jaldon454 wrote:
Hive Mind
I tried this in my last couple of games, except it was a +1 to rally for all formations. Any reason why you are limiting it to just synapse formations?
jaldon454 wrote:
Expendable
That text follows:
Quote:
2.1.3 Disposable
Some units are seen by their allies as expendable. This may
be because the units are specifically created to sacrifice
themselves, because the units are simply not valued, or for
a number of other reasons. Disposable units do not
generate Blast Markers when they are removed as
casualties. This includes special effects which create Blast
Markers when the Disposable unit is targeted, i.e. when hits
are allocated to the unit. Unless otherwise noted,
Disposable units DO count as casualties for the purposes of
assault resolution (1.12.7).
I'd like to see it updated to reflect the various Grot FAQs, that's a discussion to be had elsewhere though.
jaldon454 wrote:
Spawning
I agree with the others that the wording isn't the tightest. The last three paragraphs that cause the most confusion. Also, you don't mention how units are returned to play. Here's my suggestions for those points:
Quote:
The destroyed brood units of a formation form its spawning pool. A formation must return units to play from this pool when it spawns. If a formation's pool is empty then it may return units from another formation's pool. These units become part of the spawning formation and go to its pool when destroyed.
All formations with at least one synapse unit must spawn in the end phase. All formations with units in their spawning pools must spawn before formations with empty pools.
Brood units returned to play via spawning must be placed within 5cm of a unit from the spawning formation. These units may not be placed in enemy zone of control or in impassable terrain.
jaldon454 wrote:
Instinctive
I think the wording could be tighter again. This rule is tied to the army list, and not the units. We need to specify that when a Synapse Swarm's synapse units are destroyed that these effects take affect. You also don't need the note about spawning (its covered in that rule), nor merging (why would players assume they could merge it?).
The limited actions seems overly harsh coupled with the 3+ initiative. The biggest problem I have though is that those brood creatures you've paid for can't be absorbed by another swarm to help recoup their cost once their synapse dies. A 3+ init formation with no ability to contest/control and than can only hold/advance/engage is the closest thing to worthless in EA I think. You're effectively allowing absorbing via spawning (by grabbing from another formation's spawning pool), why are we disallowing a formation from running over to a synapse-less one and absorbing its brood units?
jaldon454 wrote:
Mobility
Do LVs get cover saves by this rule?
Finally, players are going to find it confusing when they see "Synapse" in a datafax but can't find a special rule called "Synapse". If we're going to label things Synapse and Brood in the datafaxes, we should have rules for them, if only to just have them say the following:
Quote:
Synapse
Formations that contain at least one unit with synapse (a synapse unit) may spawn brood units (see Spawning).
Brood
Units with brood (brood units) may be spawned (see Spawning).
Otherwise, everywhere it says Brood units or Synapse units we should be saying "units with the Brood special ability".