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		<title><![CDATA[Latest posts for the thread "Harlequin Warlord Ability: The Hero's Call"]]></title>
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				<title>Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ This trait says "You can add 4 to any roll to seize the initiative". The Core Rules say "On a roll of 6, he successfully seizes the initiative...".<br /> <br /> So does it have to <i>exactly</i> equal 6? For example, if I rolled a three and added four to get seven, would I seize the initiative?<br /> <br /> If it does have to be exactly 6, could I use it to make it impossible for my opponent to seize the initiative?]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 06:47:43]]> GMT</pubDate>
				<author><![CDATA[ JP Hatecraft]]></author>
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				<title>Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d29fcce785b727cb5f47fd6ebbe09845.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7731836.page"><b><span class="glossaryitem" onmouseover='gp(457);'>JP</span> Hatecraft wrote:</b></a><br/>So does it have to <i>exactly</i> equal 6? </div></blockquote><br /> <br /> There's a standard Warlord Trait in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> that adds +1 to Seize. Think about that for a second. ]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 13:39:10]]> GMT</pubDate>
				<author><![CDATA[ Spetulhu]]></author>
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				<title>Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/643479/7732485.page"><b>Spetulhu wrote:</b></a><br/>There's a standard Warlord Trait in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> that adds +1 to Seize. Think about that for a second. </div></blockquote>Doesn't really change the question at all, aside from the Strategic Genius one not being optional.<br /> <br /> Strictly <span class="glossaryitem" onmouseover='gp(111);'>RAW</span>, the roll has to equal 6, but makes the above mentioned Strategic Trait useless (you would Seize on a 5, but not a 6. Leaving you with exactly the same probability, whereas the Harlie one at least doubles it). <span class="glossaryitem" onmouseover='gp(679);'>HIWPI</span>, a Seize is successful on a roll of a 6+.]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 15:50:04]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/aa8317d196bcc3ee6d4e1ca56ba6e2c4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7732806.page"><b>Quanar wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(679);'>HIWPI</span>, a Seize is successful on a roll of a 6+.</div></blockquote><br /> <br /> That's what I was getting at, yes. The rulebook trait would be useless. And if the Harlequin Warlord trait still needed exactly 6 it's stupid to write it as +4, it could just as well be "seize on both a 6 and a 2". <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 20:00:20]]> GMT</pubDate>
				<author><![CDATA[ Spetulhu]]></author>
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				<title>Re:Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  That's what I had thought, but that means I can't deny seizing the initiative for my opponent.<br /> <br /> If I'm deploying first isn't this trait worthless then?]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 22:32:53]]> GMT</pubDate>
				<author><![CDATA[ JP Hatecraft]]></author>
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				<title>Re:Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d29fcce785b727cb5f47fd6ebbe09845.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7733998.page"><b><span class="glossaryitem" onmouseover='gp(457);'>JP</span> Hatecraft wrote:</b></a><br/> <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  That's what I had thought, but that means I can't deny seizing the initiative for my opponent.<br /> <br /> If I'm deploying first isn't this trait worthless then?</div></blockquote><br /> If you win the roll off you can choose to deploy first or second, so deploy second. However your opponent then gets to choose if they want to go first or second...]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 23:29:36]]> GMT</pubDate>
				<author><![CDATA[ Farseer Will]]></author>
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				<title>Re:Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/373816ae75e547585e634a1b0c8e4b4d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7734126.page"><b>Farseer Will wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d29fcce785b727cb5f47fd6ebbe09845.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7733998.page"><b><span class="glossaryitem" onmouseover='gp(457);'>JP</span> Hatecraft wrote:</b></a><br/> <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  That's what I had thought, but that means I can't deny seizing the initiative for my opponent.<br /> <br /> If I'm deploying first isn't this trait worthless then?</div></blockquote><br /> If you win the roll off you can choose to deploy first or second, so deploy second. However your opponent then gets to choose if they want to go first or second...</div></blockquote><br /> <br /> That doesn't really help...<br /> <br /> If you win and choose to go first you have a 1/6 chance of them stealing it.<br /> If you win and choose to go second you have a 5/6 chance of stealing it.<br /> Statistically exactly the same.<br /> <br /> The ONLY situation when this would be useful is when your opponent wins and chooses to deploy first.]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 23:54:08]]> GMT</pubDate>
				<author><![CDATA[ JP Hatecraft]]></author>
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				<title>Re:Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d29fcce785b727cb5f47fd6ebbe09845.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7734201.page"><b><span class="glossaryitem" onmouseover='gp(457);'>JP</span> Hatecraft wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/373816ae75e547585e634a1b0c8e4b4d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7734126.page"><b>Farseer Will wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d29fcce785b727cb5f47fd6ebbe09845.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/643479/7733998.page"><b><span class="glossaryitem" onmouseover='gp(457);'>JP</span> Hatecraft wrote:</b></a><br/> <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  That's what I had thought, but that means I can't deny seizing the initiative for my opponent.<br /> <br /> If I'm deploying first isn't this trait worthless then?</div></blockquote><br /> If you win the roll off you can choose to deploy first or second, so deploy second. However your opponent then gets to choose if they want to go first or second...</div></blockquote><br /> <br /> That doesn't really help...<br /> <br /> If you win and choose to go first you have a 1/6 chance of them stealing it.<br /> If you win and choose to go second you have a 5/6 chance of stealing it.<br /> Statistically exactly the same.<br /> <br /> The ONLY situation when this would be useful is when your opponent wins and chooses to deploy first.</div></blockquote><br /> Hmm?  Win roll-off to deploy, choose to deploy 2nd, <b>counter-deploy your forces against your opponent</b>, then seize the initiative on a 2+.  That's huge - being able to counter-deploy and then reliably steal the first turn can make for extremely strong alpha-strikes.]]></description>
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				<pubDate><![CDATA[Wed, 8 Apr 2015 00:00:44]]> GMT</pubDate>
				<author><![CDATA[ GoonBandito]]></author>
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				<title>Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ One big difference: <br /> If you win and go second, you can see how they deploy before setting up your Army. <br /> Then you have 5/6 chance of still going first, having deployed your men in a more optimal position.  ]]></description>
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				<pubDate><![CDATA[Wed, 8 Apr 2015 00:03:02]]> GMT</pubDate>
				<author><![CDATA[ JinxDragon]]></author>
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				<title>Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ And, if they decide to let you go first after counter deploying, you still go first! Scare them into giving you first turn <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 8 Apr 2015 01:08:04]]> GMT</pubDate>
				<author><![CDATA[ Lythrandire Biehrellian]]></author>
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				<title>Re:Harlequin Warlord Ability: The Hero's Call</title>
				<description><![CDATA[ I see, that makes a lot more sense, thank you all!]]></description>
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				<pubDate><![CDATA[Wed, 8 Apr 2015 02:42:30]]> GMT</pubDate>
				<author><![CDATA[ JP Hatecraft]]></author>
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