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		<title><![CDATA[Latest posts for the thread "Rules for Movement for Death Watch"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Rules for Movement for Death Watch"]]></description>
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				<title>Rules for Movement for Death Watch</title>
				<description><![CDATA[ Hi Guys<br /> <br /> I don't know if I am getting confused or not. I am starting a <span class="glossaryitem" onmouseover='gp(412);'>DW</span> army and don't understand Kill Teams. In my head you can have Vets units and sometimes bikes or jet packs. how does the movement work as bikes and jump packs can move more than vets?<br /> <br /> Cheers Guys<br /> <br /> Crazy 75]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 08:51:01]]> GMT</pubDate>
				<author><![CDATA[ crazy75]]></author>
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				<title>Rules for Movement for Death Watch</title>
				<description><![CDATA[ You must end your movement with the unit in Coherency.<br /> <br /> Sometimes you might not be able to move a model its full distance]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 09:10:36]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Rules for Movement for Death Watch</title>
				<description><![CDATA[ so its a case of moving at the slowest pace? ]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 09:15:58]]> GMT</pubDate>
				<author><![CDATA[ crazy75]]></author>
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				<title>Rules for Movement for Death Watch</title>
				<description><![CDATA[ No, you can move the bike or jump model as far as they can go, they just must remain within w inches of anither model in the unit whenever possible. So the Bike guy, for example, could reposition from one end of the unit to the other while the rest of the unit moves up its normal 6 inches. ]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 10:36:02]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Rules for Movement for Death Watch</title>
				<description><![CDATA[ You can move the Maximum distance as long as your unit is still in coherency at the end of movement.]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 10:37:21]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Rules for Movement for Death Watch</title>
				<description><![CDATA[ That sounds really dumb. Bikes putt putt along at walk speed<br /> They should let the bikes, jumpers over extend. If they cant get back to coherency in a turn or two, depends on type how long they get. Then they get destroyed.  ]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 11:50:28]]> GMT</pubDate>
				<author><![CDATA[ the ancient]]></author>
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				<title>Re:Rules for Movement for Death Watch</title>
				<description><![CDATA[ The true trick is, that the bikers and jump packers and terminators have special rules that apply to all models in the same unit. They bring their expertise to the squad, and it becomes all the better for it, while they (jump packers and bikers) slow down a bit. Once the rest of the squad is killed off, bikers and jump packers still have their own special rules, and their movement modes.]]></description>
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				<pubDate><![CDATA[Sat, 25 Mar 2017 19:49:53]]> GMT</pubDate>
				<author><![CDATA[ Lord Xcapobl]]></author>
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