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		<title><![CDATA[Latest posts for the thread "Adjustments to some units for Kill Team"]]></title>
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				<title>Adjustments to some units for Kill Team</title>
				<description><![CDATA[ I'm working on a Kill Team event for a tournament using the new rule set put out last month. This is a casual environment, non tournament, so I want ti to be fun for everyone...especially people getting into the game. So I tried out some kill team the other day and enjoyed it, but I see one thing that I will adjust...<br /> <br /> Pink Horrors - In the new rules each horror gets <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> shots as they are their own psychic unit. One alteration I plan on doing is having the Unit do a collective test and then just assign the shots to the whole group...my only issue with this is the demon player is screwed if they only rule a 2 or something, so I'm considering making it a <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+4 or something so it can be a little better, but not totally broken.<br /> <br /> Tyranids - I'm considering dumping instinctive behavior all together, but might just have it occur when the army becomes broken (less than half)<br /> <br /> Any other rules I should consider adjusting...remember I'm not working to break the game, just making sure it works.]]></description>
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				<pubDate><![CDATA[Sat, 28 Dec 2013 12:45:58]]> GMT</pubDate>
				<author><![CDATA[ drorain]]></author>
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				<title>Adjustments to some units for Kill Team</title>
				<description><![CDATA[ How about allowing the Pink Horrors to roll <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> and pick 2. That way they will generally get a slightly above average roll, and are far less likely to end up with just 2 or 3 shots, but can't get more shots than they should.]]></description>
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				<pubDate><![CDATA[Sat, 28 Dec 2013 14:47:44]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Re:Adjustments to some units for Kill Team</title>
				<description><![CDATA[ You could try and keep it in theme with the way horrors work now, ie: the more horrors you have, the more shots you get.<br /> <br /> Make it so the horrors get to fire "number of horror models" + <span class="glossaryitem" onmouseover='gp(24);'>d6</span> shots per turn, and these shots may be divided amongst the army as you see fit.<br /> <br /> This would on average give them more firepower than a regular squad of horrors (11 horrors normally generates 10 shots a turn, this method would cause them to get 14-15), though they would be much more managable than 2 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> shots each. <br /> <br /> With <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 and no prescience, as well as the lack of other daemon choices for kill teams, I say give them all the help they can get. <br /> <br /> Also what will you do with failed psychic tests? Having the whole army unable to shoot for a turn is almost a guaranteed loss. Possibly allow the daemons to lose 1 or D3 models instead of failing the test? ]]></description>
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				<pubDate><![CDATA[Sat, 28 Dec 2013 17:03:44]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Adjustments to some units for Kill Team</title>
				<description><![CDATA[ Yourright on failed psychic tests, I think horrors are rolling on Leadership ten, but they are screwed if they fail. May have to playtest this a bit.<br /> <br /> I'll wait on the Nids lurking/synapse adjustments until the new codex is out.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 28 Dec 2013 18:20:30]]> GMT</pubDate>
				<author><![CDATA[ drorain]]></author>
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