jaldon454 wrote:
How about this for the rule.
A swarm must first spawn back all the units in its dead pile before it can spawn units from another swarms dead pile. Once spawned into the new swarm they become part of that swarm for all purposes (Unless they are killed and spawned back into another different swarm. In which case they become part of that swarm.)
Conceptually, yes. I think that's a relatively uncomplicated way of addressing all the complaints - not 100% fixed in all cases, but mitigated across the board.
The main question is whether this simple concept will result in some fiddly effects once swarms start cross-swarm spawning. That will take playtesting.
I think the verbiage needs a little work, e.g. "dead pile" isn't a defined rule term...
Quote:
A swarm must first spawn back units identical to those it has lost before it can spawn other types of units, e.g. a formation that has lost 3 Hormagaunts must first replace those 3 Hormagaunts before it can spawn Raveners. If that is impossible because there are no available units of the appropriate type in reserves, the swarm may spawn any available units. Formations which have not taken any casualties may spawn any available units. [Insert a note as to how using 'dead piles' will facilitate tracking formation-specific units.]
And at the end of the spawning rule section...
Quote:
Note that in the General Tournament scenario spawning does not change the Break Their Spirit goal, nor the method for determining half-strength formations when calculating tiebreaker points. Use the point values and unit counts of the swarms at the beginning of the game to determine each.
You'll probably end up with a design note at some point to give guidance and explain that it looks fiddly, but it's not so bad (assuming that's the actual playtest result).