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Monolith & Pylon

 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 11:58 am 
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What about a necron only rule that says they don't recieve BMs for being shot at or cross fired?

I can't see their impecable adavnce being slowed by being shot at, only when damage is taken.

Thus pylons and monliths can continue to shoot until they are destroyed, since formations of 1 can't be broken by casulties.

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 12:02 pm 
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Quote (ragnarok @ 22 Nov. 2005 (10:58))
Thus pylons and monliths can continue to shoot until they are destroyed, since formations of 1 can't be broken by casulties.


That would certainly solve the problem if there is one. Necron playtesters? Is monolith's ease of being broken problem or do you use pylons to protect them(after getting as many monoliths as possible of course) from that succesfully?

Certainly interesting topic to follow.





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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 1:59 pm 
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True but there are few(ish) disrupt AT weapons out therer IIRC.

As for the referance to the impecable advance, I was talking about their general tatics rather than the ruling.

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 2:28 pm 
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I really should try to be clear when talking and posting.

All referances to an impecable advance were merely from a fluff point of view and had nothing to do with any rules, with r without a name that sounds or looks similar tothe words impecable advance. ?:p

With that out the way I'm going to restate my concept

Dauntless
Some units are known to be utterly dauntless in the face of danger, marching on and attacking their enemies, despite coming under herndous fire.

Units that are dauntless do not recieve BMs for coming under fire or an extra BM for being caught in a cross fire. ?They still suffer BMs for suffering casulties as normal.

note: ?Possible say that they treat disrupt as normal attacks, ie only take the BM for the casulty not the hit ?:80: ?(not sure about this)

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 2:29 pm 
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The monolith has been my special nightmare.  It's hard to make it useful, and still remain true to what it SHOULD be.

But, if you want monolith formations that are not so easy to break, that is why you purchase the Obelisk upgrade.  That can give you a formation with 4 units.

It should also be noted, that even though it is broken, the portal STILL functions normally, and the Monolith won't leave the table until the end of turn.





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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 3:04 pm 
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What about saying that Portals have a capacity, lets say 6 for this example, and that you can havemultiply monoliths in a formation, as well as the obilisk "guards".  Thus if you want to portal a large phallanx you need to have several monoliths in a formation, however you can use single monoliths to portal small spoilingattack formations.

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 3:29 pm 
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Quote (corey3750 @ 22 Nov. 2005 (13:29))
It should also be noted, that even though it is broken, the portal STILL functions normally, and the Monolith won't leave the table until the end of turn.

Hmmmm...Wouldn't this mean being broken is of no real consern for fearless monolith. Okay you can't shoot so if you teleport multiple monolith you might miss some shooting BUT if you are shot and broken then so what? At best you can relocate monolith with free movement for further teleporting goodiness :D

So only vulnerability problem remains but without making monolith warmachine that's harder to fix. So get those obelisk upgrades.

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 4:22 pm 
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Quote (tneva82 @ 22 Nov. 2005 (14:29))
Quote (corey3750 @ 22 Nov. 2005 (13:29))
It should also be noted, that even though it is broken, the portal STILL functions normally, and the Monolith won't leave the table until the end of turn.

Hmmmm...Wouldn't this mean being broken is of no real consern for fearless monolith. Okay you can't shoot so if you teleport multiple monolith you might miss some shooting BUT if you are shot and broken then so what? At best you can relocate monolith with free movement for further teleporting goodiness :D

So only vulnerability problem remains but without making monolith warmachine that's harder to fix. So get those obelisk upgrades.

Yes.

Breaking the Monolith, doesn't imped its basic utility, though it's actually pretty easy to kill if you field them alone.

I've never wanted to put multiple Monoliths in a formation, simply because they would be aboslutely murderous in an assault.

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 4:30 pm 
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Quote (corey3750 @ 22 Nov. 2005 (15:22))
though it's actually pretty easy to kill if you field them alone.

True. But then strenght in numbers. Field as many monolith as you can. Seems pretty obvious thing to do for necron player.

After that adding obelisk or two per monolith is good idea.

Anyway atleast simply being fired is not that big problem(and I tell ya even normal 4+ RA vechiles are hard to kill for my orks. Don't even dare to think how living metal ones would be :D Might be just my dices though...)

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 4:49 pm 
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well, they are tough, and were always meant to be.

But shear volume of fire does a pretty good job of blowing them off the table, even with 3 obelisks.

I know in every game I've played the Monolith's don't last very long.

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 Post subject: Monolith & Pylon
PostPosted: Tue Nov 22, 2005 5:23 pm 
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Quote (corey3750 @ 22 Nov. 2005 (15:49))
well, they are tough, and were always meant to be.

But shear volume of fire does a pretty good job of blowing them off the table, even with 3 obelisks.

I know in every game I've played the Monolith's don't last very long.

Yes might be easy for IG etc with good AT weapons but with orks where average value is 6+/7+(after near mandatory double) it's less easy :D

And I hate loading up on supa-zzap guns. Just doesn't feel right(even if those blows dominatrix real fast :D)

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