Onikaigo said:So, I second DoN's explanation of it, and say no pursuit allowed for Zombie units.
Makes sense-something as slow a zombie shouldnt be able to pursue! The extra hits on the fleeing unit should be implemented instead.
Onikaigo said:So, I second DoN's explanation of it, and say no pursuit allowed for Zombie units.
uga bug said:Onikaigo said:So, I second DoN's explanation of it, and say no pursuit allowed for Zombie units.
Makes sense-something as slow a zombie shouldnt be able to pursue! The extra hits on the fleeing unit should be implemented instead.
Disciple of Nagash said:To clarify Keldane's idea and to answer Oni's, I think it should work thus (replace's the crumbling rule)
The Tide of Battle
Insert fluff
At the end of combat, calculate CR as normal.
If the enemy unit wins, for each point of CR they win by the Zombie Pirate unit suffers a wound, with no armour saves allowed.
If the Zombie Pirate unit wins, for each point of CR they win by they heal / raise one wound. Models raised in this fashion are equipped in exactly the same way as the rest of the unit. If any of the command group are dead, then they must be resurrected first. If they unit has multi-wound models, this can resurrect models with only partial wounds (i.e if the models has 3 wounds, a model can be resurrected with just one wound). However before resurrecting any new models, existing models in the unit must be fully healed. Zombie Pirate characters may be healed in this fashion, however vampires characters etc cannot.
I like this idea but I think it's a little too inconsistent (and therefore complicated). I propose this as an alternative:
Zombie Pirates have the 'Unstable' special rule and are affected by 'Call of the Sea'
Call of the Sea
No real Pirate can resist the call of his only true mistress. From the greenest sea whelp (and they are most certainly green in this case) to the most seasoned veteran of the waves, when the winds are blowing favourably not one of them can resist the call of the distant horizon. It lulls them with promises of adventures not yet had, of foreign lands not yet explored and of treasures not yet discovered. As such, even the weariest (and frequently dead) storm riding miscreants find themselves suddenly refreshed and once again ready to conquer whatever lies ahead of them
Sailors are a superstitious lot by nature; pirates even more so. Often given to a strong belief in the magical mysteries of the seas and the winds by which they are governed, members of this foul company will respond to a force unknown and unseen by those bound to a mundane life on land. To represent this, whenever an infantry unit in the army wins a combat by any margin it immediately adds D6+1 wounds worth of models back into it's ranks (beginning with command models); this can take the unit above it's starting numbers as the Call is sometimes strong enough to enchant even those members of the enemy forces who have just taken a trip down to Davy Jones' locker.
Models of any other unit type only ever regain D3+1 wounds and cannot be taken above their starting unit size or number of wounds. For characters that have joined units, one wound per resolved combat may be allocated onto any one character within a unit that has just won a combat (this can be in lieu of command models). Characters on their own may only ever regain a single wound in this manner.
I think this format simplifies things and is fairly balanced. What do you think?