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"Necron" special rule - rallying vs regrouping

 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 1:53 pm 
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It makes a difference in the specific instance of Tomb Spyders.

Frankly, I don't know why Zombo bothers with them, they always seem to underperform and die early in the game... they're always at the front of an Engagement, which means they inevitably take the first hits, and Necrons almost invariably Engage as their first action...

give mobile cover

According to the usual convention, only two units can be sheltered by them (The double DC convention), which isn't all that much.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 1:55 pm 
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(Evil and Chaos @ Nov. 04 2007,12:53)
QUOTE
According to the usual convention, only two units can be sheltered by them (The double DC convention), which isn't all that much.

Yeah, but if people want to shoot at the "in cover" Pariah and Necron Lord stands, then they have to take the "in cover" penalty on their shots against any infantry in the formation...

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 2:00 pm 
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I'd happily do so if I was guaranteed to place any hits on his most important units! :)

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 2:39 pm 
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(Evil and Chaos @ Nov. 04 2007,13:00)
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I'd happily do so if I was guaranteed to place any hits on his most important units! :)

That's that thing, if you decide to fire at "units in cover", you get the -1 penalty to hit, but still place hits front-to-back against the enemy regards of cover.

It just means that "in cover" units are then valid to be allocated hits, not that they're the *only* units that can be hit.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 2:56 pm 
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I don't believe that's how the rule works...

*Goes to check*

huh, that's daft, we've been playing 'may select to shoot only at the units in cover' around here for freaking ages. I don't believe we had such a core concept wrong :D


Next you'll be telling me Rhinos can't fly.  :p





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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 4:37 pm 
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I didn't say it's a huge difference, but it is a difference. Tomb spiders are already underpowered, with a relatively weak armour save and being incredibly easy to snipe with AT fire. This change makes the leader ability less useful than it is already.

Of course, as I said before, it's not that useful anyway.

Basically, tomb spiders aren't really worth taking now, so making them worse is not a good plan.

I only take them now to purposely tone down my list, and if this change goes through I won't be able to justify them at all.





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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 5:26 pm 
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(zombocom @ Nov. 05 2007,10:37)
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I didn't say it's a huge difference, but it is a difference. Tomb spiders are already underpowered, with a relatively weak armour save and being incredibly easy to snipe with AT fire. This change makes the leader ability less useful than it is already.

Of course, as I said before, it's not that useful anyway.

Basically, tomb spiders aren't really worth taking now, so making them worse is not a good plan.

I only take them now to purposely tone down my list, and if this change goes through I won't be able to justify them at all.

I've had the opposite experiance with them.  I've had formations that got battered apart snap back almost to full strength with the help of the Spyders.  But then I don't see many people using the Marshall actions like they ought to be.  Ah well


Yes, they can be picked out, but when you are using the a bigger Phalanx formation as a SUPPORTING fire unit, not the direct assault unit, they are very handy.

Of course with this change I can afford to take them down in points a bit, AND add a version with the Cannon on it :)  Then they'd be a ranged optional add on that would make the fairly worthy.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 5:37 pm 
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Yes, they can be picked out, but when you are using the a bigger Phalanx formation as a SUPPORTING fire unit, not the direct assault unit, they are very handy.


You mean you assault with the Monolith?

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Sun Nov 04, 2007 8:14 pm 
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(Evil and Chaos @ Nov. 04 2007,16:37)
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Yes, they can be picked out, but when you are using the a bigger Phalanx formation as a SUPPORTING fire unit, not the direct assault unit, they are very handy.


You mean you assault with the Monolith?

Or teleported Venators, or a C'tan, or anything else... or even a double Phalanx attack... one comes out of a portal firing and the another one assaults.

There are a lot of options... *laugh*

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Mon Nov 05, 2007 1:06 am 
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Teleporting Flayed Ones and The Nightbringer. Supported by 2 monoliths, a phalanx formation and a destroyer formation... Hurts, a lot.


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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Mon Nov 05, 2007 1:11 am 
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My point was that single monolith assaults, or even nightbringer assaults, have a tendancy to inconvinently die before the supporting fire gets its chance to attack.

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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Mon Nov 05, 2007 1:17 am 
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Well, yes, but this is what the teleporting Venators and supporting monoliths are for. Drop in two monoliths, the first one has the big formation walk through and shoot, the second one has a smaller formation assault through into the enemy, then call supporting fire from the first formation and the two monoliths.


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 Post subject: "Necron" special rule - rallying vs regrouping
PostPosted: Mon Nov 05, 2007 5:19 pm 
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yep, there's a lot of variety.

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