nealhunt wrote:
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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...
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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.
This still seems clunky, the first sentence is utilizing a "dead pile" without using that term. In effect it seems like we're throwing all of the dead brood into one big pool and trying to remember casualties from each formation. I think it would be clearer if we just introduced the idea of a dead pile for each formation at the start rather than leaving it for a note at the end.
How about something like this, immediately following the table on unit and their spawn point cost:
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Note that brood units returned to play must have belonged to the formation before it spawns, each formation's casualties should be kept separate for this reason. You cannot return brood units that belonged to another formation until all of the spawning formation's causalities are returned. Once this criteria has been met the formation may return brood units from another formation's casualties, these units become part of the spawning formation and are its casualties when they are destroyed.
On the Tie Breaker, I think the "dead piles" will help here too. If a formation's dead-pile is greater than what's left on the board then you know its below half strength. I think that's better than going by the number of units in a formation at the start of the game. If the number of units in a formation can fluctuate, then the tie-breaker limit should too. With the dead-piles we'll have an easy way to see that.