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"Necron" special rule - rallying vs regrouping

 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 3:48 pm 
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you can justify that because the necrons have no blast markers in the end phase they they dont believe they are under threat,so will push their advantage instead of stoping to rebuilt their numbers.




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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 4:11 pm 
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(Ilushia @ Nov. 01 2007,09:47)
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I'm slightly lost on why they get to regenerate when rallying at all (Other then for consistency sake), especially as those who phase out can't regenerate when they rally, yet they're supposed to be at the starship/tomb complex they're deploying from to begin with! I'd probably advocate towards not letting them regenerate models when Rallying at all, and only allowing them to remove Blast Markers on a rally, with regeneration specifically reserved for Marshal/Hold. This would also put them back in line with the way that Void Shields work, which my understanding was where Corey originally pulled the mechanic from (I think? Maybe I'm totally wrong on that one...) But that would seem the simplest way to solve the 'more blast markers are better' effect. Well, sortof, broken units get to dump all blast markers while unbroken ones don't, but they have their own downsides in fighting over portals and suchlike.

But, it's just my opinion. I don't think this ever came up in any of the games I played with Corey (At least not that I recall) generally things either got broken or had few or no blast markers in the end phase.

actually, I could just go whole hog and allow a restoration of one stand in the end phase and have it work EXACTLY like the void shield rule...

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 4:55 pm 
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Yeah, that's true. I think that'd actually fit pretty well from the standpoint of representing the 'we'll be back' effect, myself. Either the forces rely on their 'automatic' regeneration, which brings back a few of them at a time, or they can dedicate time and energy specifically to rebuilding their forces and grow back faster. That'd also give you an advantage to those still on the board rather then being broken if the ones who phase out didn't get the 'automatic' stand back. Dunno if it's the best solution or not, or even functional to be honest, but it's a suggestion. >.>


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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 6:28 pm 
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Nice, Hena.  It reads well.  I would not be opposed to this change, although the minimalist approach to changing the list might mean it gets applied to Version 5.8 :p

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 6:40 pm 
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(Moscovian @ Oct. 31 2007,17:28)
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Nice, Hena. ?It reads well. ?I would not be opposed to this change, although the minimalist approach to changing the list might mean it gets applied to Version 5.8 :p

I think it's a lot closer to what corey is looking for, so the change might happen a little quicker... *laugh*

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 7:41 pm 
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(Moscovian @ Nov. 01 2007,12:28)
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Nice, Hena.  It reads well.  I would not be opposed to this change, although the minimalist approach to changing the list might mean it gets applied to Version 5.8 :p

There will come a day... and I have a list. :devil:

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sat Nov 03, 2007 1:40 am 
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The largest issue with this idea is that is will render tomb spiders even more useless than they already are. Pretty much all they have going for them currently is leader, and if leader is ignored for will be back in the rallying phase then they will be utterly worthless.

They cost the same as a monolith and are already much, much worse.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sat Nov 03, 2007 1:47 am 
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(zombocom @ Nov. 03 2007,00:40)
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The largest issue with this idea is that is will render tomb spiders even more useless than they already are. Pretty much all they have going for them currently is leader, and if leader is ignored for will be back in the rallying phase then they will be utterly worthless.

They cost the same as a monolith and are already much, much worse.

They still count in "regrouping"... and will clear BMs from non-broken, on-board formations as well... and they're good assault troops!  *laugh*

And almost *nothing* compares to Monoliths in the army!  *laugh*

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sat Nov 03, 2007 4:09 am 
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They also are AVs and can provide cover.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sat Nov 03, 2007 5:00 am 
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How many people actually rely on WBB in the Rally phase anyway? Couple people have made statements which make me wonder how much impact the old rule actually has. I'm a big fan of making the one-stand-regen standard and otherwise requiring an action, myself, seems fitting and would solve some problems with the stylistic oddities of the list. Just kinda wonderin' how much impact the ability to regenerate on rallies has? Anyone lost/won games over this ability?


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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 12:49 pm 
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WBB isn't really that big a deal. It rarely comes into play in the rally phase, since usually units phase out and don't get a chance to WBB, so it usually only happens on a marshall anyway.

WBB is just about the only thing about the necron list that I've never had an opponent complain about.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 1:11 pm 
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I mean, if we follow the suggestion of making it entirely like void shields, i.e. just one per rally phase no matter what, then leader becomes a lot less useful, and tomb spiders become even more overpriced.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 1:30 pm 
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Uh... first you say this:

(zombocom @ Nov. 04 2007,12:11)
QUOTE
WBB isn't really that big a deal. It rarely comes into play in the rally phase, since usually units phase out and don't get a chance to WBB, so it usually only happens on a marshall anyway.

And then you say this:

I mean, if we follow the suggestion of making it entirely like void shields, i.e. just one per rally phase no matter what, then leader becomes a lot less useful, and tomb spiders become even more overpriced.

How is removing something that rarely has any effect suddenly make a huge difference?

Tomb Spyders are a lot more than just leader, they've got a wide variety of attacks, give mobile cover to infantry units in the formation, *and* help a Phalanx regroup to full while also removing Blast markers.

I still think they're pretty good.

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