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		<title><![CDATA[Latest posts for the thread "Fighting first - fighting last FAQ adjustments"]]></title>
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				<title>Fighting first - fighting last FAQ adjustments</title>
				<description><![CDATA[ Perhaps this should have been in the <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> but it honestly is quite clear. I feel it is more of a strategic question. You can see it under the spoiler, but you can no longer freeze out a unit with Judustucar like abilaties if they charged you. You can do it if you charge them.<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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*Page 98 – Rare Rules, Always Fight First/Last<br /> Add the following paragraphs to the end of this Rare Rules entry:<br /> ‘Note that it doesn’t matter how many rules are affecting a unit<br /> that enable it to fight first, or how many rules are affecting it that<br /> say it cannot be selected to fight until after all other units have<br /> done so - if a unit is under the effects of one or more of both<br /> kinds of ability simultaneously it instead fights as if none of those<br /> rules are affecting it.<br /> <br /> Note that the Counter-offensive Stratagem requires you to select<br /> a unit that is eligible to fight. This means that if a unit is under<br /> the effects of a rule that says that it is not eligible to fight until<br /> after all other eligible units have done so, then unless it is also<br /> under the effects of a rule that lets it fight first, you will not be<br /> able to select that unit to use the Counter-offensive Stratagem.<br /> <br /> Some examples of rules that always allow a unit to strike first<br /> include Martial Superiority and Veil of Time (see Codex: Space<br /> Marines), Precognitive Strike (see Codex: Necrons), etc. Also<br /> note, as per the core rules, that units that have charged fight first<br /> in the Fight phase, and for the purposes of this rare rule this is<br /> considered to be a rule that lets a unit always strike first.<br /> <br /> Some examples of rules that always make a unit strike last (or say<br /> a unit cannot be selected to fight until after all other eligible units<br /> have done so) include Tempormortis (see Codex: Space Marines),<br /> The Armour of Russ (see Codex Supplement: Space Wolves),<br /> Obeisance Generators (see Codex: Necrons), etc.’
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</div><br /> <br /> But does this make 'Alwasy strike First' better? It seems so if you can get them en mass. I think Drukhari Witches can do this, and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> can get an aurp of this with a Saga.<br /> <br /> What are the strategic implication of this in the abstract? As far as I can see it is a major nerf to <span class="glossaryitem" onmouseover='gp(124);'>SW</span>. This and the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> psykick powers was what they had.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Jun 2021 15:54:48]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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