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Necron Game vs. Squats

 Post subject: Necron Game vs. Squats
PostPosted: Tue Oct 17, 2006 3:07 pm 
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(fbruntz @ Oct. 17 2006,14:56)
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Now this is one important point. I'll play Necrons at the Lyon's tournament in November so what is the correct rule about "We'll be back"?
Can I "we'll be back" units in a formation without any BMs or not?

Oups, missed that point :

http://www.tacticalwargames.net/cgi-bin....y172210

Now I know how the rule works.  :;):

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 Post subject: Necron Game vs. Squats
PostPosted: Tue Oct 17, 2006 9:27 pm 
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Hena, I disagree the the Necron ability prevents repairs with no blast markers.  As it is written, the mechanics allow for you to determine the number of BMs to remove OR the number of Necrons to add.  The determination is based on the number on the dice - nothing more.  

If Corey intends for it to be as you see it, the wording would need to be changed, but then you are dealing with another problem entirely:

The more BMs there are the better their repairs would be.  In other words, if you have 1BM, you could only repair 1 Necron or remove 1 BM.  I do not believe this makes for good gameplay, seems contrary to the ability design, and is 'hinky'.  

IMO there are two viable ways to repair the Necron ability (if it needs repairing at all).
1. Cap the number of repairs.  This can be done by making it 1 repair per 2 pips, or maxing the total at 'x' amount, or any other mechanic.
2. Leave it alone and make the formation more expensive.  A 25 point bump or so.

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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 8:08 am 
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(Moscovian @ Oct. 17 2006,21:27)
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IMO there are two viable ways to repair the Necron ability (if it needs repairing at all).
1. Cap the number of repairs. ?This can be done by making it 1 repair per 2 pips, or maxing the total at 'x' amount, or any other mechanic.
2. Leave it alone and make the formation more expensive. ?A 25 point bump or so.

Let's burn the rule. It will be simpliest. ?:laugh:

Actually, the 1st point makes the rule useless.

If you rise the cost of the Obelisk and the cost of the Necron formations, the list will become unplayable.

I do think that that the actual rule is well balanced.





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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 8:26 am 
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(Hena @ Oct. 18 2006,08:10)
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The rule could be simple.

You can only return as many units as you have BMs before marshall.

Edit: And I'm not sure if the above rule actually exists or not. Only Corey can answer to that.

This is what the actual rule seems to be. This is what the actual rule should be.

Where is Corey?  :laugh:

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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 1:16 pm 
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(Moscovian @ Oct. 16 2006,14:27)
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By default, the Monoliths certainly felt more balanced with the Obelisk changes. ?ePilgrim whined about the +1 per unit in 15cm. ?To me I could see this being a bit gross and deserving of a cap (limit 6 units maximum). ?However, the it really did not play a huge part in the game as I only had one Monolith left out of three at the end of turn 2 (yikes). ?I don't want to see it changed unless there is some real problems with it (and I haven't seen that yet).

I have to agree with ePilgrim. ?The "+1 for every unit in range" is horrific. ?Worst of all, it is impossible to balance. ?How much should a Monolith cost? ?Against a 'Uge Ork band, (or the 25 'Nid swarm that Hena mentioned), 100 points is too low by half. ?Against a Knight Lancer (total of 3 DC), 100 points may be a bit high. ?

Please give it a cap or (better still) a random number of attacks (d6+3 is scary enough!).

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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 1:27 pm 
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the rule is "+1 per Engaged enemy unit in range"

So if you assault a huge ork band in a clipping assault with a phalanx and actually engage 3 units, you'll get a maximum of  +3 attacks with a supporting monolith.


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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 1:53 pm 
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FYI I emailed Corey to remind him his fan base is waiting.

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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 3:00 pm 
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(thurse @ Oct. 18 2006,13:27)
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the rule is "+1 per Engaged enemy unit in range"

So if you assault a huge ork band in a clipping assault with a phalanx and actually engage 3 units, you'll get a maximum of ?+3 attacks with a supporting monolith.

Yep! You can waste your expensive monolith.

A random value is, IMHO, a bad thing as you'll have difficulties to plan an assault (and this is the main point of the game!).

A way to limit the Monolith support could be "+1 attack per 2 engaged ennemy units in range" but then it would be fair to decrease the cost of the unit.

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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 3:24 pm 
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I have only activated a Monolith once in two games.  :D

They are targetted and broken (or destroyed) before I can get to them.  I think Corey did a brilliant job writing these things up, since they really perform as a passive formation.

My one activation I did was against an infantry formation in Rhinos.  I clipped a single Rhino, forcing him to choose between being shot at by a lot of stuff or losing the assault by losing the Rhino.  As it turned, the Rhino beat the Monolith!  :p   But that was the idea too - I needed it to break to move it elsewhere.

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 Post subject: Necron Game vs. Squats
PostPosted: Wed Oct 18, 2006 4:03 pm 
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(Moscovian @ Oct. 18 2006,15:24)
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I have only activated a Monolith once in two games. ?:D

How many Monoliths in your army?

You're right. Monoliths are really powerfull but they can be easily broken. They are quite balanced like that.





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 Post subject: Necron Game vs. Squats
PostPosted: Thu Oct 19, 2006 1:59 pm 
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Hi Moscovian,

Great battle report!

Thanks for sharing.

Shalom,
Maksim-Smelchak.

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 Post subject: Necron Game vs. Squats
PostPosted: Sat Oct 21, 2006 10:19 am 
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On the "How does marshalling out of a monolith work?" I can put this one to rest: The rules intent is simple, for every one you COULD remove, you can regenerate a squad member. If I marshall and roll a 6 then I COULD remove 6 blast markers, even though I don't have any actual blast markers to remove, the rules still say I could do this, so I can then revive 6 squad members. I have seen Corey do this, and had it used against me. Honestly, I think a lot of people underestimate how easy it is to mess Necrons up with their own special rules. Break their BTS on turn 3 or Turn 4, it phases out and you have BTS... If the enemy was in bad enough shape that their BTS is guarding the blitz it's kinda hosed... The Monoliths really hurt a lot, and I find they're DRAMATICALLY more powerful when fighting war engines then standard units, where you just need it within range to get +6 or +8 attacks in many cases... Which is grotesquelly powerful.


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