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		<title><![CDATA[Latest posts for the thread "Universal Suggestion: Non-MC Characters get an extra wound. "]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Universal Suggestion: Non-MC Characters get an extra wound. "]]></description>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ For a game about forging narratives and larger-than-life heroics, a lot of characters just die too fast. At one wound apiece, many Marine sergeants just aren't worth equipping with anything more than a combi-weapon or meltabombs, while <span class="glossaryitem" onmouseover='gp(27);'>DE</span> carry a Haywire Grenade and call it a day. Also, the moment a one-wound Psyker suffers Perils...<br /> <br /> Basically, every non-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> character, from Astropaths to that stupid Aspiring Sorcerer should have an extra wound base. The only concern then become the already super-tough characters becoming tougher; while making a Marine Sergeant 2 wounds base or giving a 4th wound to a Warboss are reasonable, making a Chapter Master have 5 wounds is a bit much; then again, Smashfucker is arguably an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in his own <br /> <br /> Any other major concerns that would arise from this?]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 14:34:39]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ Yeah but Smashfether still dies to Jaws of the World wolf and other remove from play abilities that don't affect <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.<br /> <br /> I like the idea, it'd make alot of <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> armies better ( since we generally have the character+ squad mechanic everywhere) <br /> <br /> Would you increase the wounds of things like Tyranids who seldom have characters also to balance it?]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 14:38:58]]> GMT</pubDate>
				<author><![CDATA[ DoomShakaLaka]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ Snark Answer: No, because I am actually Robin Cruddace. Tyranids have no tanks and bore me.<br /> <br /> (Note, I am not Cruddace)<br /> <br /> Serious Answer: Tyranids can use more characters and general rebalancing. Not that characters are actually "personalities" but anything from a Node-Beast ('Gant variant that lets you at the start of each player turn selectively add/subtract 6" for determining if you're in Synapse Range. Do you want Fearless, or G2G?), Alpha Raveners, etc. And for Hivessake, give the Broodlord Flesh Hooks.]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 14:50:44]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ First problem I see, And this is a nerf for my army if this actually happened.  Nobz would have 3 wounds instead of 2.  Do you really want my average Nob in a boyz squad to be able to soak 3 wounds before dying?]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 14:59:16]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ I'm curious how it is a nerf. Yes, I know 3 Nob wounds vs 2 Sergeant wounds isn't as big a gap, and that Eavy Armor is all-or-nothing for Boyz (grumble grumble 7th ed), but if you're running a Nob, you were probably giving him a Klaw anyway, no?]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 15:12:51]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ sorry i might not have made that clear enough, what im saying is that I think it is a bad idea even though it would give my guys 3 wounds in my average nob, so i would prefer to keep them the same...so im kinda nerfing myself.]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 15:23:09]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ I just wish 3-wound psykers actually existed outside of named characters (I'm talking librarians specifically).  Librarians are cheap, sure, but if I want to run one as my warlord I can't make one that's even remotely durable, no matter how many points I spend.  They're already inferior to most <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, they need to pay for an invuln....  2 wounds means they squish by turn 4 if you do anything other than hide them in the back all game.  And while I'm normally fine running a named librarian (I have Ezekiel), I'd generally prefer a terminator or bike librarian that doesn't cost a million points as my warlord.]]></description>
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				<pubDate><![CDATA[Fri, 24 Apr 2015 17:56:19]]> GMT</pubDate>
				<author><![CDATA[ kingbobbito]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/802d004651d846e4bb021e72ba052379.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/645960/7782572.page"><b>MagicJuggler wrote:</b></a><br/>For a game about forging narratives and larger-than-life heroics, a lot of characters just die too fast. At one wound apiece, many Marine sergeants just aren't worth equipping with anything more than a combi-weapon or meltabombs, while <span class="glossaryitem" onmouseover='gp(27);'>DE</span> carry a Haywire Grenade and call it a day. Also, the moment a one-wound Psyker suffers Perils...<br /> <br /> Basically, every non-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> character, from Astropaths to that stupid Aspiring Sorcerer should have an extra wound base. The only concern then become the already super-tough characters becoming tougher; while making a Marine Sergeant 2 wounds base or giving a 4th wound to a Warboss are reasonable, making a Chapter Master have 5 wounds is a bit much; then again, Smashfucker is arguably an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in his own <br /> <br /> Any other major concerns that would arise from this?</div></blockquote><br /> <br /> Smashfucker aside (not that he's as much of a problem as anyone says he is), I think 5W chapter masters in general would be an issue. Now I am a fan of 2W sergeants. This would go well with making challenges more viable since my Veteran sergeant could actually survive a round of combat. Perhaps amend the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> with a hard cap at 4?<br /> <br /> The above is only a concern for beatsticks, though. 3W stock librarians are a little much and the special characters that already have 3W would feel too strong i think. I kind of think a support <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> should stay fragile or else beatstick melee bosses become less cool because a librarian or a chaplain does the same job while also buffing other units for less points.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 02:49:55]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ Honestly I would just keep it simpler than that... instead of worrying about all the multi-wound characters getting worse, I would just say that all 1 wound characters should have at least 2 instead.  Anything that has 2+ wounds already is fine to stay as it is... but giving those sargeants that extra umph would be well worth it.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 10:50:54]]> GMT</pubDate>
				<author><![CDATA[ chanceafs]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/645960/7784493.page"><b>chanceafs wrote:</b></a><br/>Honestly I would just keep it simpler than that... instead of worrying about all the multi-wound characters getting worse, I would just say that all 1 wound characters should have at least 2 instead.  Anything that has 2+ wounds already is fine to stay as it is... but giving those sargeants that extra umph would be well worth it.</div></blockquote><br /> <br /> And what you just did by doing that is to NERF every army that already had 2 wound Sergeants equivalents. My Ork Nob is special because he has 2 wounds, something most of his opponents don't have.  So when you buff everyone else and leave out certain units you are basically nerfing them.  ]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 13:26:44]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ -Exarchs should be excepted. 2W would work for them, but 3W would not.<br /> -Warlocks should probably be excepted, too. They are rank-and-file psykers, basically.<br /> -Troup Masters should get the bonus. They are effectively the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice. Still IDed on S6, too.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 15:13:44]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ Exarches probably could be exceptioned from it. I feel that Warlocks should get an extra wound, simply because 7th did a good job making Perils a *lot* more common compared to previous editions.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 15:38:42]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ vehicles below 75pts should have another <span class="glossaryitem" onmouseover='gp(661);'>hp</span>.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 20:57:01]]> GMT</pubDate>
				<author><![CDATA[ Filch]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ Yknow, I wouldn't be surprised if vet sergeants got an extra wound in the next marine book.<br /> <br /> The real shock would be how silly vet squads would become with that.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 21:17:46]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/802d004651d846e4bb021e72ba052379.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/645960/7784920.page"><b>MagicJuggler wrote:</b></a><br/>Exarches probably could be exceptioned from it. I feel that Warlocks should get an extra wound, simply because 7th did a good job making Perils a *lot* more common compared to previous editions.<br /> <br /> </div></blockquote><br /> <br /> I would not mind a <i>Dawn of War 2</i>-esque Warlock hero who blends melee ability with psychic offense.<br /> <br /> Unlikely to happen, sadly.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 21:35:12]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Re:Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ An extra wound is fine, as long as it comes at the price of removing <span class="glossaryitem" onmouseover='gp(468);'>EW</span> entirely. It doesn't matter how heroic you are, a direct hit from a titan's main gun is still going to kill you. But now at least you're not dying as easily from random flashlights.]]></description>
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				<pubDate><![CDATA[Sat, 25 Apr 2015 22:31:54]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ The upgraded characters in squads should get it. The skitarii, harlequins, and exarch all have it now and I think it may end up being a trend. They even added a wound each to the lords and crypteks for necrons. This way,nobs wouldn't be 3 wounds but boss nobs would be three showing their position being just behind the warboss.]]></description>
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				<pubDate><![CDATA[Sun, 26 Apr 2015 00:25:58]]> GMT</pubDate>
				<author><![CDATA[ Lythrandire Biehrellian]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ So every squad gets a 2W sergeant equivalent but my Boyz squads who already have 2W Sergeants basically lose an advantage they had over other units.  Thats the problem everyone is glossing over. its a buff for a bunch of things and a nerf for others.  Im ok with this though if my Nobz drop in price by 5-10pts/]]></description>
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				<pubDate><![CDATA[Sun, 26 Apr 2015 00:36:20]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ I think everything in the game as far as number of hits go is balanced against each other fairly well (in that one respect. They are NOT balanced in other respects). <br /> <br /> If you want to increase the number of wounds to create a better narrative then increase the wounds on everything. Not every but but -.<br /> <br /> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> are not "broken" inherently in such a way that everything else in the game should be harder to kill but them.]]></description>
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				<pubDate><![CDATA[Tue, 28 Apr 2015 05:46:06]]> GMT</pubDate>
				<author><![CDATA[ Lance845]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/645960/7791696.page"><b>Lance845 wrote:</b></a><br/>I think everything in the game as far as number of hits go is balanced against each other fairly well (in that one respect. They are NOT balanced in other respects). <br /> <br /> If you want to increase the number of wounds to create a better narrative then increase the wounds on everything. Not every but but -.<br /> <br /> <span class="glossaryitem" onmouseover='gp(93);'>MC</span> are not "broken" inherently in such a way that everything else in the game should be harder to kill but them.</div></blockquote><br /> <br /> It's less "everything else in the game," and more, "a single model in some squads."  <br /> <br /> Personally, I like the idea of boosting all 1W characters to 2W.  It gives them a little buffer against that first lucky shot/punch, but they'll still drop reasonably fast to any serious threats.  It's "lasgun insurance." <br /> <br /> As for Nobs, they're currently T4, right?  Or are they T5?  If they're T4, how about leaving their wounds unchanged but upping their T to 5?  Makes them just slightly harder to hurt in challenges and such, but also makes them immune to powerfist insta-gibbing and leaves them relatively durable compared to their peers. You're right about it probably being a poor move to buff most other squad leaders while excluding them, but making them 3 wounds probably makes them a bit too beefy.  A vet sergeant would have to make all 3 of his attacks stick to take out your character on the turn it charged him.  <br /> <br /> Warlocks could probably stand to gain a wound.  They're essentially Lhameans without insta-death that cost 15 points more for powers that actually aren't all that helpful in their own squad.  Though that probably leads to a lot of seer council bike abuse. Er, more seer council bike abuse. Maybe just give them ghost helms instead and make a beefed up version to be the dawn of war style warlock?]]></description>
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				<pubDate><![CDATA[Tue, 28 Apr 2015 06:37:37]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Universal Suggestion: Non-MC Characters get an extra wound. </title>
				<description><![CDATA[ If the rule were for Characters, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> Council locks are no longer Characters.]]></description>
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				<pubDate><![CDATA[Tue, 28 Apr 2015 11:44:02]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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