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		<title><![CDATA[Latest posts for the thread "Imperial Guard - Combat Engineers"]]></title>
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				<title>Imperial Guard - Combat Engineers</title>
				<description><![CDATA[ New Doctrine suggestion for Veteran squads (to go with Grenadiers, Demolitions and Forward Sentries);<br /> <br /> <b>Sappers - 30 points</b><br /> The unit gains the <i>Bolster Defences</i> special rule, and may designate 1 piece of terrain not more than 6" across at its narrowest point. Friendly models crossing that piece of terrain across its narrowest point may treat the terrain as 1 grade lower - Impassable Terrain becomes Dangerous, Dangerous Terrain becomes Difficult, and Difficult Terrain becomes Open.<br /> <br /> So, what do you think? On par with Carapace Armour / Demo Charge + Meltabombs / Camo Cloaks + Snare Mines? A solid defensive bonus and a situational offensive bonus.]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2012 02:20:09]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Re:Imperial Guard - Combat Engineers</title>
				<description><![CDATA[ It should probably be similar to Bolster Defenses from the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex, in that it just gives a piece of terrain (that is not a fortification) +1 to it's cover save.  ]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2012 03:31:19]]> GMT</pubDate>
				<author><![CDATA[ RegalPhantom]]></author>
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				<title>Imperial Guard - Combat Engineers</title>
				<description><![CDATA[ maybe they could gain something like cluster mines like space marine scout bikes have? You secretly nominate one piece of terrain to rig with explosives, when the enemy moves into that piece of terrain, all models in that unit suffer a strength 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 hit that ignores cover saves. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2012 03:37:20]]> GMT</pubDate>
				<author><![CDATA[ psychadelicmime]]></author>
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				<title>Imperial Guard - Combat Engineers</title>
				<description><![CDATA[ I feel like it's too similar to scout vets, the only difference is that moving through cover is slightly easier, and the lose defensive grenades.]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2012 03:39:31]]> GMT</pubDate>
				<author><![CDATA[ moom241]]></author>
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				<title>Re:Imperial Guard - Combat Engineers</title>
				<description><![CDATA[ <blockquote><div><cite>RegalPhantom wrote:</cite>It should probably be similar to Bolster Defenses from the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex, in that it just gives a piece of terrain (that is not a fortification) +1 to it's cover save.  </div></blockquote><br /> <br /> It does. That's what Bolster Defences does. Hence "The unit gains Bolster Defences <b>and</b>...".<br /> <br /> <blockquote><div><cite>psychadelicmime wrote:</cite>maybe they could gain something like cluster mines like space marine scout bikes have? You secretly nominate one piece of terrain to rig with explosives, when the enemy moves into that piece of terrain, all models in that unit suffer a strength 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 hit that ignores cover saves. </div></blockquote><br /> <br /> That sounds more like something Forward Observers would have.<br /> <br /> <blockquote><div><cite>moom241 wrote:</cite>I feel like it's too similar to scout vets, the only difference is that moving through cover is slightly easier, and the lose defensive grenades.</div></blockquote><br /> <br /> How is it similar? You designate a piece of terrain instead of just getting a bonus for the one you're in, and then you build a bridge over an obstacle instead of having an anti-charge defence. They're totally different.]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2012 14:43:56]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Imperial Guard - Combat Engineers</title>
				<description><![CDATA[ Sappers are going to be moving forward, not digging in.<br /> <br /> I'd go with Combat Engineers:<br /> Dig In: Bolster defense (+1 cover) of single terrain piece they are deployed in.  This bonus only applies to the Combat Engineers.<br /> Traps: As long as they have not left the terrain they deployed in, the first enemy unit that enters that terrain takes <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> S4 AP6 hits (vehicles hit on rear armor).<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2012 15:02:15]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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