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		<title><![CDATA[Latest posts for the thread "Exarch Council"]]></title>
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				<title>Exarch Council</title>
				<description><![CDATA[ Currently playtestng this, tell me what you think.<br /> <br /> For each Autarch or Avatar in the Army, you may take an Exarch Council.<br /> <br /> Unit Size: 3-10<br /> The Squad is made up of Exarchs from multiple Paths (with the exclusion of Shining Spears), taken from their respected entry - they cost the same as described and may take any equipment specified in it. This includes Exarch Powers. Powers do not stack, and those that change movement type (eg Surprise Assault - deepstrike or Shadowstrike - allows infiltration) cannot be taken.<br /> <br /> May take a Wave Serpent.<br /> <br /> Special Rules<br /> Fleet - The Squad as the Fleet of Foot special rule, even if it includes models that usually do not (eg Striking Scorpion Exarch).<br /> Wrath of Khaine - May re-roll failed Leadership tests<br />  <br /> So Dakka, what do you think?]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 02:55:31]]> GMT</pubDate>
				<author><![CDATA[ DeadlySquirrel]]></author>
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				<title>Exarch Council</title>
				<description><![CDATA[ Well, while the Court of the Young King is a nice idea it really doesn't present itself as a very viable unit.<br /> <br /> For example, if you take a Dark Reaper Exarch and want to move, he can't shoot.<br /> <br /> Also, the whole purpose of Exarch powers is that the Exarch, after decades of being lost on the path of the warrior, has gained these supernatural abilities. They are meant to be unique to that aspect, yet this unit could combine all the effects - fluff-wise, what rational do you have for this?<br /> <br /> Iranna.]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 22:32:38]]> GMT</pubDate>
				<author><![CDATA[ Iranna]]></author>
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				<title>Re:Exarch Council</title>
				<description><![CDATA[ I concour with the above. However I think there is a way of making this work. You give them all relentless (yes I know a dark reaper firing 3 blasts at ap3 is huge but how much does it cost) and you have a squad upgrade young king (basically an autach stats) and you pick which exarch has the upgrade and that's the wargear you get. I'd say you can only have one of each exarch. ]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 22:53:35]]> GMT</pubDate>
				<author><![CDATA[ Seanaust]]></author>
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				<title>Exarch Council</title>
				<description><![CDATA[ <blockquote><div><cite>Iranna wrote:</cite>Well, while the Court of the Young King is a nice idea it really doesn't present itself as a very viable unit.<br /> <br /> For example, if you take a Dark Reaper Exarch and want to move, he can't shoot.<br /> <br /> Also, the whole purpose of Exarch powers is that the Exarch, after decades of being lost on the path of the warrior, has gained these supernatural abilities. They are meant to be unique to that aspect, yet this unit could combine all the effects - fluff-wise, what rational do you have for this?<br /> <br /> Iranna.</div></blockquote><br /> <br /> He can take a Shurikin Cannon, or you make the squad a firebase and have a lot of Dark Reaper Exarchs in it. It adds variation.<br /> <br /> Fluff =/= Tabletop. But I hear you. I figured that the abilities of the Exarchs "bleed over" into those aound, like they have an aura of power. Or that they are so good at what they do or are so good at leading, they can direct other Exarchs into using their own ability. Or my favourite, the special rules granted could of been learnt by the squad as they remember their training from previous paths. Afterall, the paths teach the Eldar new skills to be used and the only reason they do not use previous knowledge on a path is to concentrate on  learning the new skills. As such, the Exarchs who have years of experience to take from can use previous skills in battle.]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 23:52:37]]> GMT</pubDate>
				<author><![CDATA[ DeadlySquirrel]]></author>
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