Portals: The original list has it so you can leave the board through a portal and go back into reserves. You can then if the unit is broken rally off the board and come back on during subsequent activations. It pretty much makes your infantry untouchable and gives you a huge advantage since your opponent doesn't get the chance to wipe them out before they rally. This is a large issue with the original approved Scarab conflict list for opponents.
Obelisks: 5+ RA is pretty good as far as armour goes its better than marine tank armour. Don't think I can reasonably do anything about this. You need a good mix of cheaper (weaker) units to make sure you can keep your activation count up. As you play more you'll see how important a higher activation count is for controlling the board. This is the major draw back for titan lists.
Aeonic Orb: Don't forget that 12BP gives the formation it targets 3 blast markers just for aiming at them which is a lot! Even just one kill can break a unit of 5 (except Marines) not to mention using 3 templates you can sometimes hit multiple formations and spread the pain, as each formation the templates cover, kills or no kills would take at least 3 BMs. If it had MW, with a sustained shot it you'd simply wipe the unit out. You'd outright kill most infanty on a 4+, no armour... it would literally be one of the most powerful weapons in the game. The only thing I can think of even close to that would be on the Mega Gargant (1050pts) with 10 BP MW at 60cm.
Triarch Praetorians: Unfortunately giving them RA (reinforced armour) could never happen. That would be unbelievably resilient as they have the Necron rule and fearless, you'd never kill them! Maybe even the 3+ I suggested is too much. I'll run the 3+ CC/Sv by my group and see what they think but I don't think its reasonable to do both.
Doomsday/Barges: I planned on testing the Doomsdays at 60cm so that good. I don't know about your assessment on the Annihilation barges, I will definitely be giving them a try. 5 shots at 60cm is nice but 15 shots at 30cm certainly can do a good amount of damage as well. They move reasonably quickly so its not like they can't get into range. Keeping the barges upgrade on the immortals doesn't really make sense because then they are stuck walking a measly 15cm around the board and can't portal. Would kinda defeat the point of taking a FF specialized infantry if you can't get it into assault range.
Tomb Blades:
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I may have found something that would work. If I don’t get ahold of you or forget, PM me.
Done and Done!
Warriors Mounted: As for the stalkers they are AV units but they have walker so they can go through portals, just made more sense to me to only keep them with the portal specialized formations as they aren't quite a fast as the Arcs and would slow them down a bit. Though I haven't tried adding them to a mounted warrior formation yet, but I can see how it would be appealing to provide some MW to the formation and the fact that they have infiltrate as well could be very handy. Yeah I agree that putting the doomsday upgrade on mounted warrior formation might be too much.
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Pylons: Good but hmmm, something felt off. Maybe like they should be a unit. I dunno, just spitting ideas out off the top of my head.
Not quite sure what you mean. Though I know people have problems with them. Some Necron players love them (like me) and some hate them. They are incredibly easy to break especially if you take a BM from teleporting which is a huge down side. But I love them because they have such a huge intimidation factor as they have huge range and a AA TK shot! I've taken down more than a few thunderhawks with a full compliment inside... there's not much that is more satisfying.
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Necron rule in regroup: It feels really un effective. Maybe im just not getting it. I like the Marshal Action to regroup, that makes sense on getting guys back and/or removing blast markers. In regroup if you do it with a broken/unbroken formation, I can’t see necron rule being used. Can you give me an example so I can understand? For a broken and unbroken in regroup phase
sure not a problem:
Unbroken formations: So if you do a Marshal action you can either move or shoot (with a -1) and then regroup (also don't forget that you get a +1 to your marshal actions due to Implacable advance special rule). The Necron rule allows you to remove blast markers and/or regenerate units up to the full strength of the formation (for units with Necron ability only) to a total of the number rolled on the highest of the two dice. This is amazing because if your unit is near dead you can move the formation through a portal (if needed) regenerate a bunch of units and BAM engagement support to crush something with the retain.
In the end phase when rallying unbroken formations you get an automatic one unit with the "necron" ability regenerated to each formation that's not entirely destroyed (up to the original size of the formation). Then you remove half the blast markers rounded up and remove additional BMs after for each unit with leader. Remember in the end phase rallying your formations isn't the same as regrouping and you can't regenerate units instead of removing BMs.
Broken formations: They can only Rally in the end phase, they can't Marshal and Regroup as broken units can't take activations. So they get their automatic one guy (with necron ability) back and then if they pass the rally test they remove blast markers but don't regenerate units. If they fail then you can make another withdraw move but they remain broken for the subsequent turn. You can move them through any unused portal if you like with their withdraw move (if they are in range) to get them to a better position if possible.
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