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Necron changes for Raider 2.0

 Post subject: Necron changes for Raider 2.0
PostPosted: Tue Apr 13, 2010 2:37 pm 
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Unless there is a sufficiently good reason, the following attachments will be the official changes for Raiders 2.0.

Feel free to post any concerns or questions, or report any errors. We're very close to print time.


Attachments:
Appendices-u pg2.pdf [63.89 KiB]
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Changes - Necron v5.0u-a.pdf [236.66 KiB]
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Changes - Necron v5.0u.pdf [244.34 KiB]
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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Tue Apr 13, 2010 2:40 pm 
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Last page which details the changes in the Design Notes.


Attachments:
Appendices-u pg6.pdf [67.04 KiB]
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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Tue Apr 13, 2010 4:39 pm 
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I don't like what you've done with the Necron rule FAQ. You've disallowed marshalling onto the board and regenerating units. We went through all this before, you were wrong on the intention and it was always supposed to be allowed. The wording of the rule currently also allows it, as they regroup on the board (regrouping comes after the move).You essentially have the two FAQs the wrong way round. Please fix this.

The Necron rule also needs a note the the extra BM removed by leader can be used to bring units back, as it currently only talks about using the dice to do so.

You also note the whole thing about "the reason for removing all BMs was so they couldn't marshall onto the board" in the notes. Again, this was never the case.

Here's your post on the subject: http://www.tacticalwargames.net/taccmd/viewtopic.php?f=70&t=17479&start=167


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Tue Apr 13, 2010 6:57 pm 
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Zombocom, I grabbed the old pdf... Relax, switch to decaf, and just let me re-post. You aren't arguing for the prosecution, you know.


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 8:10 am 
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Sorry, I just don't want to have to go through all of that again, so I laid out every argument straight away.


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 1:51 pm 
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Or you could have just said, "Hey, I think you got the wording backwards on the FAQ - are you sure this is the right pdf?."


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 3:31 pm 
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Moscovian wrote:
Or you could have just said, "Hey, I think you got the wording backwards on the FAQ - are you sure this is the right pdf?."

Hey, I think you got these two FAQs backwards:

Quote:
Q. Can a Necron formation marshal on the board, move off the
board, and then regenerate units?
A. Yes, since the formation began its activation on the board this
would count as regenerating on board, even though the move
terminated off board.

Q. Can a Necron formation marshal off the board, move onto
the board, and then regenerate units?
A. No, since the formation began its activation off the board this
would be restricted under the Necron rule.

;)


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 4:07 pm 
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Yeah yeah yeah. :) I'm on my lunch break making single page pdfs of the new version. I'll get them up ASAP.


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 9:44 pm 
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I think there´s a typo in the army list regarding Tomb Complex and Portals. It says LV cannot use it to enter the board, but they can according to the special rules. Is it intentional???

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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 10:58 pm 
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lord-bruno wrote:
I think there´s a typo in the army list regarding Tomb Complex and Portals. It says LV cannot use it to enter the board, but they can according to the special rules. Is it intentional???

The Necron army has no light vehicles in it, so it has probably never come up.

(I still think Destroyers should be LVs!)


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 11:12 pm 
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Chroma wrote:
(I still think Destroyers should be LVs!)


What he said


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Wed Apr 14, 2010 11:23 pm 
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They're jetbike sized, and jetbike equivilents. Definitely not light vehicles, just most conversions people do are oversized. That's rather offtopic anyway...


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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Thu Apr 15, 2010 12:10 pm 
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I argued for LV status a few years ago until Corey pointed out what Zombocom just did. The measurements have it IMO.
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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Mon Jun 07, 2010 9:54 am 
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Hey Mosc.

Has this been updated at all?
I'm putting together a PDF for a local campaign and Tourney and I'd love to have the most recent stats and army rules available to our players.

I was going to use the NetEA Necron Draft file but that has a few errors (Aeonic Orb counts as Ruined terrain error, Tomb Spyder costs and were the changes to the Pylon ever been made official - 90cm MW4+ (TKD3), 90cm AA4+ TK (1) ? ).
Will there be a single page with all the up to date stats available aswell?

Cheers for any help mate.
Steve.

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 Post subject: Re: Necron changes for Raider 2.0
PostPosted: Mon Jun 07, 2010 1:25 pm 
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Onyx wrote:
I was going to use the NetEA Necron Draft file

That document has not been updated to the newest rules yet, just so you're fully aware.

Waiting on the "final" word from Raiders 2.0.


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