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		<title><![CDATA[Latest posts for the thread "Shooting at teammates/into an active Assault."]]></title>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Shooting at teammates: If you have an alied unit that is getting in your way and causing nothing but inconvenience, you must take a morale check. If you "fail", you may shoot these so-called friends! Cruel but there have been times when I've really wanted to take out my gun drones that were about to get assaulted, which would stop me from shooting the assaulting enemy for a turn!<br /> Shooting at Assault: If there is an assault, you cannot shoot at it! This is a pathetic rule designed, as usual, to favour melee-based armies. I say that if you shoot at an enemy locked in combat, if you miss, you count as hitting alies.<br /> <br /> Note: These are not the best rules in terms of the rulebook, but would make awesome special rules for Orks, Tyranids or Guard.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 17:40:51]]> GMT</pubDate>
				<author><![CDATA[ MR24]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Agreed! It's such a pain in the arse when my guardsman get locked in combat in front of my <span class="glossaryitem" onmouseover='gp(87);'>LR</span>]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 04:55:30]]> GMT</pubDate>
				<author><![CDATA[ Vendetta 476]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ You know whats a bigger pain? When my boyz get locked into combat! If I could pellet my foes with lootas while my boyz slash them down, I'd be wiping out enemy units so fast, my goodness.<br /> I think melee units would become even more powerful if people could pull a one-two punch with them. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 06:52:12]]> GMT</pubDate>
				<author><![CDATA[ terranarc]]></author>
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				<title>Re:Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ it would also be better if it was determined whether there is a clear line of sight to the eniemies, look at this diagram.<br /> O=Lottas<br /> X=Boyz<br /> T=Guardsman<br /> <br /> <br /> If it were like this:<br /> TTTTTTTTTTTT<br /> XXXXXXXXXXXXXX<br /> <br /> <br /> <br /> OOOOOOOOOOO<br /> I would take 6's to hit the Guardsman<br /> <br /> <br /> However if it were so:<br /> <br /> XXXXXXXXXX<br /> TTTTTTTTTT<br /> <br /> <br /> <br /> OOOOOOOO<br /> 6's would be required to hit your own fellas.<br /> <br /> And if (somehow) like this:<br /> <br />           X T<br />           X T<br />           X T<br /> <br /> OOOOOOOOOOO<br /> <br /> it would be odds your own and evens them or hell it could even be based per loota position.<br /> <br /> Just mah idea]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 07:01:02]]> GMT</pubDate>
				<author><![CDATA[ Vendetta 476]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Every shot that misses hits a friendly model. Simple.<br /> <br /> This would also make static gunlines much more powerful, such as tau and <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, being able to tarpit everything with cheap 50p squads of 10 or 20 and blasting the shizz out of shazz.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 07:34:59]]> GMT</pubDate>
				<author><![CDATA[ BronzeJon]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ But your idea bronze doesnt take into account the direction of the assualt]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 07:36:33]]> GMT</pubDate>
				<author><![CDATA[ Vendetta 476]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ I guess, but I was on the thinking that simpler is better, and that any way to use directional info would be way complicato.<br /> <br /> <br /> OR, lightbulb moment here guys. Roll misses on the to wound chart, these wounds are instead inflicted on and distributed by the controlling player between any number of friendly units in the melee.<br /> <br /> Cover saves allowed.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 07:48:06]]> GMT</pubDate>
				<author><![CDATA[ BronzeJon]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ OK let me get wat you are saying, instead of allocating wounds on the enemy, you can allocate them on your own guys?<br /> <br /> <br /> NVM RE-Read<br /> However there is one flaw with your idea, when its wounding, the shot is already fired and hitten the target therefore cant suddenly wound your own guys]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 08:09:57]]> GMT</pubDate>
				<author><![CDATA[ Vendetta 476]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Eldar vibro cannon can fire at friendlies, so why not other stuff?]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 10:12:18]]> GMT</pubDate>
				<author><![CDATA[ Skinnereal]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ A Vibro Cannon is only one, rarely used, gun though.<br /> <br /> <blockquote><div><cite>MR24 wrote:</cite> This is a pathetic rule designed, as usual, to favour melee-based armies.</div></blockquote><br /> <br /> Melee is typically the underdog in the Meta at the moment; shooty armies are the most successful <span class="glossaryitem" onmouseover='gp(258);'>atm</span> it seems. <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, for example, do not need a buff.<br /> <br /> <blockquote><div><cite>BronzeJon wrote:</cite>Every shot that misses hits a friendly model. Simple.<br /> <br /> This would also make static gunlines much more powerful, such as tau and <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, being able to tarpit everything with cheap 50p squads of 10 or 20 and blasting the shizz out of shazz.</div></blockquote><br /> <br /> Whilst flawed, this is the simplest solution <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.<br /> You can shoot into combat, but it's not without cost. Most armies that would choose to shoot into combat have lower <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and costs, therefore this new ability countered by how they they are also likely to hit their own men.<br /> For example, Space Marines in combat with <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. If Guardsmen shoot at them, they have a 50/50 chance between hitting their own, weaker, cheaper models who would be more vulnerable to the shots anyway, or they can hit the more expensive tactical marines for little reply.<br /> <br /> Ultimately however, I'd say the idea isn't needed. Shooty armies don't need any more help, whilst (judging by the fluff), the only armies likely to risk shooting their own men are Imperial Guard, Orks and Nids. Only the former of which is typically a shooty army and they don't need any improvement competitively.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 12:03:48]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ <blockquote><div><cite>BronzeJon wrote:</cite>Every shot that misses hits a friendly model.</div></blockquote><br /> <br /> How about every shot that misses is rolled again and hits are applied to the guys getting in the way.  I would assume that those shooting would be doing their best to hit the enemy, and not just shooting into the crowd. After all some shots would just miss altogether.]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2011 14:42:03]]> GMT</pubDate>
				<author><![CDATA[ PC Veteran]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ I don't know if this works. There needs to be more of a sever downside. Your men have there back to your men and are physically in between you and your target. I think you should roll to hit your own men and only the misses against them be re-rolled against the enemy... and the enemy gets a cover save.]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2011 14:55:47]]> GMT</pubDate>
				<author><![CDATA[ aka_mythos]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ I like that, but maybe with just normal armor saves. <br /> <br /> Only because all of the hits you have made on your own troops would have been the cover the other unit would have been receiving.]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2011 20:58:00]]> GMT</pubDate>
				<author><![CDATA[ PC Veteran]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Yeah, and its an improvment on my idea <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 26 Aug 2011 20:37:36]]> GMT</pubDate>
				<author><![CDATA[ Vendetta 476]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Its the proposed rules forum, implicitly people are going to build on the different ideas here. Otherwise its just a thumbs up, thumbs down approach to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.]]></description>
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				<pubDate><![CDATA[Sat, 27 Aug 2011 16:08:18]]> GMT</pubDate>
				<author><![CDATA[ aka_mythos]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ This is very similar to the special rule I would like to give to my home-brew Inquisitor.  Instead of it being regular for the whole army to be able to shoot at enemies locked in close combat, the army could only fire at the enemies that my inquisitor is locked in combat with, in a sense giving him support.  Any shots fired that roll a 1 to hit are taken against my Inquisitor and his unit.  Any model wounded may take a 5+ cover save reflecting the quick movements of combat and the mass of weapons and armor of other people getting in the way.<br /> <br /> Allowing an entire army to fire into any close combat without a severe downside might be overpowered, but if done correctly I think it would be awesome!]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 03:16:01]]> GMT</pubDate>
				<author><![CDATA[ Rocketmike]]></author>
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				<title>Re:Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ I love the idea! maybe units shooting into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> have to take a -1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> due to the swirling melee they have a harder time finding their targets.  This would make players think twice about shooting anything into a melee with their precious troops.]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 03:54:03]]> GMT</pubDate>
				<author><![CDATA[ Zalmout]]></author>
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				<title>Re:Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ <blockquote><div><cite>Zalmout wrote:</cite>I love the idea! maybe units shooting into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> have to take a -1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> due to the swirling melee they have a harder time finding their targets.  This would make players think twice about shooting anything into a melee with their precious troops.</div></blockquote><br /> <br /> Thats exactly the idea I had.<br /> <br /> I also sort of like the leadership test idea, but that they must pass their test, and not fail it.  If they fail, they aren't willing to risk hitting their buddies, but if they pass, they're convinced that their aim will be true, and the enemies dead.]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 19:17:58]]> GMT</pubDate>
				<author><![CDATA[ Nocturn]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ <blockquote><div><cite>BronzeJon wrote:</cite>Every shot that misses hits a friendly model. Simple.<br /> </div></blockquote><br /> <br /> This is exactly the answer I give every time this comes up, but with the addition of both sides getting cover saves. to represent the actual misses caused...Ork players always complain this makes them more likely to hit their own guys the enemy though <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Jack]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 19:19:38]]> GMT</pubDate>
				<author><![CDATA[ Jackmojo]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Orks shouldnt want to fire into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> anyway <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  I suppose every shot that misses could hit a friendly model instead.  In any case, I like the idea of a rule kinda like this.]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 20:50:49]]> GMT</pubDate>
				<author><![CDATA[ Rocketmike]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ <blockquote><div><cite>Jackmojo wrote:</cite><blockquote><div><cite>BronzeJon wrote:</cite>Every shot that misses hits a friendly model. Simple.<br /> </div></blockquote><br /> <br /> This is exactly the answer I give every time this comes up, but with the addition of both sides getting cover saves. to represent the actual misses caused...Ork players always complain this makes them more likely to hit their own guys the enemy though <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Jack</div></blockquote><br /> So what about if you only have one model in combat vs twenty enemies? Even space marines would be hitting their own captain (or whoever) one shot out of every three. Or it's twenty guys vs a couple of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 22:55:27]]> GMT</pubDate>
				<author><![CDATA[ Bookwrack]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Simplicity trumps realism basically.<br /> <br /> I'm not gonna suggest a rule where one has to figure ratios to shoot something.  Something simple like the more out numbered side gets +1 to their cover save would be about as far as I'd want to go.<br /> <br /> Jack<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 23:08:29]]> GMT</pubDate>
				<author><![CDATA[ Jackmojo]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ This is one thing I hope is changed in 6th ed.]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 23:10:58]]> GMT</pubDate>
				<author><![CDATA[ ZacktheChaosChild]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Not sure about the anything that misses auto hits own squad, sure that's a GREAT deterrent, won't be firing any Punishers at squads combating my own any time soon, maybe Hydra's. <br /> <br /> I wish Ordnance or any template weapons could however.  Automatically target enemy unit that causes least damage to squad or furthest from friendly unit and fire ((scatter)). At least with a template you KNOW how many hits to roll/take.  Often look at those squads besieged and say "In the real world, those guys are dead already, the ANY chance to survive danger close fire is far better than NO chance to survive giant meat cleaver swinging hulks of unstopping green skin. And if it were Nid's nuke the whole place from orbid, every last man there is dead anyway no matter how far they ran." <br /> <br /> Not sure how you'd fluff up 10 shots from a Punisher missing giant orks, but knocking down 10 puny Hummies <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">. ]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 23:22:42]]> GMT</pubDate>
				<author><![CDATA[ Dracheous]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Personally I'd go for something like this:<br /> <br /> 1- You roll to hit <br /> 2-you reroll successful hits. If you hit &lt;gain you hit enemy. If you miss, you hit your troops<br /> 3-cover saves for interposing units apply as normal<br /> 4-inflicetd wounds do not cause a normal morale check for 25%+ casualties. instead they count as wounds inflicted in the assault. Every wound inflicted on your side count as 2 wounds, since it's very demoralizing finding yourself under friendly fire...&gt;]]></description>
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				<pubDate><![CDATA[Sun, 28 Aug 2011 23:44:31]]> GMT</pubDate>
				<author><![CDATA[ punkow]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ I'm pretty sure this exact scenario is addressed in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> and I have rather severe doubts they would reverse course this far in.]]></description>
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				<pubDate><![CDATA[Mon, 29 Aug 2011 00:06:31]]> GMT</pubDate>
				<author><![CDATA[ AustonT]]></author>
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				<title>Re:Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Awesome ideas for additions, guys! Just keep in mind that these are the most basic rules. If the rulebook had this, there would be a whole bunch of additional complications. As for the inverted morale, it's because units with high morale, like Space Marines or Necrons are either not very expendable or too rightious to betray. Tyranids and stuff would be far more likely. Also, if this was an official rule, armies like Dark Eldar would probably have a special rule due to their evil intent.]]></description>
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				<pubDate><![CDATA[Tue, 30 Aug 2011 03:08:26]]> GMT</pubDate>
				<author><![CDATA[ MR24]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Good point.]]></description>
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				<pubDate><![CDATA[Tue, 30 Aug 2011 03:38:49]]> GMT</pubDate>
				<author><![CDATA[ Nocturn]]></author>
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				<title>Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ You could roll to hit, and for every successful cover save your opponent makes, you could roll again to wound your own models.]]></description>
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				<pubDate><![CDATA[Thu, 1 Sep 2011 14:36:07]]> GMT</pubDate>
				<author><![CDATA[ Lord Magnus]]></author>
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			<item>
				<title>Re:Shooting at teammates/into an active Assault.</title>
				<description><![CDATA[ Oh look, it's this thread again.<br /> <br /> This has been discussed to death, and it simply is a bad idea.  The game balance would get totally thrown out of whack (imagine a small <span class="glossaryitem" onmouseover='gp(69);'>IG</span> unit assaulting an Ork horde just to allow for the pie plates to wipe everything out).  And, it gives massive advantages to some armies (<span class="glossaryitem" onmouseover='gp(119);'>SM</span> in particular) with a massive disadvantage to others (Orks, who would be more likely to hit their own guys than the opponent's).<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has been firm on the "no shooting into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>" for the entire history of the game.  It's not going to change any time soon.<br /> <br /> The only way this may work/be logical/actually happen is in the case of Tau drones.  I could see the next Tau codex introducing a rule allowing <span class="glossaryitem" onmouseover='gp(19);'>CC</span> involving only drones to be fired into.]]></description>
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				<pubDate><![CDATA[Thu, 1 Sep 2011 21:19:05]]> GMT</pubDate>
				<author><![CDATA[ Grakmar]]></author>
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