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"Necron" special rule - rallying vs regrouping

 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 1:00 am 
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That 4.3 thread is getting a lot of topics all mixed together... lets start some new ones!  *laugh*

Here's a re-write of part of the Necron special rule, what do people think?

When a Necron formation rallies or regroups, the formation may either remove Blast markers, return destroyed units with the Necron ability to play, or any combination of the two, up to the number of Blast markers it could normally remove.  For example, if the formation could remove three Blast markers, it could remove three Blast markers, or return three units to play, or remove two Blast markers and return one unit, etc.  Formations with no Blast markers may still attempt to regroup to return lost units. Note: formations without Blast markers do not attempt to rally in the End phase and cannot return units.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 1:27 am 
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yep, seems fair enough, if you wish to repair a damaged unit without blast markers you have to use an activation for marshaling, all good

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 7:08 am 
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Nice and clear. I like it.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 11:33 am 
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It works!

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 11:59 am 
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I agree with Hena here, the rule is illogical.

Perhaps after passing an initiative test in the end phase, Necron formations could roll 2d6 as if they were marshalling, and remove that number (Plus extras for leaders).

That seems the most universal solution.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 12:10 pm 
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Why? Use normal rally mechanics instead.


Because a hypothetical formation of 5 units with no BM's would get back 0 units (plus leader bonuses).

While a hypothetical formation of 5 units with 4BM's would get back 2 units (plus leader bonuses).

That's just odd.





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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 12:19 pm 
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True, sorry. :)

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 12:21 pm 
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Regardless of whether or not it is counter-intuitive, the write up clarifies exactly what the intentions of the army champ are for the rule.  Out of three potential areas where Necrons can regenerate (marshall move, regroup on a hold, and rallying with BMs), the 'illogical' part is only on the rallying.

It is fine with me.  If Corey really wanted to change it he could just keep the regeneration to marshalls and regroups if he wanted to.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 3:33 pm 
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If you feel that not making a rally check without blast markers is Illogical, I suggest you tell that to the rules committee

I didn't write those rules, I just use them.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 3:37 pm 
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(corey3750 @ Oct. 31 2007,14:33)
QUOTE
I didn't write those rules, I just use them.

What do you think of the re-write with the note/reminder informing people of that?

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 3:41 pm 
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You could write your own rule if you're not happy with them.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Wed Oct 31, 2007 3:47 pm 
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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.


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