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	<title>Comments on: Review: Cities of Death III</title>
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	<link>http://www.tabletop-terrain.com/archives/2006/07/03/624/cities-of-death-iii/</link>
	<description>War Gaming and Modeling for Pulp, Warhammer, Mordheim and Flames of War</description>
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		<title>By: Aaron</title>
		<link>http://www.tabletop-terrain.com/archives/2006/07/03/624/cities-of-death-iii/comment-page-1/#comment-3007</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Sun, 02 Jul 2006 23:57:35 +0000</pubDate>
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		<description>Since I wrote the post I&#039;ve attacked another couple of doors with a stanley knife (exacto) and a modelling hacksaw and they came out nice and easy, I think my problem was going for too much power with the dremel. I should have just applied hand tools and patience but hey I warned you all patience wasn&#039;t my strong suit!

The pictures might overplay the size of the building a little but it certainly is an impressive structure!  Nathanael (the owner of this box set) was certainly pleased when he saw it.</description>
		<content:encoded><![CDATA[<p>Since I wrote the post I&#8217;ve attacked another couple of doors with a stanley knife (exacto) and a modelling hacksaw and they came out nice and easy, I think my problem was going for too much power with the dremel. I should have just applied hand tools and patience but hey I warned you all patience wasn&#8217;t my strong suit!</p>
<p>The pictures might overplay the size of the building a little but it certainly is an impressive structure!  Nathanael (the owner of this box set) was certainly pleased when he saw it.</p>
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		<title>By: Stu</title>
		<link>http://www.tabletop-terrain.com/archives/2006/07/03/624/cities-of-death-iii/comment-page-1/#comment-3006</link>
		<dc:creator>Stu</dc:creator>
		<pubDate>Sun, 02 Jul 2006 22:48:01 +0000</pubDate>
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		<description>Stil it&#039;s nice to see a GW building actually dwarfing an Imperial Guard Basilisk! That&#039;s what I always imagined City Fight should be like. 

Of course practical considerations mean most CoD tables are going to have quite wide streets in order to actually move figures around during gaming.</description>
		<content:encoded><![CDATA[<p>Stil it&#8217;s nice to see a GW building actually dwarfing an Imperial Guard Basilisk! That&#8217;s what I always imagined City Fight should be like. </p>
<p>Of course practical considerations mean most CoD tables are going to have quite wide streets in order to actually move figures around during gaming.</p>
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		<title>By: Zac</title>
		<link>http://www.tabletop-terrain.com/archives/2006/07/03/624/cities-of-death-iii/comment-page-1/#comment-3005</link>
		<dc:creator>Zac</dc:creator>
		<pubDate>Sun, 02 Jul 2006 22:35:57 +0000</pubDate>
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		<description>I was actually able to take out all the doors I removed with an Exacto blade. A few cuts on each side and then they all popped out.

I agree about the balconies though. A PITA and they could have made them easier to create.</description>
		<content:encoded><![CDATA[<p>I was actually able to take out all the doors I removed with an Exacto blade. A few cuts on each side and then they all popped out.</p>
<p>I agree about the balconies though. A PITA and they could have made them easier to create.</p>
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