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				<title>Question about WBB and a rez orb</title>
				<description><![CDATA[ <font size="2">  <p>Like most who don't play Necrons, I have only a vague idea how all their special crap works. It's all very confusing. But I ran into this situation yesterday, and wanted to know the proper way to handle it, as we just started a campaign, and it's likely to happen again.</p>  <p>I was playing Nid's, my opponent was playing Necrons.</p>  <p>I was able to assault his 2 squads or warriors. 1 squad was assaulted by 2 four-bug squads of genestealers, and the other squad was assaulted by a single genestealer and a Lictor. Both warrior squads were within a few inches of each other, and within six inches of a lord with rez orb (destroyer body and war scythe) who was not in the combat.</p>  <p>My 2 bigger squads of stealers rended the 1 warrior squad into tiny metal pieces. Normally he can't <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> because rending is a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attack that does not allow a save, but the Lord with rez orb is nearby.</p>  <p>So my questions are thus&hellip;</p>  <p>1) What happens to the warriors that stand up (remember, the squad was completely wiped out by the stealers)? Are they still engaged to the stealers, do they join the other warriors that are only inches away, join the Lord, or stand up anywhere they want?</p>  <p>2) Is the 6 inch rez orb rule on a model per model basis, or a whole squad? In other words, if one model of a squad is within 6, can the whole squad <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>? Or only MODELS within 6&quot; of the lord?</p>  <p>3) Can the lord with rez orb, use the rez orb on himself? This really doesn't seem right, as this means the ONLY way to kill him is to get him to run from combat, and catch him in a sweeping advance.</p>  <p>Your help is greatly appreciated.</p>  </font>]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 01:55:04]]> GMT</pubDate>
				<author><![CDATA[ Sinjin]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ 1. Join the nearest unit of the same type<br><br>2. Squad<br><br>3. Yep, he sure can]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 02:10:40]]> GMT</pubDate>
				<author><![CDATA[ don_mondo]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ 1) Since the entire squad was destroyed, any warriors that stand back up from a successful <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> will join the nearest warrior squad (within 12 inches).&nbsp; If there is a Tomb Spyder nearby, that distance is the entire battlefield.&nbsp; Because the stealers wiped out the unit, they are no longer in combat.&nbsp; For victory point purposes that Necron unit is considered destroyed.<br />  <br />  2) The 6 inch rez orb rule is based on the squad, not the model.&nbsp; So as long as one model from a squad is within 6 inches of the orb, the entire squad gets it.&nbsp; Imagine the cluster that would happen if all Necron models were forced to be within 6 inches of the lords.&nbsp; The Necron would be pie plate fodder!<br />  <br />  3) The lord can always rez orb himself.&nbsp; Its fair because he still only has a 50-50 chance of standing back up (and with only 1 wound unless he takes other wargear).&nbsp; I've had Necron lords stand back up 3-4 times in a game.&nbsp; I've had other games where the Lord was dead early in round 2 and never stood back up.&nbsp; <br />  <br />  Hope this helps<br />  <br />  -Jmz]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 02:11:20]]> GMT</pubDate>
				<author><![CDATA[ Jmznudd]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By don_mondo  on  10/04/2007 7:10 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  1. Join the nearest unit of the same type<br />  <br />  2. Squad<br />  <br />  3. Yep, he sure can</div></blockquote>  Hehe, two IFLers giving the goods.&nbsp; <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br />  <br />  -Jmz<br />]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 02:12:28]]> GMT</pubDate>
				<author><![CDATA[ Jmznudd]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <font size="2">  <p>Thank you for the quick replies.</p>  <p>Ok, so what happens to the destroyed warrior squad if there is no other warrior squad nearby? They can still <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> because of the orb, but there is no other unit (except the lord) within 12 inches. What happens then?</p>  <p>Edit:&nbsp; Also, could someone point me to the appropriate rules section which tells that <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> is based on squads not models?</p>  </font>]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 02:31:17]]> GMT</pubDate>
				<author><![CDATA[ Sinjin]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, oh dear. <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> is allowed if there is a like model within 6&quot; of the model rolling for <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>, not 12&quot; That's a large difference!<br />  <br />  <span class="glossaryitem" onmouseover='gp(329);'>Pg</span> 15 should help you with Orbs.]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 07:31:06]]> GMT</pubDate>
				<author><![CDATA[ Halfpast_Yellow]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Sinjin on 10/04/2007 7:31 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <font size="2">  <p>Thank you for the quick replies.</p>  <p>Ok, so what happens to the destroyed warrior squad if there is no other warrior squad nearby? They can still <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> because of the orb, but there is no other unit (except the lord) within 12 inches. What happens then?</p>  <p>Edit:&nbsp; Also, could someone point me to the appropriate rules section which tells that <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> is based on squads not models?</p>  </font></div></blockquote>  <p><br />  <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> may not be attempted by a model if it doesn't meet certain criteria, one of those being that there must be&nbsp;a unit of the same type within 6&quot; (unless there is a Tomb Spyder within 12&quot; of the model attempting <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>).</p>  <p>If that criteria isn't met then the model doesn't get to attempt a <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>. So in your example above, models in the wiped out unit would just be lost because there are no units of a similar type within 6&quot;, regardless of the fact that the Rez Orb allows him to ignore some other <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> criteria.</p>  <p>&nbsp;</p>  <p>As for page numbers, I don't have the codex in front of me right now but all the rules for <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> are found in the front of the codex in one big section called &quot;We'll Be Back!&quot;. You would also want to read the rules for hte Ressurection Orb too in the wargear section of the codex.</p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 13:20:54]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> is on page 13, the Res Orb is on page 15.]]></description>
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				<pubDate><![CDATA[Thu, 4 Oct 2007 16:10:08]]> GMT</pubDate>
				<author><![CDATA[ Bookwrack]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By yakface on 10/04/2007 6:20 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> may not be attempted by a model if it doesn't meet certain criteria, one of those being that there must be&nbsp;a unit of the same type within 6&quot; (unless there is a Tomb Spyder within 12&quot; of the model attempting <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>).</div></blockquote>  <p>Ok, so if there is no similar model type within 6&quot; then you cannot <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> regardless of to presence of an orb?</p>  <p>Then how does a Lord rez orb himself?</p>]]></description>
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				<pubDate><![CDATA[Fri, 5 Oct 2007 02:03:17]]> GMT</pubDate>
				<author><![CDATA[ Sinjin]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Sinjin on 10/05/2007 7:03 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Then how does a Lord rez orb himself?</div></blockquote>  </div></blockquote>  <br />  The Orb rule, or a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, (I don't have the books infront of me) specifically allows the Lord to ressurect himself without a similar model nearby.&nbsp; <br />]]></description>
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				<pubDate><![CDATA[Fri, 5 Oct 2007 02:47:45]]> GMT</pubDate>
				<author><![CDATA[ Brother Tiberius]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Sinjin on 10/05/2007 7:03 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By yakface on 10/04/2007 6:20 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> may not be attempted by a model if it doesn't meet certain criteria, one of those being that there must be&nbsp;a unit of the same type within 6&quot; (unless there is a Tomb Spyder within 12&quot; of the model attempting <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>).</div></blockquote>  <p>Ok, so if there is no similar model type within 6&quot; then you cannot <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> regardless of to presence of an orb?</p>  <p>Then how does a Lord rez orb himself?</p>  </div></blockquote>  <p><br />  The Lord is specifically allowed in the rules to ignore the need to be within 6&quot; of a model of the same type.</p>  <p>The Rez Orb rules themselves specify that it works on the Lord himself when he has one.</p>  <p>&nbsp;</p>  <p>Those two rules together means that a Lord with a Rez Orb will always get to attempt <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>, no matter what (it's horrible I know. I hate it too).</p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Fri, 5 Oct 2007 15:18:25]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By yakface on 10/05/2007 8:18 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Sinjin on 10/05/2007 7:03 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By yakface on 10/04/2007 6:20 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> may not be attempted by a model if it doesn't meet certain criteria, one of those being that there must be&nbsp;a unit of the same type within 6&quot; (unless there is a Tomb Spyder within 12&quot; of the model attempting <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>).</div></blockquote>  <p>Ok, so if there is no similar model type within 6&quot; then you cannot <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> regardless of to presence of an orb?</p>  <p>Then how does a Lord rez orb himself?</p>  </div></blockquote>  <p><br />  The Lord is specifically allowed in the rules to ignore the need to be within 6&quot; of a model of the same type.</p>  <p>The Rez Orb rules themselves specify that it works on the Lord himself when he has one.</p>  <p>&nbsp;</p>  <p>Those two rules together means that a Lord with a Rez Orb will always get to attempt <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>, no matter what (it's horrible I know. I hate it too).</p>  <p><br />  </p>  </div></blockquote>  <p>Me too.</p>  <p>&nbsp;</p>  <p>The amount of games I've played where I've killed the lord 3 or 4 times per game are unbelievable.</p>  <p>&nbsp;</p>  <p>He's like a damn jack-in-the-box.<br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Fri, 5 Oct 2007 20:50:13]]> GMT</pubDate>
				<author><![CDATA[ Brother Bartius]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ While the Orb will effect the entire squad, if one necron is within 6"; the requirement of a like model being within 6" is on a *model by model* basis.<br><br>So if  you have 2 warrior squads near a lord with Orb<br><br>A_A_A_A_A_A_A_L/O_B_B_B_B_B_B_B_B_B<br><br>If all of A dies to rending, then they all get the benefit of being near the orb. But only the ones within 6" of B will actually get a <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> roll, not the entire unit.]]></description>
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				<pubDate><![CDATA[Sat, 6 Oct 2007 17:38:22]]> GMT</pubDate>
				<author><![CDATA[ coredump]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ All  of this is reminding me of how glad I am they are turning We'll be Back into Feel No Pain in the new codex. Of course Warriors and Immortals are also said to be getting T5, and given  the nightmare I had trying to kill plague marines yesterday, I am not comforted in the least.]]></description>
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				<pubDate><![CDATA[Sun, 7 Oct 2007 03:00:14]]> GMT</pubDate>
				<author><![CDATA[ Wehrkind]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ I want them to keep <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> instead of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but making the rules a bit easier to understand would help.]]></description>
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				<pubDate><![CDATA[Sun, 7 Oct 2007 13:07:59]]> GMT</pubDate>
				<author><![CDATA[ coredump]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Wehrkind  on  10/07/2007 8:00 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  All  of this is reminding me of how glad I am they are turning We'll be Back into Feel No Pain in the new codex. Of course Warriors and Immortals are also said to be getting T5, and given  the nightmare I had trying to kill plague marines yesterday, I am not comforted in the least.</div></blockquote>  That's not going to happen.&nbsp; That rumor started as a wish list on Warseer that got posted here as a rumor that then got reposted on Warseer as substantiated rumor.<br />  <br />  Replacing <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> will make the Necron army to powerful.&nbsp; With <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> a downed model does interact until the following turn.&nbsp; Thus a unit of ten Immortals that suffers four wounds is reduced to six with the potential of getting, on average, two back but fights the rest of the turn as a six model unit.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> the unit, on average, would make two 'saves' and would now be an eight model unit.&nbsp; That's a huge difference in how the army plays.<br />]]></description>
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				<pubDate><![CDATA[Mon, 8 Oct 2007 03:45:06]]> GMT</pubDate>
				<author><![CDATA[ TheGreatAvatar]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By TheGreatAvatar  on  10/08/2007 8:45 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  That's not going to happen.&nbsp; That rumor started as a wish list on Warseer that got posted here as a rumor that then got reposted on Warseer as substantiated rumor.<br />  <br />  Replacing <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> will make the Necron army to powerful.&nbsp; With <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> a downed model does interact until the following turn.&nbsp; Thus a unit of ten Immortals that suffers four wounds is reduced to six with the potential of getting, on average, two back but fights the rest of the turn as a six model unit.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> the unit, on average, would make two 'saves' and would now be an eight model unit.&nbsp; That's a huge difference in how the army plays.<br />  </div></blockquote>  <br />  First off, you really can't just say that replacing <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> will make Necrons &quot;too powerful&quot; because you have no idea of the other changes that are being made to the codex.<br />  <br />  Second, (I mean this in the nicest possible way) I have to think that you are absolutely insane if you believe that <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is a better ability than <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>.<br />  <br />  <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> give thes the Necron player a tremendous advantage because the opponent cannot fully utilize his shooting and assaults and doesn't really know what the enemy army will look like until the Necron player's turn.<br />  <br />  <br />  For example, say there are 4 Necrons in a unit (Unit A) that are six inches in front of a second Necron unit (unit B). A Necron Lord is joined to unit B.<br />  <br />  Now, under the current rules the best the opposing player can do is to knock down all 4 Necrons in unit A and hope that none of them get back up to join unit B, but he won't <i>know</i> whether that is going to happen until after his turn is over.<br />  <br />  With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> if he fails to kill any models from unit B he will know during <i>his turn</i> because <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is taken immediately. Therefore he can fire at unit A with more of units or even assault unit A with his units. He simply wouldn't have that option with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> as he would be unable to fire or assault anymore at unit A once it is knocked down so his only way to make sure they &quot;stay dead&quot; would be to wipe out unit B too (a very hard task to accomplish).<br />  <br />  <br />  So in short, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is far inferior to <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> because it gives the opponent much more tactical information which thereby allows them to immediately respond to that information.<br />  <br />]]></description>
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				<pubDate><![CDATA[Mon, 8 Oct 2007 07:23:01]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ That's a really good point Yak, I hadn't considered that part myself. <br>Does <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> get negated by power weapons? That would also be a downside of getting <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br><br>Still... hate, hate HATE plague marines... <img src='http://www.dakkadakka.com/DesktopModules/NTForums/images/emoticons/sad.gif'> ]]></description>
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				<pubDate><![CDATA[Mon, 8 Oct 2007 10:24:49]]> GMT</pubDate>
				<author><![CDATA[ Wehrkind]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By yakface  on  10/08/2007 12:23 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By TheGreatAvatar  on  10/08/2007 8:45 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  That's not going to happen.&nbsp; That rumor started as a wish list on Warseer that got posted here as a rumor that then got reposted on Warseer as substantiated rumor.<br />  <br />  Replacing <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> will make the Necron army to powerful.&nbsp; With <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> a downed model does interact until the following turn.&nbsp; Thus a unit of ten Immortals that suffers four wounds is reduced to six with the potential of getting, on average, two back but fights the rest of the turn as a six model unit.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> the unit, on average, would make two 'saves' and would now be an eight model unit.&nbsp; That's a huge difference in how the army plays.<br />  </div></blockquote>  <br />  First off, you really can't just say that replacing <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> will make Necrons &quot;too powerful&quot; because you have no idea of the other changes that are being made to the codex.<br />  <br />  Second, (I mean this in the nicest possible way) I have to think that you are absolutely insane if you believe that <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is a better ability than <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>.<br />  <br />  <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> give thes the Necron player a tremendous advantage because the opponent cannot fully utilize his shooting and assaults and doesn't really know what the enemy army will look like until the Necron player's turn.<br />  <br />  <br />  For example, say there are 4 Necrons in a unit (Unit A) that are six inches in front of a second Necron unit (unit B). A Necron Lord is joined to unit B.<br />  <br />  Now, under the current rules the best the opposing player can do is to knock down all 4 Necrons in unit A and hope that none of them get back up to join unit B, but he won't <i>know</i> whether that is going to happen until after his turn is over.<br />  <br />  With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> if he fails to kill any models from unit B he will know during <i>his turn</i> because <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is taken immediately. Therefore he can fire at unit A with more of units or even assault unit A with his units. He simply wouldn't have that option with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> as he would be unable to fire or assault anymore at unit A once it is knocked down so his only way to make sure they &quot;stay dead&quot; would be to wipe out unit B too (a very hard task to accomplish).<br />  <br />  <br />  So in short, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is far inferior to <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> because it gives the opponent much more tactical information which thereby allows them to immediately respond to that information.<br />  <br />  </div></blockquote>  Conversely, with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> the unit of four Necron that are down for one unit of fire won't bet back up until the next turn.&nbsp; Thus the the opponent can fire at the next nearest unit with the intent of denying <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> for the models.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, the unit A stands a good chance of making two saves.&nbsp; Thus a second unit must fire at unit A to eliminate it before unit B is even addressed.&nbsp; <br />  <br />  And as I pointed out previously, if a unit of Necrons with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> suffers wounds, those wounds stay down until next turn.&nbsp; Thus the unit has less models until next turn.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, half those models continue to fight for the turn.<br />  <br />  In both case <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> provides a far better advantage to the Necron player then the opponent.<br />]]></description>
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				<pubDate><![CDATA[Mon, 8 Oct 2007 11:48:51]]> GMT</pubDate>
				<author><![CDATA[ TheGreatAvatar]]></author>
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				<title>RE: Question about WBB and a rez orb</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By TheGreatAvatar on 10/08/2007 4:48 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  Conversely, with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> the unit of four Necron that are down for one unit of fire won't bet back up until the next turn.&nbsp; Thus the the opponent can fire at the next nearest unit with the intent of denying <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> for the models.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, the unit A stands a good chance of making two saves.&nbsp; Thus a second unit must fire at unit A to eliminate it before unit B is even addressed.&nbsp; <br />  <br />  And as I pointed out previously, if a unit of Necrons with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> suffers wounds, those wounds stay down until next turn.&nbsp; Thus the unit has less models until next turn.&nbsp; With <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, half those models continue to fight for the turn.<br />  <br />  In both case <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> provides a far better advantage to the Necron player then the opponent.<br />  </div></blockquote>  <p><br />  It seems to me that you think having a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save somehow makes Necron models somehow more resilient. On a model-by-model basis this simply is not true. Both rules give the model an additional 4+ save but with <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> the downed model is impervious to further shooting or assault damage until it stands back up.</p>  <p>Again, that ability makes it impossible for opponents to fully be in control of the game unless they are able to wipe out entire units of nearby Necrons at once (something that is not very easy to do).</p>  <p>Or another real-world example: I can't tell you how many games I've played against Necrons who have a Lord with Rez Orb. I may have 10 Lascannons with nothing better to do then shoot at the Lord but once he goes down to one Lascannon I cannot commit any more shooting or assaults to making sure he stays down. I simply have to wait and see if I get lucky on the 50/50 <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> roll at the start of the next turn.</p>  <p>You also keep talking about how the Necron player has &quot;less models&quot; until the next turn, but since the Necron player isn't able to use his models to deal damage in his opponent's turn (besides being charged or already engaged in close combat--something Necrons don't really excel in) this really is much more of a negative to an opponent rather than a positive.</p>  <p>&nbsp;</p>  <p>I do fully admit that having less models on the table does make it slightly easier for Necron units to fail morale checks and definitely makes them a bit weaker in combat (and more prone to being outnumbered and run-down) but I strongly, strongly contend that these negatives are far outweighed by the amazing ability to control the flow of the game by constantly forcing the opponent to not know how many enemies they will be facing in the next turn.</p>  <p>Opponents have to constantly think and manuever with the thought in their head: &quot;what will I do if 'X' many of those Necrons get back up next turn? What will I do if <b>all </b>of them stand back up?&quot; etc.</p>  <p>&nbsp;</p>  <p>But ultimately, the real piece of the puzzle comes down to what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does with Tomb Spyders, the Rez Orb and the Monolith's portal. . .or if they even keep the Rez Orb and/or the <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> effect of the Tomb Spyder and Monolith portal in any fashion.</p>  <p>What <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decides to do with these things (or anything else that fills their current role) will definitely have a major impact on whether <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> turns out to be more or less useful than <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>.</p>  <p>Hell, with phase-out rumored to be removed I wouldn't be surprised if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't totally jettison the current Rez Orb concept and let the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rule stand on its own. If that's the case the ability to reliably ignore <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> with Instant Death weapons and close combat weapons that ignore armor saves is really going to make fighting Necrons a whole lot more strategic.</p>  <p>But regardless I completely look forward to <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> because <i>I </i>will finally be able to have more control in fighting against Necrons and not so much will be determined by the almighty 50/50 roll of <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>.</p>  <p>&nbsp;</p>]]></description>
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				<pubDate><![CDATA[Mon, 8 Oct 2007 17:56:13]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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