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		<title><![CDATA[Latest posts for the thread "digging in"]]></title>
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				<title>digging in</title>
				<description><![CDATA[ Hey all i know with 6th around the corner this seems pointless but i had an idea. Give infantry the abillity to dig in so lets say an imperial guard <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> is in a ruin they have a 4+ save they could declare to be digging in they cannot move or shoot for that turn and if they are assaulted it fails however if succesful they gain +1 to their cover save and if they are charged whilst dug in the enemy gains no bonus from charging however if this squad wants to move they must take a dangerous terrain test what do you guys think ? ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jun 2012 15:51:26]]> GMT</pubDate>
				<author><![CDATA[ Crimson-King2120]]></author>
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				<title>digging in</title>
				<description><![CDATA[ I think that would be good it has its bonuses but also takes away a valuable turn of shooting<br /> <br /> Only thing is what if you have a veteran squad with camo cloaks who dig in..... Thats a 2+ cover save they are practically terminators.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jun 2012 17:00:12]]> GMT</pubDate>
				<author><![CDATA[ admiral9]]></author>
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				<title>digging in</title>
				<description><![CDATA[ <blockquote><div><cite>admiral9 wrote:</cite>I think that would be good it has its bonuses but also takes away a valuable turn of shooting<br /> <br /> Only thing is what if you have a veteran squad with camo cloaks who dig in..... Thats a 2+ cover save they are practically terminators.</div></blockquote><br /> And then the other guy rolls in a flamer and they become rather crispy.   <br /> <br /> But let's go one further, imagine them with a techmarine ally reinforcing that to 1+.   "What is dying?"  ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jun 2012 17:17:45]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>digging in</title>
				<description><![CDATA[ Or, what about a slight moderation on this: allow any unit to go to ground to be able to shoot normally, but may not move during the turn they do so. Naturally this means that going to ground as a reaction to shooting will become true pinning. One is lying down and finding proper cover, the other is mindlessly hitting the deck.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jun 2012 17:40:51]]> GMT</pubDate>
				<author><![CDATA[ Mahtamori]]></author>
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				<title>digging in</title>
				<description><![CDATA[ You cant get 1+ save att least i hope you cant to counter the 2+ thing you could say if the squad is hit with a blast wepon they lose the +1 advantage so in the above example if the <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> is hit with frag round from a <span class="glossaryitem" onmouseover='gp(328);'>ML</span> they lose the +1 makibg their cover save 4+ again ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jun 2012 22:04:52]]> GMT</pubDate>
				<author><![CDATA[ Crimson-King2120]]></author>
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				<title>Re:digging in</title>
				<description><![CDATA[ Kind of pointless really, as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> are the army that would benefit most here (<span class="glossaryitem" onmouseover='gp(333);'>PA</span> not really benefiting). <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have the "Incoming" order which does exactly what you described...not to mention the fact that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is trying to get away from the "terrain-hugging" mentality we have had in 5th.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jun 2012 22:54:22]]> GMT</pubDate>
				<author><![CDATA[ riverhawks32]]></author>
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