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		<title><![CDATA[Latest posts for the thread "Hand to Hand wound allocation + independent characters"]]></title>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ Ok... so unless i'm reading the rules wrong, if I have an independent character with a 2+ save in a squad of guys with a 3+ save, as long as the guy with the 2+ save is in base to base contact with someone swinging at this initiative level, I can take saves on the 2+ armor character until he dies.<br /> <br /> So, as an example... Astorath + 10 death company vs 5 grey knight terminators with halbreds.<br /> <br /> Astorath is in base to base with at least 1 halbred guy. The halbreds swing first, and score 7 wounds. I can chose to allocate first to astorath, and take 7 saves, one at a time, on him, until he's dead?]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 15:45:07]]> GMT</pubDate>
				<author><![CDATA[ Horst]]></author>
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				<title>Re:Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ Correct, although you are risking your character dying. And in the case of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> and different saves, you can only take <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> before the regular save is rolled. So you can't roll 2+ saves and then <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> any failed saves away.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 15:52:54]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ Yeah, you can do that.<br /> <br /> Challenges can sometimes help mitigate the effect though.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 15:52:57]]> GMT</pubDate>
				<author><![CDATA[ Blood and Slaughter]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ right, its not always best, but the MAIN worry I have in my death company list is squads packing power weapons... namely <span class="glossaryitem" onmouseover='gp(305);'>GK</span> and a few Xenos equivalents. <br /> <br /> If I have astorath in the squad though, and they manage 4-5 AP3 wounds, I'd rather take 4-5 2+ saves on him than rely on my death companies 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> saves alone.<br /> <br /> If they challenge, couldn't I just decline, and still allocate wounds to him?]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 15:57:20]]> GMT</pubDate>
				<author><![CDATA[ Horst]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ No, if you decline a challenge, the opposing player may select any character in the combat and he plays no part at all.<br /> <br /> If you had a sergeant or other character as well as Astorath then they could accept the challenge and you'd be okay.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 15:59:30]]> GMT</pubDate>
				<author><![CDATA[ Blood and Slaughter]]></author>
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				<title>Re:Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ And keep in mind you would have to roll those 2+ saves one at a time. Because if Astorath dies he can't take any more saves, and the rest will pass on to the Death Company.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 16:07:48]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ According to the rules, which I just re-read, a character refusing a challenge can't strike blows, and the squad can't use his leadership. Everything else should be as normal... including allocation of wounds.<br /> <br /> So yea, it looks like its gonna be super important to include at least one 2+ save character in each squad.<br /> <br /> I could throw in a techmarine, I suppose, in the squads that don't get astorath with them.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 16:20:19]]> GMT</pubDate>
				<author><![CDATA[ Horst]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ Yeah, you're right (though I suspect the rules <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> might change that). ]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 16:23:11]]> GMT</pubDate>
				<author><![CDATA[ Blood and Slaughter]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ <blockquote><div><cite>Blood and Slaughter wrote:</cite>Yeah, you're right (though I suspect the rules <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> might change that). </div></blockquote><br /> <br /> Why?<br /> <br /> It doesn't mention anything other than he can't strike blows because he's busy trying to get away from / defend himself from the enemy character looking for him... fluffwise, that could mean he's open to attacks from the rest of the enemy, or he's just parrying all their swings and has no time to attack, hence the refusal and his current inability to attack or lead.<br /> <br /> Allocating wounds to a refusing character sounds legit to me <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 16:24:50]]> GMT</pubDate>
				<author><![CDATA[ Horst]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ Oh I think it's completely legit as things stand. I'm just not quite certain it's the intention, it may well be, but it feels off to me is all. I don't especially mind either way as in general declining a challenge and so losing attacks from a 'killy' model seems punishment enough.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 16:30:23]]> GMT</pubDate>
				<author><![CDATA[ Blood and Slaughter]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ Yea... but it certainly seems like adding techmarines to squads where I don't have an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is going to be especially awesome now. Every 2+ save I make on him would save a death company marine from taking a 5+ save, and against squads that are not using power swords, he still gets 2 power ax swings + a power fist. Not bad for 65 points. Also, the ability to repair stormravens might be pretty cool.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 16:41:58]]> GMT</pubDate>
				<author><![CDATA[ Horst]]></author>
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				<title>Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ A bit confused...<br /> <br /> I thought that in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> wounds were allocated to nearest model, just like in shooting.  Meaning that if say your 10 man death company are all in base contact with the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> squad, they should be taking wounds as well.  The exception being that if multiple models are in base contact with the model attacking you "random-roll" to figure out who gets it.<br /> I don't remember being able to allocate wounds for models with different saves...]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 21:30:57]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Re:Hand to Hand wound allocation + independent characters</title>
				<description><![CDATA[ No, they are just allocated amoung models in <span class="glossaryitem" onmouseover='gp(242);'>BtB</span> first. No restrictions about which models in <span class="glossaryitem" onmouseover='gp(242);'>Btb</span> though.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2012 21:46:20]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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