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		<title><![CDATA[Latest posts for the thread "New armour save mechanic."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "New armour save mechanic."]]></description>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ This might be a little <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, or it may be just stupid.<br /> <br /> but here goes.<br /> <br /> Armour would, become less effective if it's hunked and damaged.<br /> <br /> I'll give three examples, all will be AP1.<br /> <br /> a marine with an armour save of 3+.<br /> Would get no armour save.<br /> A terminator with a 2+/5+<br /> would get an invulnerable save of 6.<br /> a terminator with a 2+/3+<br /> would get a 4+ invulnerable save.<br /> <br /> So, if you have an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, Minus that from the units armour save.<br /> <br /> I.e. AP1 counts as 6 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> Points, against a <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> of 2+ and 5+, which is 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> points. (5 for the 2+, 2 for the 5+.)<br /> <br /> Thoughts?<br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: <br /> If you don't like the idea, that's okay, but don't go on a tangent.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 11:11:32]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>Re:New armour save mechanic.</title>
				<description><![CDATA[ Think its just better to keep simple things simple. The games already take long enough, and just takes longer the more calculations you have to do midgame.<br /> This would make units that only have a weak invul save even more fragile if they lose that save to any random ork slugga.<br /> (according to your example, the 3++ terminator would go down to 4++... so I'm guessing <span class="glossaryitem" onmouseover='gp(6);'>AP</span> would affect invul saves)<br /> So a 5+ harlequin wouldn't get a save at all against most weapons?<br /> <br /> Just curious, do you even like this game at all? Seems like you more or less want to change everything about it  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 12:15:12]]> GMT</pubDate>
				<author><![CDATA[ SuperioR]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ thanks for putting it without making a stupid comment. commended.<br /> <br /> I do like this game, I just thought it might be different.<br /> <br /> Trust me, any game I play, I try to change things and make new rules.<br /> <br /> It's the most I get out of most board/tabletop games.]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 13:14:11]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>Re:New armour save mechanic.</title>
				<description><![CDATA[ Fair enough.<br /> <br /> However, did I understand correctly that <span class="glossaryitem" onmouseover='gp(6);'>AP</span> affects invul saves? I think thats harsh on the units that only have a invul save (i.e. daemons) but its a bad one (5+ etc).]]></description>
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				<pubDate><![CDATA[Tue, 2 Mar 2010 14:30:16]]> GMT</pubDate>
				<author><![CDATA[ SuperioR]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ Duly noted.<br /> <br /> I think we can safely remove damaged to invulnerable save<br /> <br /> or maybe halve it?]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 09:54:25]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ Ya I would say either have it not affect the <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save or maybe have it only effect high <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves like 2++ etc.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 15:51:34]]> GMT</pubDate>
				<author><![CDATA[ Tyrant Valafar]]></author>
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				<title>Re:New armour save mechanic.</title>
				<description><![CDATA[ The system is good as it gets <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/282005/1380472.page</guid>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 16:28:54]]> GMT</pubDate>
				<author><![CDATA[ Blood4Khorne]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ If this is to reflect damaged armour should it not be used in turns after the first save?]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 18:28:28]]> GMT</pubDate>
				<author><![CDATA[ jbunny]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ Back in third edition weapons didn't have an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, they had a save modifier. The first Necron Gauss Flayers had, I think, -2 Modifier. So Marines had to make a 5+ save.<br /> <br /> It was pointless and made the game longer to play.<br /> <br /> The method you seem to be suggesting is about the same. The 5th edition armour saves are much, much smoother. I'd rather not see a return to the old days.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 18:29:08]]> GMT</pubDate>
				<author><![CDATA[ Miraclefish]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ <blockquote><div><cite>Miraclefish wrote:</cite>Back in third edition weapons didn't have an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, they had a save modifier. The first Necron Gauss Flayers had, I think, -2 Modifier. So Marines had to make a 5+ save.<br /> <br /> It was pointless and made the game longer to play.<br /> <br /> The method you seem to be suggesting is about the same. The 5th edition armour saves are much, much smoother. I'd rather not see a return to the old days.</div></blockquote><br /> <br /> That was 2nd edition.  Third's saves is the same as 4th and 5th.  Considering that they have not changed it in 3 editions I don't forsee a change anytime soon.  It also makes me think it is a pretty good system.]]></description>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 18:31:44]]> GMT</pubDate>
				<author><![CDATA[ jbunny]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ Here we go again!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/282005/1380849.page</guid>
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				<pubDate><![CDATA[Wed, 3 Mar 2010 18:56:33]]> GMT</pubDate>
				<author><![CDATA[ Ed_Bodger]]></author>
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				<title>New armour save mechanic.</title>
				<description><![CDATA[ Ok, I learnt something.<br /> <br /> Sounds good. <br /> <br /> I just thought it might be a bit more realistic.<br /> <br /> I love it as a home game.]]></description>
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				<pubDate><![CDATA[Thu, 4 Mar 2010 11:47:31]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>Re:New armour save mechanic.</title>
				<description><![CDATA[ Locking at user request then.]]></description>
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				<pubDate><![CDATA[Thu, 4 Mar 2010 11:51:49]]> GMT</pubDate>
				<author><![CDATA[ reds8n]]></author>
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