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shooting at retreating troops

 Post subject: shooting at retreating troops
PostPosted: Wed May 17, 2006 12:31 pm 
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Just like it says in the title can you do this??

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 Post subject: shooting at retreating troops
PostPosted: Wed May 17, 2006 12:39 pm 
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Yep, shooting at broken units is the best way of ensuring they don't come back later!


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 Post subject: shooting at retreating troops
PostPosted: Wed May 17, 2006 1:07 pm 
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As Mephiston said, when you shoot at a Broken formation, each Blast Marker you inflict causes another hit that can not be saved (and that does not cause additional blast marker!). ?Think of it as "ranged hackdowns", if that helps. ?Fearless units can not be assigned these additional hits (as stated in the rule). ?The extra hits are allocated like shooting attacks.

Here is an example, an Ork warband is broken, and only consists of 6 Boyz stands. ?A unit of Sentinels then shoots at them, killing two stands. ?The formation would normally suffer 3 blast markers (1 for coming under fire, 2 for the dead units); instead, another 3 Boyz stands are removed, leaving 1 lonely (and probably not-long-for-this-world) Boyz stand.

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 Post subject: shooting at retreating troops
PostPosted: Wed May 17, 2006 6:02 pm 
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cool cheers guys

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 Post subject: shooting at retreating troops
PostPosted: Thu May 18, 2006 7:16 am 
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Shelling fleeing men is an ancient wargaming tradition and ensure that the roleplayers get all the flak, not us.

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