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		<title><![CDATA[Latest posts for the thread "Nob Bikerz"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Nob Bikerz"]]></description>
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				<title>Nob Bikerz</title>
				<description><![CDATA[ I can hear you groaning "not another Nob Bikerz thread..." but I'm not asking for any tactics on how to use them. All I want to know, in the simplest terms possible, is how the wound allocation rules make them so attractive, as simply as possible.<br /> <br /> Mods: If this should be in <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> then feel free to move it<br /> <br /> Thanks,]]></description>
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				<pubDate><![CDATA[Tue, 7 Dec 2010 17:00:41]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Re:Nob Bikerz</title>
				<description><![CDATA[ They can all have different equipment for a low investment. Wound allocation allows you to assign wounds to different "groups" of models in your unit. In a proper nob biker squad, every model is it's own group and can be assigned a wound. With a warboss in the unit, that means you could take 12 wounds before you loose a model. (1 on each nob biker + 2 on the warboss). Add <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> + T5 + 2 wounds + always 4+ coversave + probably 3+ coversave the one turn the enemy has to shoot them before they hit close combat + good killing power + extreme mobility + large bases for multicharging and blast avoidance and you've got a unit that dominated the tourney scene until the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> and newer codexes came along]]></description>
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				<pubDate><![CDATA[Tue, 7 Dec 2010 17:04:59]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Nob Bikerz</title>
				<description><![CDATA[ If each biker has different gear, the rules allow you to spread the wounds around, giving each model 1 wound before giving any model a second wound.<br /> <br /> So if you have 5 nob bikers, for example, and take 5 unsaved non-insta-kill wounds, you can put one wound on each biker and not pull any models as casualties.<br /> <br /> This is an exception to the normal rules for multi-wound models (when the models are identical) that require you to remove unwounded models whenever possible.]]></description>
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				<pubDate><![CDATA[Tue, 7 Dec 2010 17:05:00]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Nob Bikerz</title>
				<description><![CDATA[ That's simple enough.  Nob bikers can be individualized so that you have 10 different wound allocation groups.  Each of these groups can absorb 2 wounds before they lose any combat effectiveness.  Wounds can be distributed anyway you like to these groups up to 10, then can be reallocated as you like up to 20, at which point each bike takes 2 tests.  Under ideal conditions, a nob biker unit can take 9 wounds before it loses a single attack- and that's if it isn't being led by a biker warboss!<br /> <br /> Added to their inherent toughness, cover save, and feel no pain, these guys are extremely difficult to get off of the table.]]></description>
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				<pubDate><![CDATA[Tue, 7 Dec 2010 17:05:51]]> GMT</pubDate>
				<author><![CDATA[ Gitzbitah]]></author>
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				<title>Nob Bikerz</title>
				<description><![CDATA[ They are tough, can dish out a lot of pain and if they are all uniquely equipped, meaning each Nob is his own wound bucket, they can take a number of wounds equal to the size of the squad without losing any combat effectiveness.]]></description>
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				<pubDate><![CDATA[Tue, 7 Dec 2010 17:06:23]]> GMT</pubDate>
				<author><![CDATA[ Kymera]]></author>
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				<title>Nob Bikerz</title>
				<description><![CDATA[ Ok thanks very much for the info guys <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 7 Dec 2010 17:10:33]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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