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		<title><![CDATA[Latest posts for the thread "Independent Vehicle Fix"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Independent Vehicle Fix"]]></description>
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				<title>Independent Vehicle Fix</title>
				<description><![CDATA[ <font color='violet'><u>Rule:</u></font><br /> Vehicle and Monstrous Creature Unit Coherence range is increased to 4".<br /> If an independent vehicle or monstrous creature enters within 4" of a non-full unit composed of the same vehicles or monstrous creatures as the independent model, it will automatically join the model's squad. This rule does not apply if the squad the independent model is joining is full. <br /> This squad can be left in the next movement phase by declaring the unit is splitting, and then moving out of unit coherency with one or more models.<br /> <br /> <font color='violet'><u>Example:</u></font><br /> Neil's Carnifex moves within 4" of another Carnifex. Both Carnifexes count as being in the same unit for purposes of wound allocation. In the opponent's turn, 5 unsaved wounds are dealt to the Carnifexes. Neil elects to allocate 3 wounds to 1 Carnifex and 2 to the other. <br /> <br /> <font color='violet'><u>Purpose:</u></font><br /> Patch/Realism.<br /> We can reasonably assume that if more than one vehicle or Monstrous Creature is in close proximity, both can be hit with the same weapon. In addition, some people put, say, piranhas in close proximity, and run them as all independent vehicles. They are moved with and shot with as if they are a unit, but are treated as independent so only one can be killed by the same unit.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 Oct 2014 14:42:09]]> GMT</pubDate>
				<author><![CDATA[ Verviedi]]></author>
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				<title>Re:Independent Vehicle Fix</title>
				<description><![CDATA[ This seems like a huge buff that increases record keeping. How many points do you propose increasing things by to buy this power?<br /> <br /> If I can take 15 piranna in a Tau list and combat squad them all away, in a bound army... That's 15 units that can each have a fusion cannon and then hide if it has only 1 wound left.<br /> <br /> Seems super broken to me. How about the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> dex doing that with 5 land raiders and a 4++ PFG? ( Wave Serpents sharing a 27 hull point pool? No thanks).<br /> <br /> Do not like. I'd like a squad  of vehicles to be able to split up, but there's a balance /<span class="glossaryitem" onmouseover='gp(187);'>FOC</span> reason to not allow it, even if there's plenty of other broken things.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 Oct 2014 17:54:47]]> GMT</pubDate>
				<author><![CDATA[ RAWRAIrobblerobble]]></author>
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				<title>Re:Independent Vehicle Fix</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/618272/7265549.page"><b>RAWRAIrobblerobble wrote:</b></a><br/>This seems like a huge buff that increases record keeping. How many points do you propose increasing things by to buy this power?<br /> <br /> If I can take 15 piranna in a Tau list and combat squad them all away, in a bound army... That's 15 units that can each have a fusion cannon and then hide if it has only 1 wound left.<br /> <font color='violet'>Only 3 Piranhas per squad.</font><br /> <br /> Seems super broken to me. How about the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> dex doing that with 5 land raiders and a 4++ PFG? ( Wave Serpents sharing a 27 hull point pool? No thanks).<br /> <font color='violet'>Nonono. Vehicles that cannot be taken in a squad cannot use this.</font><br /> <br /> Do not like. I'd like a squad  of vehicles to be able to split up, but there's a balance /<span class="glossaryitem" onmouseover='gp(187);'>FOC</span> reason to not allow it, even if there's plenty of other broken things.<br /> </div></blockquote>]]></description>
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				<pubDate><![CDATA[Fri, 10 Oct 2014 13:25:15]]> GMT</pubDate>
				<author><![CDATA[ Verviedi]]></author>
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				<title>Independent Vehicle Fix</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(298);'>AFAIK</span> the only thing squadroning does is making everything shoot at one target only and allowing to (sometimes) spill <span class="glossaryitem" onmouseover='gp(19);'>CC</span> hits onto next vehicle in the squadron. Upside is that you can save <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots.<br /> <br /> Since this proposition doesn't affect <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, may I ask why you want to nerf vehicles and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> by forcing them to squadron / squad up?<br /> <br /> AFAICT you suggest that they will benefit from some sort of musical wounds, but this is not how wound allocation works most of the time, especially considering generous coherency distance that can easily split the fight even in assault phase.<br /> <br /> So, what I am missing here? I must admit, this suggestion puzzles the hell out of me.]]></description>
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				<pubDate><![CDATA[Tue, 14 Oct 2014 05:06:24]]> GMT</pubDate>
				<author><![CDATA[ Barrogh]]></author>
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