slovak
09-07-2006, 06:17 PM
Dear Rule-mongers,
I'm running into even more problems with the Dying Unit rules, and looking for some help.
Problem 1: Earlier question topics on the forum about dying units seem to suggest that it is up to the controlling player to decide whether they wanted to remove their dying units at the point that the unit reached 0 HP or upon the unit's next activation. What we're finding in play is that this is problematic, because dying units still occupy the area that their base covers and prevent another model's base from occupying the same area, so in essence dying units become terrain. When left on the board dying units create a huge hindrance to counter-attacking any units in base contact with them- so whether friendly or enemy, and whether or not either side has unit(s) that can recusitate the dying units, if you're the one with models in base contact with them you generally want them to stay where they are.
Either side being able to arbitrarily remove some or all of their dying units in the course of a game turn confers a huge advantage that doesn't seem to be the intent of the CA system. Am I wrong on this? Is it the intent of the design that this is an (dis)advantage to be manipulated by each player, or should the rule be that any and all dying units MUST stay on the board until their next activation? See if this comes up in your games as well.
Problem 2: The Field Medic's special ability Hang In There Boys (Genesis, pg. 130) states: "Any Dying Unit from the same Force within 20cm of the Unit with this Ability is not removed from play when they are activated." This definition seems to suggest that there is no wiggle room here- all dying units within 20cm must stay on the board, whether you like it or not. Further, the special ability Just A Flesh Wound allows the Field Medic to restore 1 (and only 1) HP to a model in B-T-B.
Where this created a problem in a recent game is where a big combat between myself and a Skaard opponent occurred (perfect. . . ) that was within 20cm of my Field Medic. I had several Strikes in the combat (2 HP models) that were taken to 0 HP by my opponent, and then wounded further (down to -1) by a template attack. This left several models in a strange limbo where they were wounded too badly to be revived by the Field Medic, but kept alive indefinitely by her presence. Since they sat in the middle of the combat occupying vital space (again- in my opinion vital to preventing me from launching a game-winning counterattack and in my opponent's opinion vital to to preventing exactly that counterattack) and weren't going away on their own, my question is can I attack them? My opponent certainly wasn't going to, because if he killed them (by causing another wound, taking them down to -2 HP) he was removing an impenatrable wall the blocked his flank from my CA attacks.
Thanks guys-
slovak
I'm running into even more problems with the Dying Unit rules, and looking for some help.
Problem 1: Earlier question topics on the forum about dying units seem to suggest that it is up to the controlling player to decide whether they wanted to remove their dying units at the point that the unit reached 0 HP or upon the unit's next activation. What we're finding in play is that this is problematic, because dying units still occupy the area that their base covers and prevent another model's base from occupying the same area, so in essence dying units become terrain. When left on the board dying units create a huge hindrance to counter-attacking any units in base contact with them- so whether friendly or enemy, and whether or not either side has unit(s) that can recusitate the dying units, if you're the one with models in base contact with them you generally want them to stay where they are.
Either side being able to arbitrarily remove some or all of their dying units in the course of a game turn confers a huge advantage that doesn't seem to be the intent of the CA system. Am I wrong on this? Is it the intent of the design that this is an (dis)advantage to be manipulated by each player, or should the rule be that any and all dying units MUST stay on the board until their next activation? See if this comes up in your games as well.
Problem 2: The Field Medic's special ability Hang In There Boys (Genesis, pg. 130) states: "Any Dying Unit from the same Force within 20cm of the Unit with this Ability is not removed from play when they are activated." This definition seems to suggest that there is no wiggle room here- all dying units within 20cm must stay on the board, whether you like it or not. Further, the special ability Just A Flesh Wound allows the Field Medic to restore 1 (and only 1) HP to a model in B-T-B.
Where this created a problem in a recent game is where a big combat between myself and a Skaard opponent occurred (perfect. . . ) that was within 20cm of my Field Medic. I had several Strikes in the combat (2 HP models) that were taken to 0 HP by my opponent, and then wounded further (down to -1) by a template attack. This left several models in a strange limbo where they were wounded too badly to be revived by the Field Medic, but kept alive indefinitely by her presence. Since they sat in the middle of the combat occupying vital space (again- in my opinion vital to preventing me from launching a game-winning counterattack and in my opponent's opinion vital to to preventing exactly that counterattack) and weren't going away on their own, my question is can I attack them? My opponent certainly wasn't going to, because if he killed them (by causing another wound, taking them down to -2 HP) he was removing an impenatrable wall the blocked his flank from my CA attacks.
Thanks guys-
slovak