A vampire should be able to flee by turning into a mist that cant be hit and rolls 5d6 on flee but can pick the direction and distance himself :tongue:
Obviously im trolling
But like i stated before. Crumble is not perse the problem. Especially not on our regular undead units.
Its a problem and overly exaggerated penalty on Vampirics.
Like Patrunkenphat also laid out: Overruns after a crumble?? How is it that they get to overrun... they didnt slay all my models, they simply crumbled out of retardedness after CR and combat was over. This is absolutely one of the most imbalanced part of the rule working in our disadvantage that is out of place and should be adressed.
But i do think that 12 witchelves that tear through 60 zombies in two rounds is abit exaggerated. Crumble really does too much damage in situations like that.
So I always imagined it that crumble worked like this:
Undead troops are naturally not as good as living ones, and so the extra damage caused by crumble was not bodies just randomly falling down but rather the impetus of the living units fighting that much harder against the
horde of undead. So if a living unit and a zombie unit fight, and the zombie unit loses by 12, then those extra 12 didn't just randomly fall down, that was the zeal of the living unit slicing through an additional 12 zombies. Everyone who has ever seen a zombie movie knows when you are fighting for your life against hordes of undead monstrosities, you are able to go to new heights of fighting prowess.
As for the 12 witch elves slaughtering 60 zombies in two turns, the math actually supports it. I did a quick spreadsheet on it (I can share if anyone likes) but based strictly on math hammer, 14 witch elves (approximately the same points value as 60 zombies) should cause 16 wounds, should win combat by 12 and kill 28. The following round the zombies lose enough to not get rank bonus and have 3.7 remaining. Any dice swing in your opponents favor and the zombies are gone in the second round of fighting.
What is interesting is I also (for funzies) did the math if the zombies have regen from 1 and 2 mortis engines. 2 Mortis Engines actually reduced the # of models lost on turn 1 by 11.
So if you have mortis engines to back up the zombies, you get the following:
Zombies Remaining after 2 combat rounds with 14 witch elves:
No Regen 6+ Regen 5+ Regen
3.740 15.172 25.604
That's a huge swing. The zombies will still lose as they cannot start cutting down significantly on the # of witch elf attacks until the 6th combat turn and by then the zombies will be gone without magic to res them back, but the mortis engine actually buys you time to get off IoN where as without it, they would almost certainly be gone.
Its also worth noting about the griping regarding overrun, that overrun can only happen on the turn a unit charges. Since our units never flee, as long as you can make it through a single round of combat and survive with one model left, your opponent can only ever reform after combat.
As a player of frenzied units (witch elves) I have had that thrown at me many times in tournaments. So I think as long as you ensure your units have enough models to survive a round of fighting, overrun should never be an issue.