Quote: (Chroma @ 18 Nov. 2008, 12:54 )
Quote: (Hena @ 18 Nov. 2008, 11:03 )
This is interesting. Do you roll d6 for each DC of teleporting WE or once? I would think that it's roll once, similar to dangerous terrain test.
With
teleport you roll a D6 for each unit in the formation, a Pylon with 2DC counts as two units, so 2D6 for possible Blast markers.
This was the call with the OGBM teleporting WEs as well, prior to the change in mechanics. Teleporting WE means 1 die roll per DC.
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I don't understand many of the comments about Pylon deployment.
What is the advantage to teleporting Pylons? I see only downsides. 1/3 of the time you get a BM, which means instant break as soon as someone looks at them crossly. 1/36 of the time you break on entry. Teleporting into dangerous terrain is a serious gamble, as Chroma pointed out. Plus, the chances of Necrons losing strategy are pretty good, so a forward position adds substantial vulnerability without a good chance of them being able to fire/OW before being subject to attack.
They're much less vulnerable with a normal deployment zone deployment. The Necrons have lots of teleporters to deter arty and enemy teleporters. A ground rush usually means that the enemy has to extend pretty far to hit the deployment zone and if that's a real threat the Necron teleporters can turn the approach into a kill zone. In addition, the range of the Pylons themselves mean that the most likely hindrance on fire is line of sight rather than range. As long as you can get a decent field of fire, you can put the Pylons on the back board edge, making it that much easier to protect them. Realistically, the enemy can probably get to the Pylons and shut them down if it's a really high priority, but they can only do so only by opening themselves up to serious Necron counterattack, which is of substantial value in itself.
As far as "making their points back" the deployment zone approach works fine. If the opponent has really heavy air, it's a no-brainer you can use blocked Line of Sight and get it back off their aircraft. If the enemy doesn't have much air, then you deploy the Pylons for lines of fire against ground approach. They're not likely to kill enough ground forces to make their points back on a raw point count, but they are excellent area denial against high-value ground units and can babysit objectives (at least the Blitz) while they do it.
None of that is to say I'm convinced the Plethora of Pylons is broken, just that I don't understand a lot of the claims being made about them being fragile and unable to affect the enemy. I can see a lot of situations where that would be true (a low-air horde army would be at substantial advantage, for instance) but I don't understand the assertion that it's true as a general rule.