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Let's talk about: The Necrons

 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 3:19 pm 
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mnb wrote:
No the crit is instant death


From Raiders 2.0
Critical Hit: A capacitor explosion inflicts a TK hit on every unit within 5cm (including the Abattoir) on a D6 roll of 4+.

MNB, the crit doesn't kill it outright. It does just what it says; there is a TK hit on everything within 5cm, including the Abattoir. All crits that include instant death in the game of Epic have the language "The unit is destroyed" or something similar. Why would you have a TK hit on something that is destroyed instantly?

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 3:46 pm 
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Since when? The orb and abbatoir were always dead on crits.
If we wanted to discuss units that should be changed? How about a small price cut to destroyers?


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 3:57 pm 
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Since the beginning of Necron time. The critical hasnt changed on the Abattoir since it was created by Corey years ago. The only weird thing about the Abattoir is that when it dies it becomes 'ruins' for the purposes of terrain because it is such a big mofo.

Same thing for the Orb. You place the template, dole out the damage, and go from there. It is possible that the critical can destroy your Orb, but it isn't set in stone.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 4:12 pm 
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Huh? Then how would a one shot death be possible. I don't have my book with me but that does not sound right.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 4:17 pm 
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They've never had instant death crits.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 4:41 pm 
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You can't have a one-shot death. You can have a volley of shots, however, that impact on the WE could do 6 Damage Capacity points lost. Alternatively, you could lose 3 or more points, and have the critical cause the rest of the points lost. Technically a group of Eldar Vypers could make three hits on an Orb and wipe it out.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 4:44 pm 
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Okay, somehow I've been playing that wrong forever.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 5:48 pm 
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Pity I can't face one of them Necrons here in London :)

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 5:55 pm 
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I have a necron army in london.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 6:04 pm 
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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Apr 28, 2011 6:06 pm 
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zombocom wrote:
I have a necron army in london.


Do you ever play w/ other people though? Besides your brother that is...

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 29, 2011 5:08 am 
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Quote:
If you think the unit is not overpowered then what is there to discuss?


Everything.
Everything is worth discussing, until we know everything about everything. That's part of how I play strategy games. Discussions to me aren't about calling things under or over powered, but about the potential of each unit, what it can do, and how its rules combine and interact with others.
It does mean I tend to start threads that end up spanning several pages, but a bit of lively debate is great.


BTW, the critical is actually almost to the Abattoir's benefit: 'Critical Hit: A capacitor explosion inflicts a TK hit on every unit within 5cm (including the Abattoir) on a D6 roll of 4+.'
So since the Abattoir is living metal and one of the very few things to get a save against TK, it's things like terminators and other enemies around it likely to suffer most.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 29, 2011 6:06 am 
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Your right about the critical sometimes being to the Necron advantage.
I've seen a Pylon get criticaled and kill 3 Marine Terminator stands around it... great fun!

The Abattoir is GREAT at what it does but I think I like the Orb more. It forces the opponent to space out a little bit during deployment and that sometimes gives the teleporting Monoliths (and assaulting Infantry Phalanxes) easier targets (less supporting fire from bunched up defenders).
Also breaking a Warhound in 1 shot (3 BM's with the 12BP attack) is just gold not to mention hitting another formation that's within range.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 29, 2011 11:53 am 
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Matt-Shadowlord wrote:

BTW, the critical is actually almost to the Abattoir's benefit: 'Critical Hit: A capacitor explosion inflicts a TK hit on every unit within 5cm (including the Abattoir) on a D6 roll of 4+.'
So since the Abattoir is living metal and one of the very few things to get a save against TK, it's things like terminators and other enemies around it likely to suffer most.


Unless you have your own Necron units taking cover at it's base, in which case you are pretty much hosed. It all depends on how you take the critical - from a distance or up close.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 29, 2011 5:47 pm 
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[quote="Matt-Shadowlord
Everything.
Everything is worth discussing, until we know everything about everything. That's part of how I play strategy games. Discussions to me aren't about calling things under or over powered, but about the potential of each unit, what it can do, and how its rules combine and interact with others.
quote]

true, and no one would argue that. it's just spending 4 pages discussing units that no one has a problem with is somewhat pointless. it seems that everytime someone plays the necrons for the first time and gets completely wiped out, they start crying about them being overpowered. i'm not pointing fingers at anyone on this thread, just in general.
we caved in when it came to downgrading the pylon, but downgrading the abbatoir would be going too far. it already doesn't get played very much, more because of what it takes away from the rest of the army (no SC, no AA) then it's stats. so seeing that people are suggesting it is overpowered is somewhat absurd.
so what about units that do need a little help. destroyers, i believe are slightly overpriced and the nightbringer could use something. i know it's been suggested before, but infiltrate would be nice, even if we dropped his movement to 10cm.


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