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		<title><![CDATA[Latest posts for the thread "The smallest fixes possible... "]]></title>
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				<title>The smallest fixes possible... </title>
				<description><![CDATA[ So I always go on here out of curiosity, and see some really lengthy articles on how to fix any of the non Tau/Eldar/Necron Codexes... Some of them are awesome, but it seems clear to me that the bigger the change is, the less likely to be accepted it is. So, I'm just wondering what the smallest changes you guys can come up with would be to balance the game as a whole, or a specific codex. <br /> <br /> Example:<br /> <br /> Tyranids: Replace Dominion with Onslaught as the Primaris. Onslaught: The target unit may shoot or make an assault after performing a run move. Note that Swooping Flying Monstrous creatures may not assault after running.<br /> <br /> Example 2: <br /> <br /> Main Rulebook: Any primary detachment may take a formation from their codex as an allied detachment. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6596190.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6596190.page</link>
				<pubDate><![CDATA[Mon, 3 Mar 2014 20:48:21]]> GMT</pubDate>
				<author><![CDATA[ jifel]]></author>
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				<title>Re:The smallest fixes possible... </title>
				<description><![CDATA[ For assault:<br /> <br /> Charge range: Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, and add 3".  For difficult terrain roll 2 <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, take the lowest and add 3".<br /> Run moves:  Models may assault after making a run move.]]></description>
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				<pubDate><![CDATA[Tue, 4 Mar 2014 04:09:35]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>The smallest fixes possible... </title>
				<description><![CDATA[ im expecting escalation to be made part of the normal game, that would help counteract super units  ex: screamer star does not hold up against d cannons]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6597673.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6597673.page</link>
				<pubDate><![CDATA[Tue, 4 Mar 2014 04:13:18]]> GMT</pubDate>
				<author><![CDATA[ dajobe]]></author>
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				<title>The smallest fixes possible... </title>
				<description><![CDATA[ Smallest change possible? A single unit can no longer have more than one Blessing active on it at a time. Makes Jetseers much less silly when Conceal and Fortune don't stack.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6597738.page</link>
				<pubDate><![CDATA[Tue, 4 Mar 2014 04:47:30]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>The smallest fixes possible... </title>
				<description><![CDATA[ Warp curse: <br />   At the end of any player turn if a unit has more than 1 blessing on it roll a die.  On a 1, that unit has a random model sucked into the warp and removed from play.  <br />  At the end of any player turn if a unit has more than 1 malediction cast on it roll a die.  On a 1, that unit has all models that were removed as casualties in the last player turn come back to life at full wound count.<br /> <br />   ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6597783.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/582900/6597783.page</link>
				<pubDate><![CDATA[Tue, 4 Mar 2014 05:17:31]]> GMT</pubDate>
				<author><![CDATA[ Eihnlazer]]></author>
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				<title>The smallest fixes possible... </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4b89da1dc58d877a2f149525d9aa07ee.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/582900/6597738.page"><b>AnomanderRake wrote:</b></a><br/>Smallest change possible? A single unit can no longer have more than one Blessing active on it at a time. Makes Jetseers much less silly when Conceal and Fortune don't stack.</div></blockquote><br /> <br /> Never liked this fix simply due to the fact that it kind of negates the whole point of a warlock council given that all Runes of battle target the psyker and his squad.<br /> <br /> IF we are talking about general fixes to the game.<br /> <br /> 1.) Grimoir maxes at a 3++<br /> 2.) Fortune is 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span><br /> 3.) Markerlights are -1 Coversave per makerlight expended.<br /> 4.)A Tau unit can only be effected either the C&C or <span class="glossaryitem" onmouseover='gp(626);'>MSS</span> each turn.<br /> 5.)Serpent Shields are one use only and the the shield no longer functions.<br /> 6.) Battle Brothers can no longer join allied squads.<br /> <br /> <br /> I think these changes fix most issues in the game.<br /> <br /> The if you want to include Escalation<br /> <br /> D Weapons = S10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 ignores cover.]]></description>
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				<pubDate><![CDATA[Tue, 4 Mar 2014 11:28:50]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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