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		<title><![CDATA[Latest posts for the thread "OIther Trixters Shard Question"]]></title>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ Ok I have a question, on how this effects normal models with a ward save like a parry or a demon.<br /> <br /> It's obvious how it works with characters.  They have to reroll because you have to be in <span class="glossaryitem" onmouseover='gp(686);'>B2B</span> to attack them, but lets say you are fighting a squad of deomettes or lizardmen with shields.  You only need to be in base contact with one to attack the whole unit, however many of the models that attack you will not be in base contact.  So how do you resolve this?  <br /> Does it not work, does it work on everyone?  <br /> Does it work on all models in that squad that are the same?<br /> Does it only make you reroll the number of saves equal to the number of models in base contact with that save?  &lt;--this is how we played it but it doesn't feel correct.]]></description>
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				<pubDate><![CDATA[Mon, 1 Apr 2013 12:00:51]]> GMT</pubDate>
				<author><![CDATA[ tgf]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ Because of the Step Up rule, when a model is killed it is assumed that another Rank and File model of equal type steps up to take its place, which puts this new model into base-to-base contact with the bearer of the OTS.  Essentially, this means that any model that the bearer can allocate attacks to will be affected by the OTS, as you must be in base-to-base contact to allocate attacks and for OTS to work.<br /> <br /> So, if a model with OTS has 10 attacks and causes 10 wounds but is only in base-to-base with 2 enemy models, the OTS still affects ALL of those 10 wounds even if, for some reason, you're rolling them all separately and the first 2 saves fail.  Even though you normally roll all of the dice at the same time, it is assumed that the OTS bearer's first attack hits and kills a model (who is affected by OTS), and then the "gap" is filled by a random enemy model who Steps Up.  The OTS bearer's second attack then hits and kills a model, another enemy model Steps Up, and so on until all of the bearer's attacks have been resolved.<br /> <br /> Basically, you're reading too much into the system of rolling, Stepping Up, and attack order.<br /> <br /> The only way it would NOT work is if the OTS bearer allocates attacks onto a character model and then does more wounds than that model has on its profile.  The excess wounds would NOT carry over onto "normal" rank and file models - they would be wasted.]]></description>
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				<pubDate><![CDATA[Mon, 1 Apr 2013 13:05:56]]> GMT</pubDate>
				<author><![CDATA[ Tangent]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ Cool thanks for the clarification.]]></description>
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				<pubDate><![CDATA[Mon, 1 Apr 2013 14:17:20]]> GMT</pubDate>
				<author><![CDATA[ tgf]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ No problem.  Just think of it like this: <br /> <br /> He's got 10 attacks <br /> Each attack kills a model <br /> He's only in base-to-base with 3 models <br /> You MUST be in base-to-base with a model in order to make ANY attacks<br /> <br /> In this case, if it didn't work the way I described, how could he make his other 7 attacks if the first 3 each kill a model?  The answer to that is the Step Up rule and realizing that the whole combat/attack phase is an abstraction.  Most models aren't only swinging their sword once and killing 10 guys.  They're swinging the sword 10 times, and each time an enemy is killed, and the enemy unit is surging forward into the fray so there's always a fresh, unfortunate soul to get stabbed.  And to be the victim of OTS.]]></description>
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				<pubDate><![CDATA[Mon, 1 Apr 2013 14:31:29]]> GMT</pubDate>
				<author><![CDATA[ Tangent]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ Need to make sure to roll his separately then, rather than with others of the same stat line...]]></description>
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				<pubDate><![CDATA[Mon, 1 Apr 2013 17:58:08]]> GMT</pubDate>
				<author><![CDATA[ Niteware]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ Who?  You mean, you should roll the OTS bearer's attacks separately?  Of course.  But remember, it affects every model in base contact with the bearer, which means other models who are in base contact with THOSE models can also benefit from the OTS.]]></description>
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				<pubDate><![CDATA[Tue, 2 Apr 2013 09:25:41]]> GMT</pubDate>
				<author><![CDATA[ Tangent]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ Hmm. Trickier to work out which attacks were affected in that case though.]]></description>
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				<pubDate><![CDATA[Tue, 2 Apr 2013 11:00:10]]> GMT</pubDate>
				<author><![CDATA[ Niteware]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ this is one of those cases where if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was good at writing rules they would have just made it the whole unit.  As it stands only characters in a unit not in b2b are not effected if any RAF model is in contact with the bearer.]]></description>
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				<pubDate><![CDATA[Tue, 2 Apr 2013 11:57:03]]> GMT</pubDate>
				<author><![CDATA[ tgf]]></author>
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				<title>OIther Trixters Shard Question</title>
				<description><![CDATA[ This actually came up here over the weekend, what we were saying was you roll seperately for models that are in <span class="glossaryitem" onmouseover='gp(242);'>BtB</span> with the same models as the bearer of the OTS, but the rule was awfully written and gave no help in the situation. How do they not playtest these things]]></description>
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				<pubDate><![CDATA[Tue, 2 Apr 2013 12:10:15]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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