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Warpshadow.com • View topic - Heavy Flamer Rules


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 Post subject: Heavy Flamer Rules
PostPosted: Sun Sep 13, 2009 1:39 pm 
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The Red Terror
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What would happen if a gargoyle had air sickness?



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PostPosted: Sun Sep 13, 2009 2:35 pm 
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Norn Queen wut can has cookie
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PostPosted: Sun Sep 13, 2009 2:48 pm 
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What would happen if a gargoyle had air sickness?



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PostPosted: Mon Sep 14, 2009 4:18 pm 
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PostPosted: Mon Sep 14, 2009 6:09 pm 
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PostPosted: Tue Sep 15, 2009 7:57 am 
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Norn Queen wut can has cookie
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Trust me, killing 6 genestealers on an intersection before leaves a dent in the nid's plans. Also, it seals off a corridor for a turn, which is sometimes all the space marine player needs. Any section you place within LOS and 12 squares can be blocked for the genestealer turn, and all genestealers in it fried. Don't underestimate it. Also, it helps not burning your own marines :P

As for imagery: the space hulk has lots of crashed-in bulkheads and exposed piping and such, so sometimes you won't be able to spray a whole lot of corridor with enough fire, and sometimes when you have a smoother space (say, a 5-square corridor or a room) where you can flame large areas at once.

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