atension wrote:
If you make it so they have no withdraw move then they would be much to easy to avoid. You can already break them very very easy, then if they had no chance to consolidate you could just back up the formation out of assault range when they activate and completely eliminate the whole strength of the force. Necrons only are effective in assaults if they can't get in assault range then the list is mostly toothless. Especially if they try to take the portals off the flyers. The troops have crap armour for the most part and extremely short range pathetic shooting. The whole LM debate as well...
I'm all for making changes to ballance and make the list more enjoyable to face but almost everyone seems hell bent on taking away what makes it unique.
I think that's a little bit of an overreaction. Having a weakness is not the same as being useless, and adding a counter to something doesn't remove it from the army. Portals will still exist, they just won't be 100% effective if your opponent manages to break them, like every other unit in the game. The whole point here is that your opponent
should have a way to shut down the portals where currently they don't. You're arguing that they shouldn't be able to stop the Necrons doing what they want.
Bear in mind that in order to be able to escape, your opponent would need to break the monoliths AND move out of range before your activation, and that's really not that easy to do. If you manage to shut down one set, there's still the rest of the army in your face.
And finally, remember that for every weakness introduced into a balanced army comes a commensurate boost elsewhere.