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Necrons v4.4 thoughts

 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 10:31 am 
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Isn't a formation number of 3 just about the worst formation you can have in Epic?

Kill 1 Monolith and they're broken...
(We learnt that playing the AMTLv2 list with units of 3 Knights - very easy to break)

Must be able to add Obelisks to make them last a bit longer on the battlefield.





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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 10:53 am 
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Onyx: Currently, if one guardsman fires a heavy bolter in the vague direction of a monolith it breaks. A formation of 3 would be a much more resilient entity, and would therefore be less able to dance around by phasing in and out.

I'm actually intregued by the idea of portal capacity per turn, though it would neccesitate making the special rules more complex.





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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 11:00 am 
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(corey3750 @ Feb. 04 2008,01:35)
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I added Invulnerable to the chart because I was nagged into doing it.

Like many other things.  I'm far more resistant to nagging now.

Remove it.

Everyone knows what happens when a TK attack hits a unit with an invulnerable save.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 11:04 am 
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Not to mention that no units with living metal even have an invulnerable save in their basic profile. It's utterly confusing.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 11:36 am 
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(zombocom @ Feb. 04 2008,09:53)
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Onyx: Currently, if one guardsman fires a heavy bolter in the vague direction of a monolith it breaks. A formation of 3 would be a much more resilient entity, and would therefore be less able to dance around by phasing in and out.

I'm actually intregued by the idea of portal capacity per turn, though it would neccesitate making the special rules more complex.

Not really.

All you have to do is add a line saying that a formation can not pass though a portal, if it has more models that the total portal capacity.

And change the line about a "monolith's portal may only be used once per turn" to "monolith formation's portals may only be used once per turn"

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 1:06 pm 
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I dislike the idea of portal capacity because of the complexity it brings, its further divergence from the Eldar Webway rules, etc.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 1:17 pm 
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The Necrons portals ARE different to Wraithgates.
If true to the fluff and Wh40k rules Necrons should be able to remove units if they are near a portal (say 15cm of a Monolith) and would imediately come out of another portal anywhere on the board.

It is true teleportation. Becaue a round of Epic represents a full game of Wh40k a Monolith should be able to teleport 6 units (one per Wh40k turn) per turn of Epic.

You could use the Transport rule together with rules for embarking and disembarking from a transport. But if a Monolithis destroyed the troops "inside" aren't threated to be destroyed, because they aren't really inside the Monolith.

So troops could embark on a number of Monoliths (1 for a "blank" Phalanx, 2 Monoliths if you have a Phalanx with, say, 3 Immortals)with an engange move and disembark on any other Monolith/s on the following turn.
With a Double action they could do this in the same turn.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 1:32 pm 
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I'm not sure transport style is neccesary, just a limit on the number of units than can go through each portal each turn. A portal capacity of 6 seems to make sense for monoliths, since that way individual ones could still be used to transport unupgraded phalanxes and destroyer formations, but monolith formations would be needed for larger formations to come through.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 2:02 pm 
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(BlackLegion @ Feb. 04 2008,12:17)
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The Necrons portals ARE different to Wraithgates.
If true to the fluff and Wh40k rules Necrons should be able to remove units if they are near a portal (say 15cm of a Monolith) and would imediately come out of another portal anywhere on the board.

Actually, the Necron Portals *do* allow that...

I've used it to good effect to get broken Phalanxes away from the action so they can't be wiped out before they phase out.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 2:47 pm 
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(zombocom @ Feb. 04 2008,16:53)
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Onyx: Currently, if one guardsman fires a heavy bolter in the vague direction of a monolith it breaks. A formation of 3 would be a much more resilient entity, and would therefore be less able to dance around by phasing in and out.

I'm actually intregued by the idea of portal capacity per turn, though it would neccesitate making the special rules more complex.

Fair (and obvious) point, which is why I wouldn't usually field them singularly. Add an Obelisk and its a lot more interesting.

I don't really want to be forced to field them in groups of 3 (although I'd like to have the flexibility to field between 1 and 3 + Obelisks).

I'm not in favour of Portal Capacity... Unneccessary complication. KISS!





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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 3:02 pm 
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Onyx: The issue that makes individual monoliths more powerful and flexible than ones with obelisks is that breaking actually doesn't matter that much. The flux arc isn't really the threat is once was, it's the use of portals that makes them a threat, and breaking them has no effect on their use.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 3:08 pm 
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I'm provisionally in favour of giving monoliths a portal capacity of 6, and allowing formations of monoliths of 1-3.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 3:15 pm 
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not forced to field them results in fielding them popcorn like.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 4:16 pm 
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(Soren @ Feb. 04 2008,14:15)
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not forced to field them results in fielding them popcorn like.

The list structure could be used to incentivise using groups of monoliths, by reducing the ammount of support formations available per phalanx.

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 Post subject: Necrons v4.4 thoughts
PostPosted: Mon Feb 04, 2008 4:20 pm 
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Like companies and platoons.... good idea

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