Ahzek451 Posted November 4, 2020 Share Posted November 4, 2020 I had another socially distanced game last night (to be fair, that's easy if you're on your side of the table) and I can honestly say RP was great on the 1 wound models. Really strong. Combined with Technomancers and Ghost Arks returning models it's a real pain for the opponent. It did literally nothing for all other models in my arm. I wasn't even close to returning a Destroyer or Scarab! For that reason, there needs to be something done/amended. How did living metal do? Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5627592 Share on other sites More sharing options...
Captain Idaho Posted November 4, 2020 Author Share Posted November 4, 2020 It healed a couple wounds here and there. It's a nice benefit, though didn't change anything as to the result. I think a Scarab went from 2 wounds to 3, a Skorpekh Destroyer went from 1 to 2 wounds, both died anyway. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5627602 Share on other sites More sharing options...
Atrus Posted November 4, 2020 Share Posted November 4, 2020 (edited) In my games, I found living metal to come up only once and that was for a ghost ark to regain a single wound and then be blasted away next turn. Every other MW model didn't benefit because, well, you gotta be not dead to benefit. I mean if living metal also applied to dead model in the unit too that'd help out the MW model units. A unit of 3 destroyers reduced to 2 models; if the other models in it are undamaged then living metal bring back the third model on 1 wound. Edited November 4, 2020 by Atrus Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5627605 Share on other sites More sharing options...
Ahzek451 Posted November 4, 2020 Share Posted November 4, 2020 (edited) Hmmmm interesting concept. Kinda like it actually. Just puting the feelers out there. See if anyone else just kinda felt "meh" about living metal. Regaining a wound here and there is super situational if it becomes universally beneficial or not. Edited November 4, 2020 by Ahzek451 Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5627636 Share on other sites More sharing options...
Captain Idaho Posted November 5, 2020 Author Share Posted November 5, 2020 I'm making a quick analysis video of RP and presenting it to my Youtube channel. It's not a tactica article rather a review of the rules. It's mostly my opinion here and I explain. It does emphasise they Warriors and Immortals really benefit from the rule, just it isn't thematically working for multi wound units and compared to Marines, the list of special rules and reanimation potential is negligible. I compared an Apothecary and Technomancer for this too. Mr4Minutes 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5627858 Share on other sites More sharing options...
Ahzek451 Posted November 5, 2020 Share Posted November 5, 2020 Nifty, will you drop a link? Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628020 Share on other sites More sharing options...
Captain Idaho Posted November 5, 2020 Author Share Posted November 5, 2020 I will. Had a family emergency and will finish editing tomorrow. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628057 Share on other sites More sharing options...
Captain Idaho Posted November 6, 2020 Author Share Posted November 6, 2020 Here's the link to my latest video, a review of Reanimation Protocols. Of course it covers much of the information mentioned here, so I apologise if it's nothing ground breakingly new. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628260 Share on other sites More sharing options...
Ahzek451 Posted November 6, 2020 Share Posted November 6, 2020 (edited) Nice work on the video! So, just pondering on all this. At this point were looking at two things happening. If anything happens at all. GW is not known for making multiple huge changes across a codex in an faq. This sort of thing would have to wait for the next codex. However, they have and could make a simple change. And the more I think abiut it, the more I feel that the only thing they could potentially do is just change some of the wording on the core rule itself. And the more I think on it, the more I can see it being easier to bring back wounds worth of models from the dice pool. I think the reason they didn't do this in the first place is because it might have been too much. But...with the growing meta, in time it may not be so bad. Future proofing. I just cant see them coming out with a faq that changes a whole slew of rules from the reanimator, technonamcer, orbs, relics, etc. I am seriously thinking the best thing we will see from the reanimator for the entire lifespan of this codex is a points reduction. But...please prove me wrong GW. I geuss the question is, now what? Edited November 6, 2020 by Ahzek451 Guardsman Bob and Captain Idaho 2 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628283 Share on other sites More sharing options...
Captain Idaho Posted November 6, 2020 Author Share Posted November 6, 2020 I'll be enjoying the army as much as I can anyway. It's still great fun playing the Necrons now. I was thinking they could change RP so it's a 5+ if the model has a single wound, 4+ if they have 2 wounds and 3+ if they have 3 or more wounds. It would make a difference but be far from over powered as it'll still fail a lot (more often than not) when used on models with multiple wounds. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628324 Share on other sites More sharing options...
Get Thokt Posted November 6, 2020 Share Posted November 6, 2020 It would be nice for multiple wound models to come back with just 1/2 wounds remaining but I won't get my hopes up. Regarding FAQ, I feel that C'tan may lose Living Metal. I don't think they had it in previous editions. There's also talk in the community that our Dynasty obsec trait may be a little too powerful. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628464 Share on other sites More sharing options...
Ahzek451 Posted November 7, 2020 Share Posted November 7, 2020 (edited) I wouldn't be surprised if something happened to the obsec trait. Or at least not allow you to pair it with the 6" move. Edited November 7, 2020 by Ahzek451 Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628472 Share on other sites More sharing options...
Captain Idaho Posted November 7, 2020 Author Share Posted November 7, 2020 I hope there isn't a knee jerk reaction to Necrons in an FAQ. Compared to Marines they're not bad at all. • C'tan are very much solvable for players. The problem is too many players just sit there and try to firepower things off the board. I can build an Ultramarines list without even trying that can kill the Nightbringer in a couple turns fairly easily. Just hit them in multiple phases. • Objective Secured is fairly important. Our Warriors are so slow and our elite and faster stuff should be taking Objectives, it's a problem otherwise. Lord Raven 19 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5628546 Share on other sites More sharing options...
Ahzek451 Posted November 15, 2020 Share Posted November 15, 2020 This gave me a chuckle: https://youtu.be/YdoV0GznflQ Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5631502 Share on other sites More sharing options...
angrom Posted November 15, 2020 Share Posted November 15, 2020 I have little hopes for my poor necrons. The RP is pointless unless playing warriors or immortals and no point cost balancing will change that. The army wide rules and strat are knee capped to the maximum and our strong absec rule does not look that strong anymore as most armies (at least SM from what I see) have access to it via a WT. Our only asset are the ctan and they are not scary at all unless you are a custodian if you know how to play and position correctly. In competitive play I wouldn t be surprised if a lot of players are dropping their c tan for a more consistent option. As an example you could replace your c tan by a nightscythe with 10 lychguard with warscythe and charge something with the strat on turn 2 from deep strike for less points dealing more damage than a c tan and arguably being as durable as a ctan. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5631659 Share on other sites More sharing options...
Get Thokt Posted November 18, 2020 Share Posted November 18, 2020 I rolled 6 dice to reanimate two Wraiths, and rolled all 5+! Please someone tell me the odds of that Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5632710 Share on other sites More sharing options...
Captain Idaho Posted November 18, 2020 Author Share Posted November 18, 2020 That would be amazing! Imagine doing it in a tournament! Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5632803 Share on other sites More sharing options...
Seahawk Posted November 18, 2020 Share Posted November 18, 2020 (edited) I'm playing a tournament over this and next week, and so far even when rolling 20+ dice, I get back exactly one 4W base. Even my 1W RP has been lackluster due to it being a 5+. Really, really dislike new RP. Edited November 18, 2020 by Seahawk Captain Idaho 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633021 Share on other sites More sharing options...
Captain Idaho Posted November 18, 2020 Author Share Posted November 18, 2020 Lots of time wasting in a game for little benefit. Make sure you get back to us with the tournament report. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633047 Share on other sites More sharing options...
Ahzek451 Posted November 18, 2020 Share Posted November 18, 2020 I think that's the biggest thing overall. Inefficient and a time waster. And more convoluted than it needs to be. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633082 Share on other sites More sharing options...
VoceNoctum Posted November 19, 2020 Share Posted November 19, 2020 Easiest fix would be reanmimate however many wounds you get OR have the dice carry forward That's what I was thinking, that for non Warrior/ Immortals, RP successes went to a resource pool. Then later you could use those dice to bring back a multi wound model rather than having to get them all at once. Even saving them until Morale phase would be a boost without having to keep them too long. Even giving various types slight variations could be interesting. Canopteks getting 4+ for instance, and maybe Destroyers are 6+ but you can come back with partial wounds, so even a single success might return a model. I don't see that (or much of anything) happening. What I assume will happen at some point is a tweak to RP buff's or maybe a new unit that gives a bigger boost. Seems unlikely though, since the change for the Reanimator from Indomitus to Codex only made them worse. Though, we don't have a general release Reanimator yet either, so who knows. Lord Raven 19 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633159 Share on other sites More sharing options...
Tyriks Posted November 19, 2020 Share Posted November 19, 2020 Just giving us a stratagem to boost it somehow would do wonders. That said, I don't mind the current rule. Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633199 Share on other sites More sharing options...
Atrus Posted November 19, 2020 Share Posted November 19, 2020 The rule isn't too bad as long as you got a reanimator doing it's thing. Problem is Reanimator. Give that thing quantum shielding and a healthy dose of its problems go away. Lord Raven 19 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633221 Share on other sites More sharing options...
Seahawk Posted November 19, 2020 Share Posted November 19, 2020 I love it when my orb of eternity brings back a single Lychguard, out of 6. Twice. 2 points shy of making its points back lol... I really wish the res orb could be used every turn instead of the once per BS it is now. In fact, there's way too many once per abilities in this army, where others get multiple uses every turn. Ugh... Lord Raven 19 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633235 Share on other sites More sharing options...
Captain Idaho Posted November 19, 2020 Author Share Posted November 19, 2020 The Reanimator would be considered worthwhile if it worked like the Technomancer but on any unit - heals D3 Warriors a turn or 1 model from another unit. I'd even give it "heal D3+1 Warriors or 1 model to full wounds and any wounded models to full wounds of another unit". Just limit it to as "no Canoptek units". Lord Raven 19 1 Back to top Link to comment https://bolterandchainsword.com/topic/367364-fixing-reanimation-protocols/page/2/#findComment-5633275 Share on other sites More sharing options...
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