Author Topic: Medic ability  (Read 21772 times)

Offline Enker

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Re: Medic ability
« Reply #30 on: October 13, 2005, 02:13:17 AM »
Beside, I do not use Medics in UWZ.
The chance to heal a model is to low and you give away a specialist slot.
In first edition yes, there the medics were pretty good.
Do you use medics in UWZ? How is your experiance?
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Offline behemoth

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Re: Medic ability
« Reply #31 on: October 13, 2005, 07:19:19 AM »
Do you use medics in UWZ? How is your experiance?

Medics as squad specialists ...
I don't use them anymore. They haven't shown themselves worthy of the specialist lot.
That's just my take on them: I rather spend my specialist lots on something that actually make a difference (in practice, not in theory).
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Offline Gallagher_Standard_Barer

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Re: Medic ability
« Reply #32 on: October 13, 2005, 08:32:08 AM »
There are three factors that made me decide not to take medics in my Imperial regular squads, the foremost reason is that though the medic has a additional ability the other troops lack he is still limited in terms of the most important currency in UWZ: Actions.  The medic has more to do, but the same number of actions to do it in.  Second, the chances of successfully using the medic ability are typically lower than the chance to wound an enemy model, therefore his actions would typically be better spend shooting than assessing the wounds of his squadmates.  At this point, since he doesn't have extra opportunity to heal, and his chances of healing are typically lower than his chance to inflict a wound, the medic ends up being an expensive trooper.  Third factor is the analysis of my above comments in comparison to the other specialists available, compared to both the regular rocket launcher, or regular HMG, the medic is a poorer choice.

Offline mchiao

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Re: Medic ability
« Reply #33 on: October 13, 2005, 10:02:08 AM »
There are three factors that made me decide not to take medics in my Imperial regular squads, the foremost reason is that though the medic has a additional ability the other troops lack he is still limited in terms of the most important currency in UWZ: Actions.  The medic has more to do, but the same number of actions to do it in.  Second, the chances of successfully using the medic ability are typically lower than the chance to wound an enemy model, therefore his actions would typically be better spend shooting than assessing the wounds of his squadmates.  At this point, since he doesn't have extra opportunity to heal, and his chances of healing are typically lower than his chance to inflict a wound, the medic ends up being an expensive trooper.  Third factor is the analysis of my above comments in comparison to the other specialists available, compared to both the regular rocket launcher, or regular HMG, the medic is a poorer choice.

Spot on!

Not to mention the 1 medic per wound restriction!  Which I have been pushing healing 1 wound per turn regardless the number of medics...  I'm hoping by lifting that restriction, it would make medics more enticing.

As of now, I prefer the RL dude then the medics!  When will the imperial regular RL be available?  I really hate to proxy it...  :-)

Offline dmcgee1

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Re: Medic ability
« Reply #34 on: October 13, 2005, 03:32:08 PM »
Beside, I do not use Medics in UWZ.
The chance to heal a model is to low and you give away a specialist slot.
In first edition yes, there the medics were pretty good.
Do you use medics in UWZ? How is your experiance?

I do, and have had a good measure of success with them.  I refer you back to the post, earlier, where Archer felt immense joy at taking out my Vulkan Sergeant, only to need a prescription for lithium for his mood swing when my medic brought him back.

Being able to save one model per game makes the SA worth it, in my opinion.  That one model will, in all liklihood, get off another shot or two more than if it had been left for dead.  One shot makes the AC spent to heal moot.  Getting two or more shots from a model that is no longer dead is paying for the points for the SA, and adding AC's to the unit as a whole!  If your medic is level 6, you've effectively given 30% of the models in your squad an extra wound for each medic present!  Further, theey can be brought back more than once - just not in the same turn.

Having two Technomancers keeping a Behemoth alive could be a player's chosen strategy.

If the Behemoth has lost, say, 5 wounds, I can see no reason why the Technomancers can't both try to heal (yes, heal, as opposed to just keeping the monster able to fight) the Behemoth (one attempt per turn) each and every turn until the model is fully healed or receives more wounds that can be healed.

Technomancy is not Medic...different rules, anyway.
« Last Edit: October 13, 2005, 08:35:46 PM by dmcgee1 »
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

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Offline behemoth

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Re: Medic ability
« Reply #35 on: October 14, 2005, 02:51:50 AM »
Technomancy is not Medic...different rules, anyway.

With Technomancy you can heal certain DL models like you can with Necromancy.
Necromancy operates similar to Medic SA. This was discussed in an old forum thread.

I may have missed something ... if Technomancy's part of healing models is somehow different from how Medic SA operates, it has eluded me. Maybe you could spell out the differences (concerning the actual process of "healing").
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Offline dmcgee1

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Re: Medic ability
« Reply #36 on: October 14, 2005, 03:47:03 PM »
I could point out the differences, but, they caan also be easily compared by reading them in the book.  I am not going to re-print them here.

Suffice to say that if my explanation s not good enough for you, I highly recommend kicking this to Thom or the FAQ team.  It's not that I am tired of explaining the situation - I just don't know if I can do it to the satisfaction that is warranted by you.  I have not the authority of Thom nor the FAQ team.  :)
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!

Offline behemoth

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Re: Medic ability
« Reply #37 on: October 14, 2005, 10:50:37 PM »
...reading them in the book.  I am not going to re-print them here.
Hmm... you're right. I was remembering an earlier discussion in which Technomancy's repairing power was really just an extension to Necromancy's power and because in Necromancy SA it directly states "See the Medic SA for details.", I assumed the same rules would affect Technomancy. But there are no limitations expressed in Technomancy SA regarding how many times it can used per turn etc., so most of the discussion regarding Medic SA would not affect Technomancy per se.

Thanks dmcgee1, you made me take a closer look (and disregard a clouded memory) even without making a direct answer. :)
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That don't mean you got the right."
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Offline Jibbajabbawocky

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Re: Medic ability
« Reply #38 on: November 29, 2005, 08:13:10 AM »
I've had pretty good luck with my Medic, they're not too bad.  Besides, they can fight too.

Also, isn't it against Cartel regulations to kill the medic?  ;)
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