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		<title><![CDATA[Latest posts for the thread "Chem-inhaler"]]></title>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ Noticed that chem-inhaler is one of the special equipment doctrines which has no restriction of "Guard infantry only".<br /> <br /> So,can it be applied on a conscript platoon?<br /> <br /> And...the cost of the equipments is "10pts per unit".If a 50-men conscript platoon unit(five squads) take this doctrine,how much the cost is?Is 10pts correct?<br /> <br /> Thanks.]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 12:33:14]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ <a href="http://oz.games-workshop.com/games/40k/chapter_approved/assets/qa/imperialguardqav4.pdf" target="_blank" rel="nofollow">http://oz.games-workshop.com/games/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>/chapter_approved/assets/qa/imperialguardqav4.pdf</a><br /> <br /> Last question.  And although this is an older copy of the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, there is no reason to assume that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has changed their stance on this subject.]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 14:45:59]]> GMT</pubDate>
				<author><![CDATA[ Ghaz]]></author>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ Thank you for answering.<br /> <br /> So it is really hard to keep the morale of conscripts in combat...]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 14:55:37]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ really...? just add an independ commissars for <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 (and only +10p when taken this way ... ok 1-3 per elite slot but do you need more then 3?)<br /> <br /> &gt;Edit for missing &quot;+&quot;&lt;<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 15:50:26]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ <blockquote><div><cite>Tri wrote:</cite>really...? just add an independ commissars for <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 (and only +10p when taken this way ... ok 1-3 per elite slot but do you need more then 3?)<br /> <br /> &gt;Edit for missing &quot;+&quot;&lt;<br /> </div></blockquote><br /> <br /> So the first time they fail a morale test (probably the first time they are assaulted) with a minus to their <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 6, he can kill one with Summary Execution and they pass, taking No Retreat wounds in the process. Next round they test again, but at his <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 minus whatever (assuming the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> Commissar, a T3 2wd character who can be targeted - and who must pile in before the rest of the unit - survives). All you've done is protect your opponent from shooting for one turn and left him free to move and assault on his own turn. Somehow I don't see a benefit................]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 17:30:25]]> GMT</pubDate>
				<author><![CDATA[ don_mondo]]></author>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ Yeah, one of my favorite units in 4th was the good old 40 man conscript plus 1 Ind Commissar.  Those dudes made a great tarpit and with some cheesy maneuvering you could keep the commissar out of comat for like 2 or 3 turns before he was inevitably picked off.<br /> <br /> Now though...ugh!  As don_mondo points out it is a horrible unit.  Five assault marines will destroy this unit by causing initial wounds, then the commissar executes one himself, and finally they have to retake all of their saves again.  Basically, we can imagine that units assaulting the conscripts can now double the amount of wounds they cause per turn.<br /> <br /> Sorry to skew towards tactics, but I just wanted to warn you before you start converting conscripts.  I'm still trying to find a way to use mine!<br /> <br /> [edit] just to clarify - the reason for this is the "No Retreat" (5th ed) status the commissars execution imbues the unit (<a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180152_Imperial_Guard_FAQ_2004-08_5th_Edition.pdf" target="_new" rel="nofollow"><span class="glossaryitem" onmouseover='gp(69);'>IG</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span></a>)]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 19:33:36]]> GMT</pubDate>
				<author><![CDATA[ Glaive Company CO]]></author>
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				<title>Chem-inhaler</title>
				<description><![CDATA[ na my point was only that you could improve there <span class="glossaryitem" onmouseover='gp(82);'>LD</span> that way. Its fair to say that the 5th Ed doesn't like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> ... <br /> ...still look on the bright sided when they do get round to your codex, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will want to get every one buy <span class="glossaryitem" onmouseover='gp(69);'>IG</span> so you'll get some super cheesy rules that every one else will wine about.]]></description>
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				<pubDate><![CDATA[Fri, 12 Sep 2008 00:39:19]]> GMT</pubDate>
				<author><![CDATA[ Tri]]></author>
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				<title>Re:Chem-inhaler</title>
				<description><![CDATA[ Enjoy your paint-sniffers while you can. Surely when the new guard codex drops, all that cool stuff will be gone.]]></description>
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				<pubDate><![CDATA[Fri, 12 Sep 2008 01:05:03]]> GMT</pubDate>
				<author><![CDATA[ warpcrafter]]></author>
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