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Old February 22nd, 2007, 12:45 PM
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Marrow Warriors

Is it possible for one Marrow to stay back and clone, while others go and fight? Or do they all have to do the same thing since they are a unit?

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  #2  
Old February 22nd, 2007, 12:49 PM
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Quote:
Water Clone
Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
I think the card makes it pretty obvious.


  #3  
Old February 22nd, 2007, 12:49 PM
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Squads do not have to stay together, so it is possible to keep one back and let him clone.

The only thing that needs to be noted is that in order to clone, ALL of your Marro Warriors have to clone, which means no attacking that turn with any of them.


  #4  
Old February 22nd, 2007, 12:56 PM
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Would you pay 100 points for water clones..IF?

Would you draft the Water Clones if they were 100 points, but you could mix and match per turn? Some could clone while others attack in the same turn?



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  #5  
Old February 22nd, 2007, 01:21 PM
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Re: Would you pay 100 points for water clones..IF?

Quote:
Originally Posted by Nwojedi
Would you draft the Water Clones if they were 100 points, but you could mix and match per turn? Some could clone while others attack in the same turn?
Quote:
Originally Posted by Eclipse


Quote:
Water Clone
Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
I think the card makes it pretty obvious.


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  #6  
Old February 22nd, 2007, 01:23 PM
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Re: Would you pay 100 points for water clones..IF?

[quote="Fuzzie Fuzz"]
Quote:
Originally Posted by Nwojedi
Would you draft the Water Clones if they were 100 points, but you could mix and match per turn? Some could clone while others attack in the same turn?
Quote:
Originally Posted by Eclipse
You nob...reread my hypothetical question. I know how to play the MW.



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  #7  
Old February 22nd, 2007, 01:29 PM
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Re: Would you pay 100 points for water clones..IF?

Quote:
Originally Posted by Nwojedi
You nob...reread my hypothetical question. I know how to play the MW.
Heh heh...

To answer your question, yes. I would. Truly one of the weaknesses of the Marro Warriors is their inability to multi-task. However, this inability adds to their low-cost... though they are a great bargain at only 50 points. They would be so dynamic should they be able to divvy up their actions each turn. Perhaps TOO dynamic, even for 100 points...?



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Old February 22nd, 2007, 01:47 PM
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so you think more like 120 points for that ability? They would remain unique of course.



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  #9  
Old February 22nd, 2007, 02:31 PM
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I think if they were made into commons they should be 70 points. Perhaps 80. The point value wouldn't come into play unless you drafted more than one squad.

As for the mix and match thing, I believe they would easily be 90 points if they could clone/attack mix and match. Not too much more than that, because let's not forget that they still have attack of only 2. I would accept 100, but I think 120 is too high.


AT RISK OF SEEMING LIKE I AM HIJACKING THE THREAD (but I think the mechanic is similar, so here goes):
In a similar vein, how much more would the Airborne Elite cost if the grenade special ability could be used one soldier at a time? I'm thinking maybe another 20 points for 130. It's good, but let's not forget that their main strength is in their 3 attack at range 8.


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  #10  
Old February 22nd, 2007, 02:38 PM
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that granade is useless most of the time. I think if you could mix and match they would be worth 115 points.

As for the marrows...mixing an matching thier abilities is a huge advantage. One could be like the queen and just keep generating as the other 3 keep going out to kill. Sit one in a puddle, and you have a endless supply of ranged attackers to keep going out and attacking every turn. 120 points would be more like it. As for marrows being common. If they were, you would have to make them 150 points...minimum. Otherwise they would dominate anyone. I can kill charos 1 on 1 with marrows 100% of the time. With just one squad. Imagine what you could do with 5 or 6 squads?



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  #11  
Old February 22nd, 2007, 02:51 PM
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Quote:
Originally Posted by Nwojedi
that granade is useless most of the time. I think if you could mix and match they would be worth 115 points.

As for the marrows...mixing an matching thier abilities is a huge advantage. One could be like the queen and just keep generating as the other 3 keep going out to kill. Sit one in a puddle, and you have a endless supply of ranged attackers to keep going out and attacking every turn. 120 points would be more like it. As for marrows being common. If they were, you would have to make them 150 points...minimum. Otherwise they would dominate anyone. I can kill charos 1 on 1 with marrows 100% of the time. With just one squad. Imagine what you could do with 5 or 6 squads?
That's quite a range of opinion. I suppose it's worth playtesting to see how the Marro Warriors would fare both as mix/match uniques and as normal commons. Now if you could do both...


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  #12  
Old February 22nd, 2007, 03:03 PM
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Quote:
Originally Posted by Nwojedi
so you think more like 120 points for that ability? They would remain unique of course.
Thinking about it more (not having play-tested the scenarios I'm running over in my head), perhaps 100 is about right. Maybe 110...?

Send three out, hold on back in a water space should there be one. Still have four.

Attack with three. Chill with one. Still have four.

Two go down. Now have two.

Attack with front one. Clone with Warrior in the starting zone. Now have three.

Last MW out in front goes down. Now have two.

Both remaining Marro Warriors respawn. Now have four.

Step and repeat.

Obviously, that is a simple BEST case scenario. But still, holding one back would be an essential strategy could a player designate what MW does what during their turn.

Maybe 120 is correct...



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