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		<title><![CDATA[Latest posts for the thread "Collapsing Multi-Story Ruins"]]></title>
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				<title>Collapsing Multi-Story Ruins</title>
				<description><![CDATA[ One of my biggest frustrations in the game is when my opponents camp out in a multistory "ruin" that I cannot destroy.  If it were a building, I could destroy it and thus flush out my opponents (and as an Imperial Fist I would benefit from my Chapter Tactics greatly (whereas it is now more or less worthless to have a bonus to building damage)).  However, it's a ruin, so you can't do a thing about it.<br /> <br /> Here's my proposal:  multi-story ruins can suffer damage sufficient to collapse the upper levels and make the whole building a pile of rubble.  Units in the building could potentially roll for the chance to escape without being crushed and/or dying from the fall if they're high enough up.<br /> <br /> Thoughts?<br /> <br /> -RD]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2015 04:13:39]]> GMT</pubDate>
				<author><![CDATA[ Roger Dorn]]></author>
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				<title>Re:Collapsing Multi-Story Ruins</title>
				<description><![CDATA[ How about a rule where should a ruin collapse, models suffer S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2 wounds, with X equaling the number of inches above ground the model is standing. Likewise, vehicles roll D3 such hits.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2015 09:24:05]]> GMT</pubDate>
				<author><![CDATA[ mr. peasant]]></author>
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				<title>Re:Collapsing Multi-Story Ruins</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/632757/7534704.page"><b>mr. peasant wrote:</b></a><br/>How about a rule where should a ruin collapse, models suffer S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2 wounds, with X equaling the number of inches above ground the model is standing. Likewise, vehicles roll D3 such hits.</div></blockquote><br /> <br /> And they have to test as if they were jumping. Maybe even with rending?<br /> But they should get an initiative test to be able to reroll or something.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2015 09:49:00]]> GMT</pubDate>
				<author><![CDATA[ Talon of Anathrax]]></author>
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				<title>Collapsing Multi-Story Ruins</title>
				<description><![CDATA[ There were two formations (one was 3+ Vindicators, one was 3+ Defilers) in the first Apocalypse release that allowed you to demolish terrain; they just wounded everything in the terrain feature on a 4+ (armour saves allowed). I'd suggest requiring similarly large weapons to do anything to avoid the Tau spending turn one flattening the table.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2015 15:18:22]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Collapsing Multi-Story Ruins</title>
				<description><![CDATA[ I thought Tau just used markerlights to make that ruin irrelevant. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> I like the idea, Roger!  I'd probably avoid making it too terribly lethal to be caught in the collapsing building. I know, I know.  Buildings falling on you are a big deal, but turning every ruin into a death trap will just punish units that rely on cover to function properly (snipers or mandrakes for instance).  <br /> <br /> I like the idea of making it be a wound on a 4+ (representing that  the danger posed by the building is severe enough to threaten even big things like <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, but also random and chaotic enough for people to crawl out relatively unscathed.  I'd say either make it <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> - or <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - with rending and pinning.   You're already leaving a unit without the advantage of their ruins, so wiping the squad out with the resultant damage seems unreasonable.  <br /> <br /> Also, what happens when the ruins are destroyed exactly?  do you replace the terrain/models with a different set of ruins?  Just pretend the walls aren't there any longer and force everyone onto the ground floor?  I'd lean towards the latter and simply say that the terrain now counts as rubble rather than ruins. Wait, Rubble *is* less helpful to be in than ruins, right?]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2015 05:42:48]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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