums/space-marines/183087-lysander-devastator-squad-good-idea.html</link>
			<pubDate>Thu, 19 Nov 2009 01:34:02 GMT</pubDate>
			<description><![CDATA[A quick question:  Would a full strength Devastator Squad with 4 heavy bolters and a sergeant with a storm bolter and Lysander attached be good?  I'm just curious, because I recently acquired Lysander and I thought this up so I could milk as much out of his Bolter Drill ability as possible.  To add...]]></description>
			<content:encoded><![CDATA[<div>A quick question:  Would a full strength Devastator Squad with 4 heavy bolters and a sergeant with a storm bolter and Lysander attached be good?  I'm just curious, because I recently acquired Lysander and I thought this up so I could milk as much out of his Bolter Drill ability as possible.  To add to effectiveness, you could drop these guys behind a piece of cover near the center and use Lysander's Bolster Defences ability on it.</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>Nerdynick</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183087-lysander-devastator-squad-good-idea.html</guid>
		</item>
		<item>
			<title>Best and worst of the SM chapters</title>
			<link>http://www.librarium-online.com/forums/space-marines/183083-best-worst-sm-chapters.html</link>
			<pubDate>Wed, 18 Nov 2009 23:54:06 GMT</pubDate>
			<description><![CDATA[Hey everyone, I tried doing a search, but after getting to page 60 I gave up for a new thread. 
 
Based upon everyone's opinion, I was curious what the ranks for strongest to weakest SM chapters are under 5th edition? 
 
The chapters are (naturally) 
 
1) Codex Astartes 
2) Space Wolves 
3) Black...]]></description>
			<content:encoded><![CDATA[<div>Hey everyone, I tried doing a search, but after getting to page 60 I gave up for a new thread.<br />
<br />
Based upon everyone's opinion, I was curious what the ranks for strongest to weakest SM chapters are under 5th edition?<br />
<br />
The chapters are (naturally)<br />
<br />
1) Codex Astartes<br />
2) Space Wolves<br />
3) Black Templars<br />
4) Dark Angels<br />
5) Blood Angels<br />
<br />
Note, that is not my ranking! I just thought this might be an interesting thread for discussion on strengths and weaknesses of all of them, and opinions why.<br />
<br />
In my opinion, coming back from a 1.5 year break, I would do it along the lines of:<br />
<br />
1) Space Wolves -- just everything seems to go right for them, with strong characters and units. Some things are naturally a bit pricey, but many are a bargain. Plus there are some unique units that can really add character to an army.<br />
<br />
2) Codex Astartes -- they have extreme versatility. Although under new 5th edition rules some things lost usefulness, ala my assault marines have it rough now, and outside of Vulkan lists landspeeders don't get used much anymore, etc.<br />
<br />
3) Black Templars -- vows with assault marines that have furious charge is just yummy, which just tips the scales over...<br />
<br />
4) Dark Angels -- I just don't see much of anything special about them.<br />
<br />
5) Blood Angels -- Not sure why, people I know that play them just constantly say they arn't that good anymore. Their reasoning being that the rules just didn't gel with 5th edition that well, not that the units are bad, they just don't fit.<br />
<br />
So anyway, I want to hear everyone's opinion!</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>fantasypisces</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183083-best-worst-sm-chapters.html</guid>
		</item>
		<item>
			<title>Topic of the Week: Scout Armies</title>
			<link>http://www.librarium-online.com/forums/space-marines/183072-topic-week-scout-armies.html</link>
			<pubDate>Wed, 18 Nov 2009 20:49:59 GMT</pubDate>
			<description>The idea for this weeks Topic of the Week is from Sir Stompalot.  
  
The Scout Based army, able to infiltrate ahead of the main force and destroy key points before the main Imperial offensive commences. Destroy vital communications networks, cut power lines, wreck vehicles, assassinate leaders and...</description>
			<content:encoded><![CDATA[<div>The idea for this weeks Topic of the Week is from Sir Stompalot. <br />
 <br />
The Scout Based army, able to infiltrate ahead of the main force and destroy key points before the main Imperial offensive commences. Destroy vital communications networks, cut power lines, wreck vehicles, assassinate leaders and destroy supply depots. Ensuring a swift and crushing victory for the Imperial forces.<br />
 <br />
Do you think it's effective? Have you ever used a scout based army? What enemies does it work well against? What enemies does it have trouble dealing with? Would scout bikes or land speeder storms be better? Who should lead the army? Are there any other comments or questions you have about scout armies? I play an pure scout force, (with the expetion of Shrike) so i'll post up my thoughts later. Discuss<br />
 <br />
The Emperor Protects</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>kevin vanrooyen</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183072-topic-week-scout-armies.html</guid>
		</item>
		<item>
			<title>Vs. deamons</title>
			<link>http://www.librarium-online.com/forums/space-marines/183031-vs-deamons.html</link>
			<pubDate>Wed, 18 Nov 2009 10:24:44 GMT</pubDate>
			<description><![CDATA[Hey guys, 
  
I live in newbury (UK) at the moment and they've just opend a GW store there. They only staff member they have is the manager, and there's hardly ever anyone else in there when I am, because I'm home at odd times of the week.  
  
So i usually play him, the only problem is that he has...]]></description>
			<content:encoded><![CDATA[<div>Hey guys,<br />
 <br />
I live in newbury (UK) at the moment and they've just opend a GW store there. They only staff member they have is the manager, and there's hardly ever anyone else in there when I am, because I'm home at odd times of the week. <br />
 <br />
So i usually play him, the only problem is that he has deamons and thats his only 40k army. Having a squad of bloodletters and 2 squads of deamonettes landing right next to your tactical squads and then proceeding to endure one turn of shooting and then eat you in combat isn't fun! I have a dreadnought, so I gave it a twinlinked heavy flamer and a second heavy flamer as well, and it was great the one turn it got to fire, but then he just kept away form it and made it useless. <br />
 <br />
I fought him to a draw in the scrnario where you have to sit a troops choice on his objective while defending yours with anyhting you like. But it took a last chance heavy flamer shot to kill his last deamonette on the last turn that would have won him the game.<br />
 <br />
His list for 750 points is something like:<br />
 <br />
Bloodletters<br />
Deamonettes<br />
Deamonettes<br />
3 flamers<br />
A slanneshi person in a chariot<br />
A khorne deamon prince<br />
 <br />
I recently bought 3 vindicators, I have tactical marines, assault marines, termies. 2 dreads, a rhino, land speeder storm, scouts and all the heroes.<br />
 <br />
could someone possibly come up with a combo of units to beat him? It was evident that my choce of 20 tactical marines and a commander wasn't so good when they ALL died on turn 2!!<br />
 <br />
thanks, waddy<br />
<br />
EDIT: also, I have 5 grey knight terminators all ready to go that I used with my imperial guard many years ago. I'm not sure whether you can put these in a list somehow using the deamonhunters codex or not? Becaus i'm assuimg those guys might be a good option?</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>waddywoos</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183031-vs-deamons.html</guid>
		</item>
		<item>
			<title>Old power armour</title>
			<link>http://www.librarium-online.com/forums/space-marines/183029-old-power-armour.html</link>
			<pubDate>Wed, 18 Nov 2009 10:07:49 GMT</pubDate>
			<description><![CDATA[I've been thinking I may at last give in and make a space marine army. I want it to be a bit different though. To try and help this I'm doing a drop pod army (something I'm sure alot of you have seen but I've only seen 1 drop pod at my local store). 
 
The main thing I want to change though is the...]]></description>
			<content:encoded><![CDATA[<div>I've been thinking I may at last give in and make a space marine army. I want it to be a bit different though. To try and help this I'm doing a drop pod army (something I'm sure alot of you have seen but I've only seen 1 drop pod at my local store).<br />
<br />
The main thing I want to change though is the armour. I'm not overly keen on the current armour, mainly the helmets, but love the look of the ones in the pic on page 4 of the previous codex. The ones which kinda look medieval. I was wondering if anyone had links to any other pics of old armour, or had done a conversion project themselves.</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>Dheorl</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183029-old-power-armour.html</guid>
		</item>
		<item>
			<title>Space Wolves Inquiries</title>
			<link>http://www.librarium-online.com/forums/space-marines/183002-space-wolves-inquiries.html</link>
			<pubDate>Tue, 17 Nov 2009 23:33:48 GMT</pubDate>
			<description><![CDATA[I recently received the new Space Wolves Codex as a gift and had a couple questions. 
 
1)  If you run Logan, Wolf Guard units count as troops for armies that include Logan. 
          A).  Does this mean on the Force Organization chart as well as scoring?  The SM codex states that "Sternguard are...]]></description>
			<content:encoded><![CDATA[<div>I recently received the new Space Wolves Codex as a gift and had a couple questions.<br />
<br />
1)  If you run Logan, Wolf Guard units count as troops for armies that include Logan.<br />
          A).  Does this mean on the Force Organization chart as well as scoring?  The SM codex states that &quot;Sternguard are 'scoring units' hence still elites.  SW Codex implies the possibility of four or more units. (I would say yes) Your takes....<br />
          B).  What if they join other units, specifically long fangs, bikes, assault, are they still troops, of one? (I would say no)  Your take....<br />
<br />
2).  The SW Codex doesn't state that an Iron Priest is an Independent character, unlike SM codex.  Intentional. (Sadly say, most likely)  Your Take...  <br />
                        So he can only speed up his vehicle and do what?<br />
<br />
3)the Wolves....<br />
         A).  As Wargear:   what exactly are they?  A Victory Point?  Do they restrict them from joining other units?  Can they create extra wounds (ex.  Ragnar with wolves, three hits, or just one, and would it be the same in close combat?<br />
         B)  As units can they go in vehicles, or only as &quot;war gear.&quot;  They could move 12in, disembark at 2&quot; mark, run, and assault 12&quot; wow! thats a min of 27&quot;.<br />
<br />
<br />
 4)  How many attacks does a SM biker get in CC?<br />
          -some how my friends and I have always played that bikes didn't get the bonus for 2 CC weapons, because one hand is driving?  Is this right?  What if the SW fire the twin linked bolters, do they still get to assault with their pistol and cc?<br />
       <br />
<br />
<br />
Sorry for the huge list.... I am looking at starting my second army, and am trying not to have to buy the whole list, but want some understanding.</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>DavidMinnesota</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183002-space-wolves-inquiries.html</guid>
		</item>
		<item>
			<title>Space wolves wolf pack - UK halves?!</title>
			<link>http://www.librarium-online.com/forums/space-marines/183000-space-wolves-wolf-pack-uk-halves.html</link>
			<pubDate>Tue, 17 Nov 2009 23:14:00 GMT</pubDate>
			<description><![CDATA[Hey guys,  
  
as a preface, I live in the UK. 
  
I REALLY want to get my hands on some of the bits from the space wolf wolf pack box set. Only thing is, I really don't need 10 of them at all. I wanted to build a veteran squad for my vanilla marines using the cool stuff you get on the sprue, so a...]]></description>
			<content:encoded><![CDATA[<div>Hey guys, <br />
 <br />
as a preface, I live in the UK.<br />
 <br />
I REALLY want to get my hands on some of the bits from the space wolf wolf pack box set. Only thing is, I really don't need 10 of them at all. I wanted to build a veteran squad for my vanilla marines using the cool stuff you get on the sprue, so a TH/SS, pair of LC's, power weapon, the double handed axe etc.<br />
 <br />
Correct me if i'm wrong, but the kit comes with duplicates of every single part - which is how you can make 10 of them. I am willing to go out and purchase the box, take out half of the pieces (leaving a full set to build another 5 with all the options) and then post the remainder in the original box to someone in exchange for half the value of the box? Thepieces would still all be on the sprue, and in the original box, and i'll pay for postage.<br />
 <br />
Let me know if you're interested. (sorry if i've posted this in the wronge place, not quite sure where it should go!)</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>waddywoos</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/183000-space-wolves-wolf-pack-uk-halves.html</guid>
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		<item>
			<title>Power of the machine spirit</title>
			<link>http://www.librarium-online.com/forums/space-marines/182969-power-machine-spirit.html</link>
			<pubDate>Tue, 17 Nov 2009 17:18:48 GMT</pubDate>
			<description><![CDATA[Ok so i had this questioned in my last match and i wanted to check  
 
POTMS lets you fire one more weapons than would normally be permitted. In addition, this weapon can be fired at a different target.  
 
Now its a different target bit that caused a problem.  
 
My landraider hadn't moved but i...]]></description>
			<content:encoded><![CDATA[<div>Ok so i had this questioned in my last match and i wanted to check <br />
<br />
POTMS lets you fire one more weapons than would normally be permitted. In addition, this weapon can be fired at a different target. <br />
<br />
Now its a different target bit that caused a problem. <br />
<br />
My landraider hadn't moved but i wanted to fire my 2 twin linked LC at seperate targets (with the idea that the POTMS lets you fire one weapon at a different target. <br />
<br />
My opponent stated that to be able to do this it would have to be a add- on weapon - like the hunter-killer missile and not part of the normal tank. <br />
If that is true does it mean in future i just move my tank a fraction of an inch meaning it is moving at combat speed and i can only fire one of the TLLC and then use POTMS to fire the second at my choosen target ???<br />
<br />
Thats a silly walk around if thats true.</div>

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			<category domain="http://www.librarium-online.com/forums/space-marines/">Space Marines</category>
			<dc:creator>Rafici</dc:creator>
			<guid isPermaLink="true">http://www.librarium-online.com/forums/space-marines/182969-power-machine-spirit.html</guid>
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			<title>Number of Salamander Dreadnoughts</title>
			<link>http://www.librarium-online.com/forums/space-marines/182968-number-salamander-dreadnoughts.html</link>
			<pubDate>Tue, 17 Nov 2009 17:11:45 GMT</pubDate>
			<description>I am constructing a Salamanders army and am trying to paint them as accurately as possible, down to the company heraldry.  I have found plenty of information on how many of each type of marine is in each company and what their markings are, but all any of them ever say is that they have...</description>
			<content:encoded><![CDATA[<div>I am constructing a Salamanders army and am trying to paint them as accurately as possible, down to the company heraldry.  I have found plenty of information on how many of each type of marine is in each company and what their markings are, but all any of them ever say is that they have dreadnoughts in support.  Can anyone tell me how many each company has, particularly the first and second companies?</div>

]]></content:encoded>
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			<dc:creator>Elvewyn</dc:creator>
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