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Necron Regeneration and Phase Out

 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 6:52 pm 
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Quote: 

Corey changed his mind so many times that frankly I just don't believe he remembers at all what he originally intended.


Welcome to my hell.

However, in this case it was my bad memory.  One of those can't see the forest through the trees moments.  Sorry, folks.  I went and pulled the email and  :blush: here it is...
   
Quote: 

Rallying occurs at the end of the turn, and is an automatic action triggered by being broken or having blast markers.  You cannot choose to rally a formation that has no blast markers, and you cannot choose to NOT rally a formation that has blast markers or is broken.  It is an automatic, required action.

   Regrouping is choice made when you either fail an activation roll (Hold Action) or as part of a Marshal action.  Neither of those instances is automatic, they MUST be deliberately chosen by the active player as part of that formation's activation.  Neither of them require you to have blast markers (though you will have one if you failed an activation roll).

   Only with a Marshal Action can you restore units to a formation that began it's activation off board, and ONLY by moving before you do the regroup action.


My memory failed - it was a rally function he was talking about, not the marshal.  Credit where credit is due.  Please don't throw lettuce at me.

So let's see if I can pull the train back on the rails.
---
Marshaling to restore units allowed to come on the board .  Marshaling to restore units disallowed when leaving the board.  We can FAQ it and be done with the whole dang thing.

This whole stupid time I've been NOT marshaling coming out of the portals and oddly enough I still have a scary win ratio with the Necrons.

The good thing is -despite my best efforts to sabotage my own project- we have a solid direction to put to ink.




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 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 9:35 pm 
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Phew. No worries on the forgetting, at least we're all on the same page now.

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 9:44 pm 
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So is my post a few ago now correct?


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 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 9:52 pm 
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Quote: (Mephiston @ Feb. 12 2010, 20:44 )

So is my post a few ago now correct?

Yes it is.

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 9:57 pm 
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Mosc. does this mean you'll be updating the Raiders 2.0 you posted?

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 11:14 pm 
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sorry for taking to long to weigh in on the discussion.

The weather has been monstrous, and has had a negative impact on my internet ability.

I haven't read entirely through all this yet, but I'm working on it :)

Let me say that I don't like any of the 3 options Mosc put out.  Not because there's any fault in them, it's just that this is the sort of radical changes (nessesary to be sure) that I was afraid of.

It's appearant to me that people had some mistaken impressions about what had always been intended.  Let me say straight out that I never wanted being off-board to be a GOOD thing.  It should be a Bad thing, or at least non-beneficial.

I never wanted anyone offboard to be able to restore units by any means.  I wanted you to have to bring your weakened formations back into play with a Marshal Action to do that, which would give you the choice of restoring your formations at the cost of a turn, or just going ahead with a weakened group.

Anyway, back to the point:

Option #1:  This is the simplest and the most logical.  After all, Mosc has frequently made the point (correctly) that there's no logical reason why being off the board should magically remove the Necron's ability to regenerate.  Doing so was always an "Artifact of the Game" situation to try to bring more balance.  This, while the easiest, and most logically consistant, is the one that provides too much power in my opinion.

From what I see, Options #2 and #3 are just two sides of the same coin.  The exception is that Option #3 gives an advantage to being off board.

Frankly, at this point, I'm not sure I see a good choice, but the ERC may have a descision that changes all our options  :sad:

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Fri Feb 12, 2010 11:19 pm 
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The problem with option 1 is that's it's quite a big boost to an army that probably doesn't need a boost.

Option 2 is the closest to what we've always had, so is probably the best choice.




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