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Necron playtest list for 2018

 Post subject: Re: Necron playtest list for 2013
PostPosted: Tue Mar 05, 2013 11:56 pm 
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Moscovian wrote:
I will try to get a game in.


:spin


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Mon Apr 29, 2013 2:50 pm 
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Infantry phalanx - is that 6 units in total with Lord one of them?
or is it 6 + 1 unit lords?

The wording are a bit unclear.

Thanks.

/Krigsminister


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Mon Apr 29, 2013 3:00 pm 
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The Necron Lord is a character so it is 6 Units in total as characters can not be on their own.


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Sat May 04, 2013 11:21 am 
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Mmm intresting. This is a clever variation of the classic Living Metal...I'll try it!

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 Post subject: Re: Necron playtest list for 2013
PostPosted: Sat May 04, 2013 11:26 am 
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spartan30 wrote:
Mmm intresting. This is a clever variation of the classic Living Metal...I'll try it!


Great!

Looking forward to reading the feedback in the feedback thread :)


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Fri May 31, 2013 7:57 am 
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Just a quick point from my last game (3k vs BL - both EUK lists) I teleported a total of 9 Monoliths and a C'tan in on turn 1 and picked up a total of 5BM. Thankfully this was spread out over the units and I spent turn 1 Regrouping to keep them on the table ready for turn 1.

I used Destroyers for the first time in a while and was impressed with their performance. I shot up a Predator formation, they did a point of damage on a Decimator and only lost out to Hellblades strafing them. I might have to make some more of these for my tournament list.


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Sat Jun 01, 2013 7:12 am 
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Further game with the EUK list against the same BL list as previous game. This time Spacecraft worked - two hits on separate Decimators (3 wounds & 1 wound CRITICAL). I also got the jump on turn 2 wiping out Chosen and BTS Terminators before the BL could activate. Pylons even hit 50% of the time.


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Wed Jun 05, 2013 8:48 pm 
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Ulrik wrote:
Yes, like Kyuss says it's very easy to break Monoliths if you want to. Also remember that as teleporters they often start with a BM, and unlike Terminators (who also suffer from low formation size and teleport BMs) they're very likely to activate only after the opponent has had a shot at breaking them. As the rules stand it's annoying for the opponent that breaking them doesn't do all that much, but if it shuts down portals it could potentially nerf the entire army.

Finally, the proposal at the table is to nerf Living Metal, which I think has a cascading effect on the army. I'm not going to add any other proposals until that is tested, so posting batreps with the new LM is much more useful than proposing new rule changes. This isn't just directed at you, Stefan, it's just me being a bit annoyed in general :)


Late to the party but perhaps there's a middle ground here with Broken 'Liths and Portals. Maybe something along the lines of portal'd units pick up a BM if the portal is on a broken formation (call it whosy-whatsy quantum thingymajigger disruption). Or perhaps the formation has to roll to use use the portal since the formation "thingymabob teleportation dealybober is out of alignment" and if you roll a 1 or 2 the portal fails?

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 Post subject: Re: Necron playtest list for 2013
PostPosted: Wed Jun 05, 2013 8:56 pm 
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jimmyzimms wrote:
Late to the party but perhaps there's a middle ground here with Broken 'Liths and Portals. Maybe something along the lines of portal'd units pick up a BM if the portal is on a broken formation (call it whosy-whatsy quantum thingymajigger disruption).


I like that one. I really, really like that one, at least at first glance. Does anybody else have any thoughts on that?

'Cos if nobody says anything I'm liable to add it to the list in the next compendium :P

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Or perhaps the formation has to roll to use use the portal since the formation "thingymabob teleportation dealybober is out of alignment" and if you roll a 1 or 2 the portal fails?


This feels too random for me. A better one would be if formations coming from offboard would count the BM as their own for the action test, but I feel that the above rule works better for that (always +1 cr for the opponent vs a 1-in-6 chance of nothing happening due to the BM).


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Thu Jun 06, 2013 6:03 am 
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I don't know. Picking up a BM coming out of a broken portal would make a big swing against Necron engagements.


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Thu Jun 06, 2013 7:45 am 
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Tiny-Tim wrote:
I don't know. Picking up a BM coming out of a broken portal would make a big swing against Necron engagements.


Needs testing, yeah. But broken monoliths already get an extra move or early move (even if they can no longer support), and Necrons do tend to win their engagements (by clipping) with quite a bit.

Necrons are about the only ones who can guarantee that their deepstrike units come in without BMs, for no effort at all. Plus it's very annoying to unload a ton of firepower at a monolith fm for effectively no effect (kill one, kill obelisks, break them, they still float over and deliver the assault troops).

This may nerf the Necrons too hard. I do like that breaking monoliths has some immediate effect beyond not allowing them to support. Should it be tested to see if it can be made to work?


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Thu Jun 06, 2013 8:28 am 
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Breaking monoliths does have an effect, they phase out. I've had plenty of games where my broken monoliths don't rally off board and I lose the game as I can't bring them back on and get my troops back on the table.


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Thu Jun 06, 2013 8:40 am 
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people who shoot at monoliths are, for the most part, doing it wrong.

Monoliths in and of themselves dont win much of anything, they dont shoot particularly well, dont fight particularly well, and come in small easily breakable formations, which coupled with phaseout, they are totally ineffective at even contesting objectives.

Monoliths are the vector by which infantry assaults are launched, and those assaults are currently the only effective way necrons have of winning the game.

Which is why any player worth their salt, and who has given the problem a few moments thought* should be able to beat necrons 4 times out of 5.

Making monoliths worse will not solve the problems with the list, except perhaps by further discouraging people from using necrons at all.

(*usually this 'few moments thought' doesnt happen until after their first necron encounter, which is why necrons usually win their first game against a given opponent)

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 Post subject: Re: Necron playtest list for 2013
PostPosted: Thu Jun 06, 2013 8:48 am 
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Tiny-Tim wrote:
Breaking monoliths does have an effect, they phase out. I've had plenty of games where my broken monoliths don't rally off board and I lose the game as I can't bring them back on and get my troops back on the table.


If they do rally you're sitting pretty though. Free redeployment.

Maybe it's too binary. It's horrible to play against necrons when you break their monoliths and they use their retreat to move towards their target. Then they phase out and return next turn again. Frustrating.

While if they fail their rally roll the Necron player may have lost the game then and there.


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 Post subject: Re: Necron playtest list for 2013
PostPosted: Mon Sep 30, 2013 3:14 pm 
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More playtests wanted, batreps especially welcome. These changes are still on the table, but the list in the tournament pack and compendium will be unchanged for now.


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