RE: [NetEpic ML] [5.0] the revision continues, chaos! (pretty long)

From: <rune_at_...>
Date: Fri, 14 Feb 2003 00:48:45 +0200

Hi guys :)
  
> >>>One issue to be discussed. Does any form of regeneration work in close combat. It was decided with necrons that it didn’t, but I am not sure of that rememdy for chaos and tyranids. Opinions?
>
> >>>> I think the same rule should apply to all units with regeneration, no regen in close combat!
>
> <grin> I know YOU would, I still remember all the nagging with the Necron stuff <chuckle>. Problem is that such a blanket rule affects the tyranid rules as written, besides decreasing the use of some units.
>
> [snip]

I have to agree that regeneration in CC should not be allowed
for any units with the regen ability. It isnt really a matter of
HOW they regenerate (biological/mechanical/psychic power/godly
gift or whatever), it's the fact that noone in CC is going to
let an enemy they just killed regenerate. For anyone who's ever played D&D/AD&D : What is the first thing you do when you've defeated a party of trolls? You get the flaming oil! Burning will stop any regeneration, and it is extremely easy to set fire
to a corpse if you have the means with you (as i assume most
would when they're fighting regen'ers).
If this decreases the use of some units, so be it. We can't
go around applying different logics to units with the same
abilities. It is good to have playability, but not if we're
going to have different rules for the same thing.
Now, if we're talking regeneration as a "godly gift", this
is easily remedied by simply calling it "restoration" instead,
and allow a complete restore in CC (i believe there is a chaos card with regeneration on it? Whether this should be a restoration or not is up for debate).

Rune
Received on Thu Feb 13 2003 - 22:48:45 UTC

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