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		<title><![CDATA[Latest posts for the thread "shooting/assault specification"]]></title>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ I was thinking of some way to make the tau a little more fluffy when i came upon this, a trade off for a unit that would make it more specialized<br /> <br /> Specifcation: Shooting- due to the extensive training, this unit is much quicker at aiming accurately, due to this all snapshots are made at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 instead of BS1, However, due the training unequality, they always fight at initiative 1.<br /> <br /> Specifcation: Assault- Due to the extensive training, this unit has had much more experience in fighting, due to this they benefit from +1 Initiative on the charge, however, due to the training unequality, they are unable to make snap shots of any type<br /> <br /> is this a fair tradeoff? the assault spec i was thinking for units more like korne berserkers, then say, vanillia assault marines, and the shooting spec for units like firewarriors, than say, sm devasators.]]></description>
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				<pubDate><![CDATA[Fri, 8 Feb 2013 15:59:20]]> GMT</pubDate>
				<author><![CDATA[ Commander_Nightflier]]></author>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ This sounds fair, but a little uncharacteristic.<br /> <br /> Tau aren't meant to be good (or even decent) in close combat, going so far as to specifically mention that in their fluff.<br /> <br /> What they are meant to be are much more like shock troops, with a balance of mobility and firepower.  I'd suggest making something akin to that?<br /> <br /> Maybe making it like this:<br /> <br /> Specification: Shooting - Fire Warriors may double their rate of fire at the cost of shooting in the following turn.<br /> <br /> Specification: Mobility - Fire Warriors may shoot, then run in their shooting phase.<br /> <br /> Very rough obviously, but just an idea.]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2013 18:16:30]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>Re:shooting/assault specification</title>
				<description><![CDATA[ <br /> Instead of always fighting at initiative  1 maybe -1 to their original initiative<br /> <br /> I think always fighting at initiative 1 is a little harsh for just snap shots at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2013 19:34:47]]> GMT</pubDate>
				<author><![CDATA[ nonowho]]></author>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6a3ed0338a658be22d1664c29c7a3057.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/506324/5286648.page"><b>rabid1903 wrote:</b></a><br/>This sounds fair, but a little uncharacteristic.<br /> <br /> Tau aren't meant to be good (or even decent) in close combat, going so far as to specifically mention that in their fluff.<br /> <br /> What they are meant to be are much more like shock troops, with a balance of mobility and firepower.  I'd suggest making something akin to that?<br /> <br /> Maybe making it like this:<br /> <br /> Specification: Shooting - Fire Warriors may double their rate of fire at the cost of shooting in the following turn.<br /> <br /> Specification: Mobility - Fire Warriors may shoot, then run in their shooting phase.<br /> <br /> Very rough obviously, but just an idea.</div></blockquote><br /> <br /> I took it as the idea wasn't just for Tau, it was for every army (as he mentions Khorne Beserkers)]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2013 21:03:04]]> GMT</pubDate>
				<author><![CDATA[ washout77]]></author>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ Hmm... Interesting...<br /> <br /> If it were for every troop unit I'd make it three choices (as there are three phases.)<br /> <br /> Mobility and Shooting as I mentioned above.<br /> <br /> Then something new for Assault that is balanced with the two I proposed (or tone down what I put.)]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2013 23:02:11]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ being <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 just makes it so that its less likly for some of the tau units to be good at an assault, (commanders for example accually have a half decent assault stat, which i use often to clean up a squad of guardsmen) and yeah, a unit would only get one specification, and would help to make the fluff more apparant in the game, like tau being very good shooting, and really bad at assault, and Korne berserkers not too focused on shooting stuff, and much more focused on getting into the fray<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> and not necessarily every army, just some units in some armies, armies that are meant for being diverse with their units (like space marines) woundnt have a specification, and <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 2 snap shots would make some units very, very nasty, (think broadsides and their new found anti-air ability) some armies would get a specif, but not even most, tau and korne stuff haveing most of it.]]></description>
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				<pubDate><![CDATA[Fri, 15 Feb 2013 00:30:05]]> GMT</pubDate>
				<author><![CDATA[ Commander_Nightflier]]></author>
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				<title>Re:shooting/assault specification</title>
				<description><![CDATA[ Your commander has not been in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with anything, but guardsmen so saying he is decent at assult when all you have put into combat against is cannon fodder is pushing it man(I know the guy and those are my guardsmen he is talking about). Though now that I have read your idea not bad, but <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> I think it needs to be an upgrade or already built in their points. Also for armies like the tau who fight on at an initiative 2  and almost always fight last anyway in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> an initiative 1 really doesn't mean anything to them. Not sure how to change that, but I think something else would work better. <br /> <br /> P.S. You are lucky with your broadsides when it comes to taking out flyers <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">, but have no luck when it comes to taking out tanks <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">(just messing with you <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">). ]]></description>
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				<pubDate><![CDATA[Fri, 15 Feb 2013 03:18:51]]> GMT</pubDate>
				<author><![CDATA[ Gunhead1]]></author>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ thanks for all the thoughts guys and however, i think some of you arent getting my point (probably my fault, language in general isn't my strong point) this would be a rule a unit would always have, or possibly an ugrade given by a special character, for the purpose of making the unit's fluff more apparent in the game.  ]]></description>
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				<pubDate><![CDATA[Sat, 16 Feb 2013 04:51:04]]> GMT</pubDate>
				<author><![CDATA[ Commander_Nightflier]]></author>
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				<title>shooting/assault specification</title>
				<description><![CDATA[ Then best make it a point upgrade as to me right now the negatives are not really negatives to some units in the game.]]></description>
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				<pubDate><![CDATA[Sat, 16 Feb 2013 05:12:58]]> GMT</pubDate>
				<author><![CDATA[ Gunhead1]]></author>
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