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		<title><![CDATA[Latest posts for the thread "Monstrous Creatures and Melee"]]></title>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ I play a lot against Tyranids (I'm Orks), and after my last game of tarpitting, I think that monstrous creatures are a little slowed.<br /> <br /> I put 20 grots and two runtherds into combat with a single carnifex. His base attacks being four, and having my runtherds each subtract one, he could only kill two grots per turn. There is NO REASON in hell that a Carnifex can only attack two grots per turn.<br /> <br /> So as an idea, I'd suggest monstrous creatures use a small blast template in close combat, and that you roll to hit, and then to wound everything under the blast. Creatures with more than one base attack would place a second blast template or third, etc. Obviously this would require some points retooling and most would have their number of attacks "lowered," but I think it much more accurately represents how this giant thing can simply step on 10 men with each foot and swing a giant arm through an entire enemy squad.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jul 2013 22:44:39]]> GMT</pubDate>
				<author><![CDATA[ scyth3s]]></author>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ That is definately not something i'd like to see sweeping through my armies. Especially with how many <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s there are these days... Maybe they can do something like d3 impact hits for their <span class="glossaryitem" onmouseover='gp(627);'>HoW</span>?]]></description>
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				<pubDate><![CDATA[Sun, 14 Jul 2013 22:49:07]]> GMT</pubDate>
				<author><![CDATA[ joe_deman]]></author>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ I disagree. Runtherds are literally the only thing orks have that subtract attacks. Think of how you stop a giant elephant or something, you spear it and throw ropes and shiz at it. <br /> <br /> I don't think just because something has a counter that it automatically deserves a buff upgrade.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jul 2013 22:56:50]]> GMT</pubDate>
				<author><![CDATA[ Groovyguye]]></author>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ I for one appreciate that this rule is coming from someone who believes that his OPPONENT was being robbed.<br /> <br /> Your idea has merit, but as you say would definitely require some serious rebalancing of existing <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jul 2013 23:48:37]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ We introduced a rule for <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and walkers called 'Move the Pile'.  It doesn't give more attacks to the <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, but allows it to essentially disengage a unit (unless with another <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or walker) much like a vehicle driving off.  The <span class="glossaryitem" onmouseover='gp(93);'>MC</span> moves as if in difficult terrain and the enemy unit steps aside as if tank shocked but without any damage resolution.  Once the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> finishes its move, the enemy may choose to consolidate back into the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or go about its business.  <br /> <br /> If an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or walker wants to go somewhere, most things won't be able to physically stop it.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jul 2013 00:37:11]]> GMT</pubDate>
				<author><![CDATA[ amanita]]></author>
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				<title>Re:Monstrous Creatures and Melee</title>
				<description><![CDATA[ Stomp Attacks in <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> now use the small blast template.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jul 2013 17:50:44]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Re:Monstrous Creatures and Melee</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c14e8660ad786a7f74b46168ba33aec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/539848/5847401.page"><b>greyknight12 wrote:</b></a><br/>Stomp Attacks in <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> now use the small blast template.</div></blockquote><br /> <br /> Really? That seems a lot less potent that it was before, when it hit each engaged model once.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jul 2013 20:11:48]]> GMT</pubDate>
				<author><![CDATA[ HerbaciousT]]></author>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ Effectiveness of a blast template vs. engaged models is entirely dependent on how many models are engaged, and how many are just nearby in close proximity to one another.<br /> <br /> <blockquote class="uncited"><div>We introduced a rule for <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and walkers called 'Move the Pile'. It doesn't give more attacks to the <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, but allows it to essentially disengage a unit (unless with another <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or walker) much like a vehicle driving off. The <span class="glossaryitem" onmouseover='gp(93);'>MC</span> moves as if in difficult terrain and the enemy unit steps aside as if tank shocked but without any damage resolution. Once the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> finishes its move, the enemy may choose to consolidate back into the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or go about its business. <br /> <br /> If an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or walker wants to go somewhere, most things won't be able to physically stop it.</div></blockquote><br /> <br /> I would give any models in base contact with the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> a chance to strike at it - maybe one free hit per model, or perhaps make it like Hit & Run, except rather than trapping the model, if the non-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> wins the Initiative roll-off they get free strikes, but the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> still gets to move away. That way it can still get away without much effort, but risks extra hits if the enemy has a few Power Fists or the like to hit it with. (So it isn't just getting away scott free  from those who can take it down.)]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 00:50:11]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Monstrous Creatures and Melee</title>
				<description><![CDATA[ If you're going to do the small blast, I'd make it anti-smash: Halve your strength, rounding up, no <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jul 2013 05:50:39]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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