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Necron 4.2 - comments

 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 4:32 pm 
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The Portals are going to work when they are broken solely for the purpose of Consistency.


This may result in the continued brokeness of the Necron army list.

May.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 4:33 pm 
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For the record I am for having the portals function when broken to keep things consistent with the Eldar.  Not only that but removing that ability will most certainly result in the Monolith popcorn armies as people will be backing up their portals two and three deep.

I'll host it on savefile.com and/or I am sure Hena will pick it up again too.





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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 4:40 pm 
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Previously, broken portal usage has been one of the Necrons' greatest strengths...

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 4:52 pm 
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One of them yes, but not the biggest.  The two biggest complaints by far were auto rally and auto removal of BMs.

With Corey changing the auto-rally, the Pariah costs, and the Destroyers, you don't think this will be enough to address the lists balance issues?  We should give it a chance to playtest at least.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 4:53 pm 
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Well, I said may. :D

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 6:05 pm 
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(Moscovian @ Oct. 27 2007,11:33)
QUOTE
For the record I am for having the portals function when broken to keep things consistent with the Eldar.  Not only that but removing that ability will most certainly result in the Monolith popcorn armies as people will be backing up their portals two and three deep.

That's part of the reason I think that the initiative on the Monolith's might be a problem.

If you've got a 50% chance of not getting a portal (which is CRITICAL to the function of the Necron) back on the table, redundant portals become even more important.

People wouldn't find a 1 in 3 chance of not getting it back as intimidating.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat Oct 27, 2007 5:36 pm 
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I have sent the 4.3 list for prettification :)

I think I got everything in there

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 Post subject: Necron 4.2 - comments
PostPosted: Sat Oct 27, 2007 10:49 pm 
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I borrowed Zombo's Necron army to play against Jstr19's Tau today.

We played with requiring all phased out formations to rally.


Game 1 -

The Tau Jetpack rule is HEINOUSLY BROKEN. I'll be starting a seperate thread on this because it's getting silly.

Tau win 2-0, due to a tactical mistake by me (I could have stalled for a 4th turn but didn't think to put my Destroyers near an objective until after they'd activated). I still had a chance of winning or drawing the game had it have gone to a fourth turn.


That was my first ever game playing as Necrons.



Game 2 -

Necronz revenge.

Jstr19 conceeded at the start of turn 2. I had learned the strengths and weaknesses of the army, and via the repeated use of the portals on broken monoliths I was able to nuke the right wing of Jstr's army on turn 1; He'd lost about 1200pts by the end of turn 1, I'd lost half a phalanx.

My four monoliths & phalanx all rallied at the end of the turn (Quite lucky I admit), and Jstr immediately conceeded; We theoryhammered a little bit into turn two but it was definitely over.


That was my second ever game playing as Necrons.





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 Post subject: Necron 4.2 - comments
PostPosted: Sun Oct 28, 2007 2:16 am 
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(Evil and Chaos @ Oct. 27 2007,22:49)
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I borrowed Zombo's Necron army to play against Jstr19's Tau today.

And where are the photos? ?Hmmmm??? ? :p  Army lists?

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 Post subject: Necron 4.2 - comments
PostPosted: Sun Oct 28, 2007 2:24 am 
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For both games my list was something like:

- Abbatoir
- Pylon
- Monolith
- Monolith
- Monolith with 1 Obelisk
- Monolith with 1 Obelisk
- Phalanx with 1 Paraiah, 1 Immortal & 2 Tomb Spyders
- Phalanx with 1 Paraiah, 1 Immortal & 2 Tomb Spyders
- Phalanx with 1 Paraiah.
- Destroyer formation.


Jstr used two different lists, and he'll probably spot this thread at some point and post his lists.

No pics sorry, though a Tau army vs. a fully converted & proxied Necron army in Epic looks cool. :D

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 Post subject: Necron 4.2 - comments
PostPosted: Mon Oct 29, 2007 2:03 am 
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In Game 1 I had,

6 Battlesuits with SC
6Battlesuits with Com
FW's
Rail Heads
Broadsides
Stealth suits
Barracudas
and 2 Morays

I won because for some reason EvilandChaos positioned his monoliths too far away and then tried to assault a battlesuit formation that jumped out of range of most of his support fire. Then I took out two of his unused monoliths and he was fighting uphill form their.

In game two I was an idiot and tried to use a Tau airforce list against a necron list with a Pylon. It went as well as you'd expect. EvilandChaos got the first turn and ended it quickly taking out 2 HH formations. After that their was little I could do as the only things I had to take out his monoliths were easily destroyed by the Pylon.


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 Post subject: Necron 4.2 - comments
PostPosted: Mon Oct 29, 2007 2:28 am 
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When we're talking about a complicated situation like that with the Necrons, I think a full batrep (and more than two) is needed.

And as for the initiative, Corey, the above two games could be evidence that the 1/3 chance of not coming back isn't nearly the deterrent that you were hoping for.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon Oct 29, 2007 10:02 am 
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I game 1 my single remaining monolith failed to rally, possibly losing me the game. I know I made a tactical mistake that meant I didn't stall for a fourth turn... with an extra monolith, I might done even better...

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 Post subject: Necron 4.2 - comments
PostPosted: Mon Oct 29, 2007 6:59 pm 
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the 4.3 list was prettified and is ready to be hosted somewhere.

in the meantime, I'll be happy to email to anyone who would like a copy, the PDF

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 Post subject: Necron 4.2 - comments
PostPosted: Mon Oct 29, 2007 7:05 pm 
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I'll take it.  You've got the address that I checked. :)

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