jaldon454 wrote:
(a) How are the two formations BMs transferred?
All BMs are kept. A broken formation counts as 1BM/unit as normal.
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(b) What is the accepted range for the Merge?
Consensus was that normal formation coherency would be the simplest and require the least amount of measuring.
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(c) When does the Merge occur?
At the end of an action. This makes it take place during the turn so the enemy can, at least in theory, take it into account prior to end phase issues (victory conditions and such).
It also makes it more difficult to merge a broken swarm. Only the unbroken swarm can take an action.
Neither formation can activate again once the merge is completed. The reasons are obvious and this has precedent in the WE Transport rules as a simple way to handle it.
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Basically by the time the Synapse Creatures had been taken down there really wasn't much left of that swarm to be absorbed by another swarm. The question then became was all this merge mechanic stuff really worth all this effort to try to play balance?... what were the net results being gained/lost using the two different kinds of mechanics at the business end of the pipe?
I agree that "What is the net result?" and "Is the net result worth it?" are the most important questions.
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To sum up Merging while a neat mechanic doesn't return any better results over Instictive, on the gaming table
I think this depends on what you mean by "better results."
I thought from the beginning that the tactical assessment was more or less what you laid out - piddly little swarms with relatively ineffective activations, versus larger swarms with fewer and better activations - and the overall battlefield results would probably not be much different in terms of winning games. In that respect, there isn't any better result on the table.
But there is something to be said for giving a player the ability to play the force as they like, in this case, choosing between numerous small swarms and fewer larger swarms. And while I think that "on paper" feel is often overrated, it does exist. With respect to both of those, there is a better result in terms of the play experience.
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is far more complex a rule to try and flesh out and play balance
There are a lot of potential methods. However, we theoryhammered on it and number of problems were quickly identified, eliminating most of the options. It's not that complex at this point. It's down to a pretty simple set that shouldn't be hard to test.