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[Tyranid Special Rules] Regeneration
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=21702
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Author:  zombocom [ Fri Nov 04, 2011 12:50 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

I'm just spitballing crazy ideas, doesn't mean I actually want to go with them! Who knows, out of crazy ideas might come brilliant ones.

Only the bigger bugs (DC4+) are going to have regeneration, so that's not a big deal.

I still agree that 1DC back in the end phase is probably the best option.

Author:  Ulrik [ Fri Nov 04, 2011 1:07 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

Could call it Regenerate (1) or Regenerate (D3) depending on the critter.

Author:  carlos [ Fri Nov 04, 2011 1:13 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

I was thinking that DC2 and DC3 shouldn't regenerate but the Harridan has been downgraded from DC4 to DC3 so she'd still need some kind of compensation.

Author:  zombocom [ Fri Nov 04, 2011 1:28 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

Not according to Dave, apparently, he doesn't want regenerate on Harridans.

Author:  Dobbsy [ Fri Nov 04, 2011 3:29 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

There's always the crazy idea of a Nid-ified Necron living metal rule too :)

Author:  arkturas [ Fri Nov 04, 2011 7:29 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

I certainly think that the enhanced save (by 1 pip to 3+RA) until the first wound is suffered is a viable alternative rule to regeneration. It's an upfront and generally quantifiable rule, whereas Regeneration is a retrospective action that a Bio-Titan may not be able to use if killed outright in a single turn. Although I think it would need to be worded so that all attacks from a single formations shooting would count the higher save, then if any wound is caused the standard save is used for any subsequent enemy formations shooting.

We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

Author:  carlos [ Fri Nov 04, 2011 8:37 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

arkturas wrote:
We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

That's very problematic as it'd never die raising all sorts of issues regarding whether it returns broken or not, if the corpse can contest and so on.

Author:  Tiny-Tim [ Fri Nov 04, 2011 8:41 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

carlos wrote:
arkturas wrote:
We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

That's very problematic as it'd never die raising all sorts of issues regarding whether it returns broken or not, if the corpse can contest and so on.

I think that we can safely say DC0 is dead and remains so.

Author:  Dave [ Mon Nov 07, 2011 4:18 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

Quote:
Regeneration: War engine units with regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn's end phase.

Regeneration cannot be used by a destroyed unit nor may it increase a unit's damage capacity beyond the starting amount.

Author:  zombocom [ Mon Nov 07, 2011 4:55 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

Looks fine to me.

Author:  Evil and Chaos [ Mon Nov 07, 2011 5:09 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

Before or after counting VP's?

Author:  Dave [ Mon Nov 07, 2011 5:26 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

The intention was for it to be the first thing that happens in the end phase (before rally, crits, etc). But why would it matter?

Author:  Steve54 [ Mon Nov 07, 2011 6:01 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

As whether the WE is above or below half strength affects VPs

Author:  Dave [ Mon Nov 07, 2011 6:09 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

Right, duh... :-X

Author:  arkturas [ Mon Nov 07, 2011 8:45 pm ]
Post subject:  Re: [Tyranid Special Rules] Regeneration

carlos wrote:
arkturas wrote:
We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

That's very problematic as it'd never die raising all sorts of issues regarding whether it returns broken or not, if the corpse can contest and so on.


Zombie Bio-Titans never die isn't quite what I meant. Just that Bio-Titans stay on the board at 0DC, can't take any actions (or attack) but can be shot/attacked by the enemy and need to be dropped to -1DC to kill. Dave's squashed it anyway, probably for the best.

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