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		<title><![CDATA[Latest posts for the thread "Fairhammer: an alternative way to play 8th ed"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Fairhammer: an alternative way to play 8th ed"]]></description>
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				<title>Fairhammer: an alternative way to play 8th ed</title>
				<description><![CDATA[ Although 8th ed has vastly improved the game, I feel it is still at perhaps the bare minimum of what passes as a balanced game. In an effort to tweak the base ruleset (I'm not wanting to look at points etc for the time being) I've sketched out some changes that should, in my opinion, make the game more balanced and fair. I was a big fan of the One Page Rules for 7th (and their continuing development), so reaching a similar level of game balance/fun is the goal.<br /> <br /> The googledoc draft has comments enabled if you feel inclined, and if you have the time to share your own thoughts and/or criticisms on the idea please feel free to post them.<br /> <a href="https://docs.google.com/document/d/1uXlw1ADSZAmJdg8JRiAHRO71J5iak7oqqmxj0inlRLc/edit?usp=sharing" target="_new" rel="nofollow">View the google Doc here</a>]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 15:16:57]]> GMT</pubDate>
				<author><![CDATA[ Flood]]></author>
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				<title>Fairhammer: an alternative way to play 8th ed</title>
				<description><![CDATA[ This is very similar to what I proposed. You need to amend heroic intervention or add a rule "Lead from the front" that makes it so if you activate a unit within 3-6" of a character you may choose to activate the character with that unit. Characters activated in this way may not be activated again later in the turn.<br /> <br /> Alternatively it could be a blanket "units under the effect of a characters area abilities" instead of a flat range. <br /> <br /> Otherwise you either have characters activating first and stepping in front of their protecting units just to keep their abilities active throughout the turn or units activating first and losing the characters buffs as they step away.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 17:45:35]]> GMT</pubDate>
				<author><![CDATA[ Lance845]]></author>
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				<title>Fairhammer: an alternative way to play 8th ed</title>
				<description><![CDATA[ Hmm. Maybe character units within 3" of a close combat can intervene by activating in the fighting unit's turn, so long as they join the combat?<br /> <br /> I'm thinking the AoE effects would just apply to an activated unit so long as they are within range when they make the relevant action (re-rolls for shooting, etc); the abilities being a passive constant. So yes you are either putting your character out front first or activating/moving them after all the units wanting the buffs are done.  <br /> <br /> It would also mean you could buff unit A's shooting, then activate Character B who moves into range of unit C, then you activate unit C who now also takes advantage of the buff.<br /> <br /> Alternatively the character's buff only triggers during the Game Turn after that character has been activated?<br /> <br /> Food for thought, thanks.]]></description>
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				<pubDate><![CDATA[Fri, 7 Jul 2017 00:24:39]]> GMT</pubDate>
				<author><![CDATA[ Flood]]></author>
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				<title>Fairhammer: an alternative way to play 8th ed</title>
				<description><![CDATA[ You need to consider how this effects a large amount of mechanics in 8th. All protector units become worthless because they ditch their characters or get ditched by them with each activation. It also locks you into a predictable pattern of activations eating into the increase in tactics. <br /> <br /> Nids either loose out on their high m or are constantly suffering instinctive behaviour and being unable to choose their targets. <br /> <br /> Crypteks become a drain on necron. Either easily killable as they step in front or never in range to boost the to rolls of their units. <br /> <br /> What you end up with is game play that amounts to players chasing their own synergies across the board. You would cripple most of what 8th has going for it.]]></description>
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				<pubDate><![CDATA[Fri, 7 Jul 2017 01:52:37]]> GMT</pubDate>
				<author><![CDATA[ Lance845]]></author>
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				<title>Fairhammer: an alternative way to play 8th ed</title>
				<description><![CDATA[ You need to incorporate a PASS option<br /> Otherwise, everyone is going to spam a ton of cheap <span class="glossaryitem" onmouseover='gp(308);'>MSU</span><br /> Stay hidden as opponent burns activations<br /> Then once the opponent runs out, they will leave cover and absolutely wreck face.<br /> <br /> Star Wars Imperial Assault for the latest game with this problem.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Jul 2017 12:53:43]]> GMT</pubDate>
				<author><![CDATA[ Talamare]]></author>
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				<title>Fairhammer: an alternative way to play 8th ed</title>
				<description><![CDATA[ I was thinking about something similar recently, and think there might be a slightly simpler approach, but ended up posting it <a href="https://www.dakkadakka.com/dakkaforum/posts/list/0/732841.page" target="_new" rel="nofollow">in its own thread</a>, if you're interested.]]></description>
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				<pubDate><![CDATA[Thu, 13 Jul 2017 11:26:15]]> GMT</pubDate>
				<author><![CDATA[ Haravikk]]></author>
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