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A Murder of Monoliths

 Post subject: A Murder of Monoliths
PostPosted: Sun Jun 04, 2006 3:39 pm 
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As you know, my gaming group has been doing a lot of Necron playtesting lately. ?One more of my friends has fallen to the Necrons and we had a couple of games giving him his first taste of fielding the metalheads.

Anyway, in post-game discussion the following army idea came up and I was wondering how people would try and deal with it? ?We're going to give this a shot at lower point values to see if it's as devestating as it looks.

Rules Used
Phalanx 225 points
Monolith 75 points

Army List

A Murder of Monoliths - 2980 points

Tomb Complex

Phalanx 1 - (BTS goal)
1 Pariah
2 Immortals

Phalanx 2
1 Pariah

Phalanx 3
1 Pariah

Phalanx 4
1 Pariah

Phalanx 5
1 Pariah

Monolith 1
1 Obelisk

Monolith 2
1 Obelisk

Monolith 3
1 Obelisk

Monolith 4
1 Obelisk

Monolith 5
1 Obelisk

Monolith 6
1 Obelisk

Monolith 7
1 Obelisk

Monolith 8
1 Obelisk

Monolith 9
1 Obelisk

Monolith 10
1 Obelisk

Monolith 11
1 Obelisk

Monolith 12
1 Obelisk





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 Post subject: A Murder of Monoliths
PostPosted: Sun Jun 04, 2006 4:02 pm 
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Quote (Hena @ 04 June 2006 (15:56))
I'd probably convert one monolith to 3 lords for phalanxes to allow them better wbb. I'd wonder about the staying power of the list. Pure phalanx isn't that though. Against horde armies (orc, nids) that does look scary.

Phalanxes automatically come with Lords...

And the army actually has a lot of shooting attacks, enough to break a lot of formations just from BMs.

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 Post subject: A Murder of Monoliths
PostPosted: Sun Jun 04, 2006 5:00 pm 
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This list came up before as an agrument against the Necron, so I demonstrated the easy defense against it:

Deploy your entire army in Mutual support range, tightly together.  This would make any assault by the necron suicide.

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 Post subject: A Murder of Monoliths
PostPosted: Sun Jun 04, 2006 5:13 pm 
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Quote (corey3750 @ 04 June 2006 (17:00))
This list came up before as an agrument against the Necron, so I demonstrated the easy defense against it:

Deploy your entire army in Mutual support range, tightly together. ?This would make any assault by the necron suicide.

In local parlance we call that the "turtle" defence.

To that I'd place eight of the 12 Monoliths around them in support range of each other, but not within 5cm of each other, and, if I went first, co-mingle attack with a Phalanx out of a Monolith on the flanks. ?If the enemy goes first, they are going to, unless they have massed artillery, break/kill two Monoliths before the attack happens. ?If they engage one of the Monoliths, they might destroy it and lay some Blast markers around, but they'll most likely be picking some up as well.

Obviously we haven't played this out yet and it should be interesting, though perhaps brutal on opponents, like the Termagant Terror. ?My main concern is that Monoliths are so cheap at the moment, even at 75 points, to allow this kind of army to happen.

The above army has *17* activations... even if the Monos just float around and shoot it's brutal!

And, don't get me wrong, I *love* the Gauss Flux Arc rules, that's not at all what I'm complaining about.

And what do the Necrons care about committing suicide... They'll be back!





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 Post subject: A Murder of Monoliths
PostPosted: Sun Jun 04, 2006 7:50 pm 
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Quote (corey3750 @ 04 June 2006 (17:00))
This list came up before as an agrument against the Necron, so I demonstrated the easy defense against it:
Deploy your entire army in Mutual support range, tightly together. ?This would make any assault by the necron suicide.


One could also argue that any successful intermingled assault by the Necrons would be a disaster for the defender. I wonder if spreading your formations out so as to give too many targets might not be a valid tactic...
But against this army and its numerous "weak" activations, perhaps it is the best thing to do.

To that I'd place eight of the 12 Monoliths around them in support range of each other,but not within 5cm of each other, and, if I went first, co-mingle attack with a Phalanx out of a Monolith on the flanks. ?If the enemy goes first, they are going to, unless they have massed artillery, break/kill two Monoliths before the attack happens. ?If they engage one of the Monoliths, they might destroy it and lay some Blast markers around, but they'll most likely be picking some up as well.


I'll admit that in theory, the list has a terrifying potential.

There are a few downsides, however:

- All of your Monolith formations are very easy to break: fire, destroy Obelisk, bam! you're broken. Sure, the Monolith will be back next turn, but broken Monolith can't lend their support in assault. And you'll inevitably get a few "6" on the teleport dice rolls as well;

- Basic Phalanxes are nice but rather small and not that tough. And don't forget that destroyed formations never come back (Phalanxes are quite easy to finish off once broken);

- This army will indeed probably be brutal against horde armies, but I've found that in practice it's quite difficult to get more than 4-5 FF attacks per Monolith, and at FF5+ that means you hit only 1/3 of the time. Also, since you can't declare combined assaults (no Commander), you'll almost always be outnumbered, especially if you declare an intermingled assault.

But this is all theory, and I'm really looking forward to see your battle report.

The above army has *17* activations... even if the Monos just float around and shoot it's brutal!


What kind of Monoliths are you using? ?:) ?Mine only shoot 1 AP4,/AT4+ shot each... I wouldn't call that brutal.

The 17 activations are more worrying+though... especially with teleporting units. It means you can easily afford to keep 4 or 5 Monoliths in reserve and teleport them near objectives in the last turn, and that sounds like a rather unfair tactic.

My main concern is that Monoliths are so cheap at the moment, even at 75 points, to allow this kind of army to happen.

That's probably true. How come you always come up with devious army lists like this one or the Termagant Terror? ?:alien: :D ?

If this should really prove to be a problem, I can see two possible solutions:

- upping the Monolith' cost to 100 (don't really like that one as I feel it would then be too expensive);

- making it compulsory for Monoliths to be accompanied by 2 or even 3 Obelisks. But at 175 or 215, the formation would be quite costly and further reduce the options of Necron players.





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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 1:25 am 
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Spreading out your formations just basically begs the Necron to destroy your army in detail.

Yes, if they manage a successful assault against your ENTIRE army, it would be bad.. but then you'd have to roll so amazingly poor it's unlikely.

It works even better if you have some scouts in your list to put out pickets to keep them from charging your main straight off, even if you lose initiative.

And, if you play with the rules that allow you to go on Overwatch when you garrison, you can Garrison most of your army around your Blitz Objective, and when the Necron make their assault, they come under Overwatch Fire.

It's not a sure thing either way, but playing that kind of army, and this counter-tactic to it makes for a rather boring game... exceptionally bloody and brutal, but ever so boring.

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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 10:17 am 
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Quote (corey3750 @ 06 June 2006 (01:25))
Spreading out your formations just basically begs the Necron to destroy your army in detail.

Yes, if they manage a successful assault against your ENTIRE army, it would be bad.. but then you'd have to roll so amazingly poor it's unlikely.

It works even better if you have some scouts in your list to put out pickets to keep them from charging your main straight off, even if you lose initiative.

And, if you play with the rules that allow you to go on Overwatch when you garrison, you can Garrison most of your army around your Blitz Objective, and when the Necron make their assault, they come under Overwatch Fire.

It's not a sure thing either way, but playing that kind of army, and this counter-tactic to it makes for a rather boring game... exceptionally bloody and brutal, but ever so boring.

Actually, that's one of the biggest faults of the Necron list: it always plays the same, and there aren't many efficient counter-tactics so the opponent always plays the same too.

Now don't get me wrong, I've enjoyed all of my games with the Necrons, and I think Flogus (my usual opponent) has as well, but most of our games have been decided by one big teleported assault against massed troops on Overwatch behind a screen of scouts in the first two turns.

But I guess this is inherent to the Necron nature and I believe it is pretty much the same situation in WH40K.






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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 11:00 am 
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I suspect that Corey really did hit the nail on the head with this one: Also if I were the person going first, I'd activate put something Overwatch then retain and Overwatch again. Why? First Phalanx which comes through your monoliths gets chewed up by at least one unit, probably two. And if you activated a monolith formation to lay blastmarkers first, then you just got your own blast markers and a weaker formation before the assault begins! It amazes me when I read the bat-reps how rarely people PUT things on overwatch which could be without a serious penalty to the formation. I realize that most people don't play defensively (For good reason usually) it just surprises me that I don't think I've ever seen anyone actually give an Overwatch order... Well, ever really! Start the game on overwatch with garrisons sure, but never in-game.

Anyway, I'm rambling now. But really, I'd probably go with a few on overwatch and if I get first turn put a few more on overwatch. Anything coming through the monoliths is likely to get badly mangled before it has a chance to hurt me that way. Ideally the defender wants to wipe out the Necron forces before support fire can be called for. Also: I'm wondering why the assumption that the necron player would EVER choose to do a 'Fight the entire enemy army at once'. The rules say that the attacker is allowed to choose if the enemy counts as intertwined. Not the defender being able to choose. At least IIRC that's right.


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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 12:26 pm 
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Quote (Ilushia @ 06 June 2006 (11:00))
Also: I'm wondering why the assumption that the necron player would EVER choose to do a 'Fight the entire enemy army at once'. The rules say that the attacker is allowed to choose if the enemy counts as intertwined. Not the defender being able to choose. At least IIRC that's right.

Well, since you're going to have to sustain some heavy FF attacks from all the supporting formations, you might as well attack them all at once and be done with them all if you win.


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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 1:20 pm 
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Quote (Hojyn @ 06 June 2006 (12:26))
Quote (Ilushia @ 06 June 2006 (11:00))
Also: I'm wondering why the assumption that the necron player would EVER choose to do a 'Fight the entire enemy army at once'. The rules say that the attacker is allowed to choose if the enemy counts as intertwined. Not the defender being able to choose. At least IIRC that's right.

Well, since you're going to have to sustain some heavy FF attacks from all the supporting formations, you might as well attack them all at once and be done with them all if you win.

This is potentially quite useful if you're playing completely under book-rules... If you're using the 'stalled assault' experimental rules then it'd be a FANTASTICALLY bad idea to choose to assault their entire army (You should virtually always get wiped out completely by their fire. If you don't something very weird is going on) and it prevents you from being able to call supporting fire if you do get wiped out. I'd much rather take their supporting fire, get wiped by it, but wipe them with my supporting fire as well then loose to them for only mild to moderate casualties.


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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 1:21 pm 
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Quote (Ilushia @ 06 June 2006 (11:00))
Also: I'm wondering why the assumption that the necron player would EVER choose to do a 'Fight the entire enemy army at once'. The rules say that the attacker is allowed to choose if the enemy counts as intertwined. Not the defender being able to choose. At least IIRC that's right.

Well, because you could do a *brutal* clipping assault at one flank of the enemy's group of formations and get support fire down the entire line of supporting Monoliths which can't be targetted.

Only enemy units within 15cm of the attacking Phalanx actually get to fight while all the other enemy units will just have to sit there and take support fire (if the initial Phalanx survives, of course!).  The Necrons can possibly roll up the entire enemy, with the Monoliths "bracketing" the bulk of the enemy army, they might not even be able to all flee if broken and will be automatically destroyed.

If the enemy starts putting formations on Overwatch, then once can just sustain fire at them, placing blast markers without triggering overwatch.  As well, it means the enemy isn't *accomplishing* anything.  And the Necron player *still* has four Monoliths in reserve, plus five Phalanxes to do things with.

If the enemy *doesn't* turtle, then the Necrons can attack isolated elements in force and annihilate them.

Haven't yet had a chance to try this out yet, but it still looks scary to me.

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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 1:30 pm 
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Remember that under the Stalled Assault rules the defending player only has to kill what's within 15cm of his army in the assaulting formation. So if you throw a 15 unit Phalanx at me, but only leave 5 inside FF range, I only have to kill those 5 guys and I win, with no supporting fire on your part. Combined with the ability to start the game with a few units on Overwatch this makes for a VERY bad position for the Necron player. I could see this causing a lot of issues for some units, but only certain ones. Most armies I'd expect to be able to tear this up fairly easily given a little effort and time. It'd come down a lot to deployment and where exactly the person put their stuff.


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 Post subject: A Murder of Monoliths
PostPosted: Tue Jun 06, 2006 1:33 pm 
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Quote (Ilushia @ 06 June 2006 (13:20))
This is potentially quite useful if you're playing completely under book-rules... If you're using the 'stalled assault' experimental rules then it'd be a FANTASTICALLY bad idea to choose to assault their entire army (You should virtually always get wiped out completely by their fire. If you don't something very weird is going on) and it prevents you from being able to call supporting fire if you do get wiped out. I'd much rather take their supporting fire, get wiped by it, but wipe them with my supporting fire as well then loose to them for only mild to moderate casualties.

Even with the "stalled assault" rule, major co-mingling isn't a bad idea.

The entire enemy army is *not* going to be able to get within 15cm of the attacking Phalanx, especially as the Necron player would be best served by just attacking the weaker flank of the group of co-mingled enemy formations, just barely getting into fire fight range of units on the ragged edge of the first formation on the flank.  

The enemy can only respond with 5cm and 10cm counter charges (watch out for the 10cm counter-charges potentially dragging a surrounding Monolith into the fray, especially if it's got a Blast marker on it!  Did this to a Necron opponent with my Eldar on the weekend when he co-mingled *five* of my Eldar formations... though he was only using two Monoliths and a Phalanx to try and pull this off... and lost...) and  is *highly* unlikely to be able to get all the co-mingled formations into fire fight range.

I still want to see this in play and see if overwatch/turtling is able to throw off a Necron attack like that.

And, just to let you know, I do agree that it would be a boring, if bloody, way to fight... but some people who take armies to tournaments only care about winning, not having fun *with* their opponents, and I'd rather they not have an easy (well, easy aside from collecting Chaos Androids!) way of doing it with Necrons.

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