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		<title><![CDATA[Latest posts for the thread "Fleeing??"]]></title>
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				<title>Fleeing??</title>
				<description><![CDATA[ In <span class="glossaryitem" onmouseover='gp(3);'>40k</span> you have assault use the rule defenders react i myself have nothing against it but my friend how plays <span class="glossaryitem" onmouseover='gp(69);'>ig</span> and some warhammer fantasy army and thinks fleeing would be a good rule for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for all of you how dont know what fleeing is well in warhammer fantasy you can flee or run away when your assaulted instead of fighting,so whats your point of view? should <span class="glossaryitem" onmouseover='gp(3);'>40k</span> have this rule as well?]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 00:46:45]]> GMT</pubDate>
				<author><![CDATA[ Sternguard_rock]]></author>
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				<title>Fleeing??</title>
				<description><![CDATA[ Holy crap check your grammar! I can barely understand what you're saying, and still am very confused. Also, no?]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 02:04:17]]> GMT</pubDate>
				<author><![CDATA[ Skinnattittar]]></author>
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				<title>Fleeing??</title>
				<description><![CDATA[ <blockquote><div><cite>Skinnattittar wrote:</cite>Holy crap check your grammar! I can barely understand what you're saying, and still am very confused. Also, no?</div></blockquote><br /> <br /> The ability to flee would be a potent tool. C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> makes it possible to run away like sissies thanks to combat tactics.<br /> <br /> Stand and shoot would be good too.<br /> <br /> They also need to resolve the problems with the close combat system. This "40 attacks go at the one model in your squad in base contact with our squad, and the guy 2" behind him. Take 20 wounds, no armor save, the entire unit dies!" nonsense should never have been introduced (thank 3e children).]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 05:17:26]]> GMT</pubDate>
				<author><![CDATA[ with an iron fist]]></author>
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				<title>Fleeing??</title>
				<description><![CDATA[ Isn't that the same thing as the voluntary fallback thing from 3rd edition?]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 09:54:43]]> GMT</pubDate>
				<author><![CDATA[ captain.gordino]]></author>
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				<title>Fleeing??</title>
				<description><![CDATA[ <blockquote><div><cite>with an iron fist wrote:</cite><br /> The ability to flee would be a potent tool. C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> makes it possible to run away like sissies thanks to combat tactics.<br /> <br /> Stand and shoot would be good too.<br /> <br /> They also need to resolve the problems with the close combat system. This "40 attacks go at the one model in your squad in base contact with our squad, and the guy 2" behind him. Take 20 wounds, no armor save, the entire unit dies!" nonsense should never have been introduced (thank 3e children).</div></blockquote><br /> <br /> If one of your guys is in base to base then the rest of your squad MUST move up to 6" to come into base to base with the enemy, so the situation you described should rarely arise (also remember that your figures are just representations of what your army is doing. It is unlikely in any melee combat that you wouls just stand there after you killed the first guy you came accross. No, rather you would push forward to kill the rest of them, that is what the rule describes.)<br /> <br /> Stand and shoot would seriously bias the game towards shooting armies. It works in WFB because only a few units per army will have ranged weapons. In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, where everyone and their mother has a gun, nobody would be able to charge effectively ever. If you wanted to charge some lootas they would get d3 S7 shots at you each before you hit them. If you wanted to charge a squad of 10 fire warriors they would get 20 S5 5 shots.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 11:42:06]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Fleeing??</title>
				<description><![CDATA[ @ Regwon : As opposed to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> being seriously biased towards assaulty armies? Sounds like a double standard to me....]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 11:55:06]]> GMT</pubDate>
				<author><![CDATA[ Skinnattittar]]></author>
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				<title>Re:Fleeing??</title>
				<description><![CDATA[ The difference is combat armies take at least 2 turns to get into combat. They may be devastating when they get there, but if they dont get there they are pointless. During those turns you will see your opponent shooting at you and/or redeploying to make your charge less effective. Letting a unit have a stand and shoot charge reaction is like giving that unit have an extra turn of shooting. Spread accross the game it means that you will probably be getting 7-8 turns of shooting into a combat unit. This will render combat armies useless because all of their guys will be dead before they can do any damage.<br /> <br /> To go the otherway, would it be ok if a combat army were to deploy within 6" of you on the first turn? No because any shooting army would lose.<br /> <br /> Currently almost every army in the game has either combat units of its own, enough firepower to make serious dents in a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army before they get there or some means of avoiding combat altogether. <br /> <br /> Regardless, a balance should be sought between the two. Giving units charge reactions in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> swings the pendulum too much the other way.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 14:10:33]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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