New WH40K: Apocalypse rules for Monoliths |
nealhunt
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Post subject: New WH40K: Apocalypse rules for Monoliths Posted: Mon Aug 27, 2007 9:32 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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Fearless Monoliths scooting all over the board makes no sense since after they break they are removed from the board...
They stay on the board until the End Phase, do they not? As long as they are on the board, they can use their portal. Break-move-portal, right?
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To be sure, a formation of Monoliths could be nasty. I think what I can't wrap my head around is how you guys think that a big Monolith formation could possibly be more abusive than a pile of 75 point activations.
_________________ Neal
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Evil and Chaos
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Post subject: New WH40K: Apocalypse rules for Monoliths Posted: Mon Aug 27, 2007 10:31 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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a pile of 75 point activations.
A pile of 75 point activations that teleport around target formations and function as if they were one big formation providing Supporting Fire for a Phalanx (Which is guaranteed to destroy whatever they Engaged, due to the ~5 Supporting Monoliths), and then spend the rest of the turn utilising their own activations...
C'mon guys, this is how the Necron army wins games; If anyone hasn't yet discovered the brutal power of this strategy, then they have little right to comment on the power of a multi-monolith formation (Corey included!).
Sorry for coming late to the party. 
Another objection was that a multi-Monolith formation would eliminate the role of Obelisks. I don't really follow that statement, either, but just for the sake of argument, let's assume it's true.
So what? We made them up out of whole cloth. It doesn't exist in the background material. If the list works without them, so much the better. That just improves the longshot that it might one day get some sort of official status.
Neal, we really need to have a chat about the Tyranid armylist. 
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corey3750
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Post subject: New WH40K: Apocalypse rules for Monoliths Posted: Tue Aug 28, 2007 5:27 am |
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Brood Brother |
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Joined: Tue Nov 08, 2005 5:02 pm Posts: 525 Location: Baltimore MD
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The increase is not in firepower, it's in assault power. It would be a closer analogy to say a multi monolith formation would be like giving every Striking Scorpion unit in an Aspect Warrior formation an Exarch. That would be a ridiculous number of attacks!
the biggest problem is this:
If you have the formation as it is now, and you stick the Monolith in the back, the attacker has to chew through 3x 5+ RA save, and 1x 4+ Living Metal save. It's nasty, but doable. And with a little luck you can pop the monolith and end the strategic use of the formation.
If you have the multi Monolith formation, you have to chew through 3x 4+ Living Metal saves. You also have 3 portals in one place, so you have to kill ALL of them to elmintate it's strategic effectiveness.
The real problem with Monoliths is that they are the point upon which the entire army depends. Eliminate the Monoliths, and the game is over.
You can buy them singly in order to fill points and help ensure you have enough so you don't lose, and they have Obelisk upgrades to try to keep the ones who have to go into the thick of things alive.
They are tough, but not unkillable.
They are nasty, but too important to risk senselessly.
It's the best balance I could come up with...
_________________ Necron Army Champion "Do not come whining to me because you are weaker than your enemy." - Alexander Corvinus
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