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Necron Regeneration and Phase Out

 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 5:50 pm 
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Sounds like you want a closer application of the void shield rule:

Regain one unit per turn at the end of turn before rallying.

When regrouping, you can choose to return units or remove BMs, in any combination.

So the Leader ability would only help you when regrouping, not when rallying. And rallying would be only the removal of BMs, not the returning of units.

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 5:51 pm 
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Would directly mapping to the Void Shield rule solve all this?

Then it would take an actual "Regroup" sub-action to restore a large number of units and only a single stand would be returned via End Phase rallying, regardless of number of Blast markers.

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 5:58 pm 
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Was the Necron rule ever like this? Or was the unit-returning allowed during a Rally from the start?

Just wondering why it deviated from the Void Sheild rule in the first place?

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 6:17 pm 
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It's been tied to the rally for as long as I can recall.  Four years?  Five years?  Since its creation?

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 6:26 pm 
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Quote: (Moscovian @ Dec. 23 2009, 17:17 )

It's been tied to the rally for as long as I can recall.  Four years?  Five years?  Since its creation?

I guess I've never really seen it come up as an issue as, in local games, Necron infantry formations either sit around fairly pristine or wind up completely shattered; so neither does much in the End Phase for rallying.

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 7:20 pm 
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End Turn rally is triggered by having Blast Markers.  If you have no Blast Markers, you don't make a rally check.  If you don't make a rally check, and thus cannot regenerate units.

That's why the BM were removed entirely, because having them gave you the option of triggering this end of turn opportunity to regenerate.  It gave an advantage to being broken.

And yes, I tied it to the morale rules because it was easier, didn't involve adding an entirely new mechanic (there are enough special rules as is), kept the flavor of the army and did so in a way that didn't involve everything having reinforced armor like it did origionally.

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 8:47 pm 
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Quote: (Hena @ Dec. 24 2009, 13:43 )

How about Void Shield rule? Now new inventions there except would need to be written out properly of course.

That's fine.  I wouldn't mind it working just like the Void Shield rule if it made people happy.

It would still be effective and flavorful

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 9:52 pm 
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in preperation for the raiders update we are trying to downgrade the necrons a little
now just so i got this straight...
no one had a problem w/ loose all BM rule. now we want to change it so the infantry formations will be almost unkillable.
yea that seems like a great way to nerf the army :rock:


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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 9:56 pm 
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Quote: (mnb @ Dec. 24 2009, 15:52 )

in preperation for the raiders update we are trying to downgrade the necrons a little
now just so i got this straight...
no one had a problem w/ loose all BM rule. now we want to change it so the infantry formations will be almost unkillable.
yea that seems like a great way to nerf the army :rock:

don't look at me, wasn't my idea :)

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 10:46 pm 
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well no one had a problem since raiders came out, until a few days ago, would be a little more accurate
hena i could not agree more that having a BM should be a good thing. i have always hated that. but if the did not loose BMs, then say you kill 3 units. you would loose all BMs and the formation comes back next turn but slighly less powerful. if you were given a chance to keep BMs and therefor bring units back in the end phase, you combine that w/ a marshal next turn and that same formation comes back on board without a scratch. that is completely unfair.
if we would discuss the void shield rule more in depth i think that would help. a fixed amount of units... well unit, coming back would not make having that one BM benificial


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 Post subject: Necron Regeneration and Phase Out
PostPosted: Wed Dec 23, 2009 10:49 pm 
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Quote: (mnb @ Dec. 24 2009, 16:46 )

well no one had a problem since raiders came out, until a few days ago, would be a little more accurate
hena i could not agree more that having a BM should be a good thing. i have always hated that. but if the did not loose BMs, then say you kill 3 units. you would loose all BMs and the formation comes back next turn but slighly less powerful. if you were given a chance to keep BMs and therefor bring units back in the end phase, you combine that w/ a marshal next turn and that same formation comes back on board without a scratch. that is completely unfair.
if we would discuss the void shield rule more in depth i think that would help. a fixed amount of units... well unit, coming back would not make having that one BM benificial

you'd still get more units back using a marshal action, or a regroup if you failed an intiative check, but that's still fine :)

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 Post subject: Necron Regeneration and Phase Out
PostPosted: Thu Dec 24, 2009 6:09 pm 
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can someone point out what the down-side would be to just having a void shield rule if you are on the board at the end of the turn? it would get rid of the "BM being a good thing" and it would get rid of that price is right mentality (great analogy by the way). we could change the rule to only bringing units back on a regroup. off the top of my head i can't think of a down-side to this.


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 Post subject: Necron Regeneration and Phase Out
PostPosted: Thu Dec 24, 2009 6:56 pm 
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I think it's a great idea. :)

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