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Necrons 4.3

 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 5:01 pm 
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(Evil and Chaos @ Nov. 12 2007,15:53)
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Two Pylons on the other hand...

Well, with one suppressed the other is only knocking down one plane 50% of the time... so shoot it *before* you bring in your Thunderhawk...  :D

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 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 5:53 pm 
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Regarding Monoliths... what about leaving the points the same and still allow the use of portals on a broken Mono BUT any formation using a broken portal counts as having been disrupted and takes a blast marker. It would still allow the general use, and mobility, of portals (a key component of the Necron list) but would strongly discourage players from assaulting out of broken portals (which is really the issue, no?). Did that make sense?

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 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 5:59 pm 
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Nope, the issue is simply that Monoliths are very cheap for what you get.

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 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 8:28 pm 
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(Pipboy @ Nov. 13 2007,11:53)
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Regarding Monoliths... what about leaving the points the same and still allow the use of portals on a broken Mono BUT any formation using a broken portal counts as having been disrupted and takes a blast marker. It would still allow the general use, and mobility, of portals (a key component of the Necron list) but would strongly discourage players from assaulting out of broken portals (which is really the issue, no?). Did that make sense?

It's not a bad idea.

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 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 8:31 pm 
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I think it has merit, but the problem I see with it is the same problem that there is with disallowing its use: it is contrary to how the portals work for the Eldar which was the basis for not changing the rule in the first place.

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 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 8:34 pm 
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(Moscovian @ Nov. 12 2007,19:31)
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I think it has merit, but the problem I see with it is the same problem that there is with disallowing its use: it is contrary to how the portals work for the Eldar which was the basis for not changing the rule in the first place.

Yes, but Eldar can't "synchronize" Portals, nor can the re-enter the Webway, and nor can they get as many as the Necrons!

It's a similar mechanic, with additions, in a different setting, so variations aren't such a "no-no", I would think.

You can still *use* them, it's just riskier.

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 Post subject: Necrons 4.3
PostPosted: Mon Nov 12, 2007 8:44 pm 
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I thought the justification for not changing the portals to unusable when broken is because it violates the core rules in that they'd then be the -only- special rule which ceases when broken.  Modifying the rule to work differently when broken would be somewhat more in-line with the core rules, I think, then disallowing its use.


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 Post subject: Necrons 4.3
PostPosted: Wed Nov 21, 2007 11:39 pm 
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A slight flaw in the list - the DC of the nightbringer is not listed.

Also, did the nightbringer always have a portal?

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 Post subject: Necrons 4.3
PostPosted: Wed Nov 21, 2007 11:42 pm 
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(zombocom @ Nov. 21 2007,22:39)
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A slight flaw in the list - the DC of the nightbringer is not listed.

Also, did the nightbringer always have a portal?

That was a cut-n-paste error from the Warbarque, Nightbringer isn't changed from the previous edition.

I've sent Corey a corrected version, but it hasn't been posted.

Should be:

Notes: Damage Capacity: 3, Fearless, Inspiring, Living Metal, Skimmer, Supreme Commander, Teleport.

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 Post subject: Necrons 4.3
PostPosted: Fri Nov 23, 2007 4:57 pm 
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(zombocom @ Nov. 22 2007,17:39)
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Also, did the nightbringer always have a portal?

he hides it under his cloak... :D

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 Post subject: Necrons 4.3
PostPosted: Wed Nov 28, 2007 3:25 pm 
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Hi,

These are my comments on the new version.

Phase out

Good point, IMHO.

Strategy value
I disagree on that point.
1- Necrons often play the battle of the strategy die. They need a correct strategy value
2- The new rules makes the C'tan very important. This will make players to alway deploy a C'tan and no death machines such like the abattoir or the orb in 3000 points armies.

Heavy Destroyer

The HD becomes useless : too expensive compare to the light one.

Pariahs
The main problem with the pariahs is their profile. They are too close to W40k so they are too expensive. I think we should drop some weapons and explain this difference because of the number of parias in a unit.

Pylone
I'm not sure this rule is useful. It is not a good idea to try to control an objective with a pylone.

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 Post subject: Necrons 4.3
PostPosted: Thu Nov 29, 2007 2:31 pm 
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i had to drop my beloved orb of DOOM!, and replace it with the nightbringer to step in as the main titan killer, it will be missed, but without at least strategy rating 3 the teleport attacks are futile against anything short of a tyranid army. will have to play some more games in order to adjust to this (will get games up and happening once the 2 phalanxes are build)

strategy rating 1 is a bit too harsh though, maybe making it 2 instead could work, still gives them a fair chance to beat eldar and marines with some luck.

i think pariahs are fine, their increased cost will make people think twice before blindly putting them in as that almost compusary unit since they cant return once dead(hence why i put the lord on their stand to make them really powerfull and giving them an additional save, aswell as being fluffy)

as for heavy destroyers, the 2 shots was indeed a slight case of overkill for AT targets, but they were useless against everything else, i say that if you want to take the second shot off then you should make them AT4+/AP6+, this way they are still usefull both on their own and with a mixed destroyer formation and shouldn't make a huge impact since they are only one shot.

but overall i think the list is going quite well, everytime the list has been toned down my abillity to win games has oddly gone up, very strange indeed, oh well.





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 Post subject: Necrons 4.3
PostPosted: Fri Nov 30, 2007 8:56 pm 
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Perhaps a single shot of AT3+ would make heavy destroyers worth it?

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 Post subject: Necrons 4.3
PostPosted: Fri Nov 30, 2007 9:12 pm 
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what if I returned the stats to what they were previously, but made the change over to Heavy Destroyer add on say, 20-25 points per?

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 Post subject: Necrons 4.3
PostPosted: Fri Nov 30, 2007 9:14 pm 
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The list is already weak on AT.

Charging a big premium for AT on top of that... is not a good idea, IMHO.

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