Raise Dead vs. Apothecary

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DoubleSkulls
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Re: Raise Dead vs. Apothecary

Post by DoubleSkulls »

Zombie wrote:Regen is part of the necromancer. If he leaves the game (argued the call and got thrown out), you lose regen.
This was in the WD BB FAQ - and no longer applies. I think Chet or Milo posted a correction a few months ago.

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Ian 'Double Skulls' Williams
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Post by Zombie »

Did the correction say that it still applies or that it's now out? The undead coach in my league would certainly want to know...

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Post by Heiper »

We have played the way you say Zombie, for a long while. Hope it still is like that. Undeads as you said have a better chance at avoiding getting out of the game than anyone with an Apoth (if you only get 1Cas against you in a game, then I would say Apoth is better)

Phils rule was a nice one for those that would have an Apoth like thing for the Undeads, but IMO they don't need it :-) We just had one in our league that lost his Mummy, and with Apoth you wouldn't often see happen, a funny sight for the rest of the league :D (His mummys are responsible for 5 deaths in 6 games, at last he got his own medecine)

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Post by DoubleSkulls »

Zombie wrote:Did the correction say that it still applies or that it's now out? The undead coach in my league would certainly want to know...
Its not in the current rules.

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Post by Dave »

Note that, if I remember this correctly, the thread started off about the Necromancer undead team.

Look at the stats.

7 players without Reg, so the discussion should focus at that.

The 'regenerating apothecary' was meant for this team and IMHO is a more balancing proposal than the full apothecary.

Another solution is the team as posted by Galak. I am not entirely familiar with it yet but will come back to that later.

At first I saw a powerfull team but that was before I noticed the amount of position player slots.

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