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		<title><![CDATA[Latest posts for the thread "Mek Shokk Attack Gun"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Mek Shokk Attack Gun"]]></description>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ So it happened that my opponent (I guess it could be called) "misfired" a Shokk Attack Gun and his Mek ended up in close combat with my Eldar Guardians on his first turn. So here is the simple question and our sensible (and presumably wrong due to mixing common sense with a <span class="glossaryitem" onmouseover='gp(50);'>GW</span> game) ruling. I found a thread containing all the Ork codex questions but requested no answers be posted so I am asking what people think.<br /> <br /> Are the Mek and Guardians considered locked in combat so no more Ork units may fire on them that shooting phase?<br /> <br /> Our answer was that they were locked and safe from further shooting that turn.<br /> <br /> <br /> Thanks for reading and your thoughts in advance.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 17:34:07]]> GMT</pubDate>
				<author><![CDATA[ Joram]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ Short answer: you were right.<br /> <br /> Longer answer: look at the definitions in the Assault Phase section for what constitutes being locked. Did the unit satisfy the conditions? (Yes.)]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 17:56:15]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ The moral of the story being, I believe, think carefully about the order in which you resolve shooting. ]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 18:01:18]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ Yep.  Saving the shokk is a good idea simply because it is ordinance, let alone the fact that you might end up in combat with whatever you are shooting.  Consequently I always give my shooty mek a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> just incase.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 18:05:40]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ I have to disagree. Out of all the possible misfires, the only one that becomes worse when you fire the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> first is, well, this one. I would still always shoot the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> first; it uses a marker and thus benefits from having the most targets in the area when it goes off. It also lets you compensate for a bad shot by directing more firepower at the intended target.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 18:17:57]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ Yes but firing it after your <span class="glossaryitem" onmouseover='gp(482);'>AT</span> gives you the option of taking a chance at a vehicle if all else fails.  It also depends heavily on what targets the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> has at the time.<br /> <br /> On a side note, I finally rolled boxcars on my <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> and wiped out an entire raptor squad.  Kinda makes up for all the times he's killed himself.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 18:33:55]]> GMT</pubDate>
				<author><![CDATA[ Dakkaladd]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ True. It does depend on the circumstances.<br /> <br /> It's always awesome when that happens, isn't it? (But not for me--I'm the guy staring down the barrel and cursing the loss of my Falcon-full of Harlies.) Not exactly something you can plan for, though.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 19:25:45]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ wait if your in combat then your in combat.  No shooting at people in combat.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2008 19:57:23]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ Props on that shot dakkalad.  I'm still waiitng for those sweet sweet boxcars...]]></description>
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				<pubDate><![CDATA[Sun, 20 Apr 2008 18:58:54]]> GMT</pubDate>
				<author><![CDATA[ biztheclown]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ I was shooting at a warhound when I got my only boxcars.  Should have had something else take out the void shield first...]]></description>
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				<pubDate><![CDATA[Mon, 21 Apr 2008 01:58:18]]> GMT</pubDate>
				<author><![CDATA[ Arglebooster]]></author>
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				<title>Mek Shokk Attack Gun</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I was shooting at a warhound when I got my only boxcars. Should have had something else take out the void shield first... </div></blockquote><br /> Forgive my ignorance of apocalypse rules, but wouldn't box cars remove any model, period?  I don't think void shields would matter, would it?  Again, not familair with most of apocalypse rules.]]></description>
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				<pubDate><![CDATA[Mon, 21 Apr 2008 19:04:20]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
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				<title>Re:Mek Shokk Attack Gun</title>
				<description><![CDATA[ Any model is removed yes, but only if they aren't vehicles. Vehicles take an automatic penetration.]]></description>
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				<pubDate><![CDATA[Sat, 3 May 2008 15:09:21]]> GMT</pubDate>
				<author><![CDATA[ Greebynog]]></author>
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