jaldon454 wrote:
Total resurrection spawning is going to be changed to a limited across swarm spawning. The limitations would be the following;
(A) The spawning swarm must have NO units of its own to spawn back.
(B) The 'new units' MUST come from a swarm that has been wiped out, or has gone instinctive
I assume you want B so that the swarm being plundered can't spawn, correct? Otherwise, you'd have a plundered swarm that could theoretically spawn units that another swarm had taken.
I'm a bit dubious on that. It's starting to get complicated to explain. I know in practice it's probably a bit easier (any non-Synapse swarm casualties just go to a general spawn pile) but the text... ugh.
As Ulrik pointed out, the "gamey" tactic of leaving just Synapse creatures would be functional. It's not going to be hard and might even happen accidentally since the synapse are Fearless - break the swarm, hackdown the broods, leave the synapse and the broods stay unavailable for spawning. Maybe that will leave the Nids with an extra token activation, but I can definitely see tactical situations where that is more than worth it.
BTS and Tiebreaker - The proposed idea flips the way it's calculated, from counting remaining units to counting casualties. That would require tracking exactly how many units were added to the swarm so you could count casualties. I think that's a problem.
Just count remaining units as normal. It's fine even with cross-swarm spawning as long as you use the original formation strength for determinations. Cross-swarm spawning gives Nids an advantage to both, sure, but those advantages are in keeping with an attrition style of play. An innate advantage is not a problem as long as it is characterful and the the army is balanced overall. It's no different than Siege IG advantages on Blitz, DTF and TSNP.
Spawn-to-order - I really find this to be the only compelling argument against cross-swarm spawning. I think it could be handled in a more play-friendly manner than simply banning it outright. For example, something like "you have to spawn back units originally in the swarm if possible" is a simple restriction. Replace casualties with identical units until there are no more in the spawning pool. It'll be a little fuzzy in implementation, but not more than hit allocation with LVs and such. There's still going to be some spawn-to-order, but it's not going to be open to heavy-handed manipulation.
Do you guys think a "must replace casualties first" restriction is feasible and gets the job done?