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[Playtest] A Plethora of Pylons

 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 3:49 pm 
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Well, the Necrons haven't seemed to have gotten much attention lately, but a passing mention was made to the "power of Pylons" and I was wondering if anyone had tried to "overkill" with them in a 3000 point game?

It was brought up that multiple Pylons "shut down" air power, but, in my experience, the 2-3 Pylons are so easily shut down that they never get their points back.  Now, five of them might do some damage.

Are people up to playtest this or have they tried it already?

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 4:01 pm 
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the Necrons haven't seemed to have gotten much attention lately,


Excuse me! I'm not just making a Necron Force for NetEpic. I was hoping to use them against Daemonkin and Justineil in E:A. And Zap123 has done two Battle Reports for NetEpic too.

Damn E:A snobbery, Harrumph!  :tongue

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 4:06 pm 
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Quote: (Warhead @ 17 Nov. 2008, 15:01 )

And Zap123 has done two Battle Reports for NetEpic too.

That's great!

But those 'reps don't help work out problems in the EA lists... *laugh*

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 4:08 pm 
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Quote: (Hena @ 17 Nov. 2008, 15:06 )

Arguments that it's easy to break doesn't matter.

Why doesn't the fact that they can be neutralized before the planes fly in matter?

Pylons *should* be the most horrifying AA unit out there.

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 9:05 pm 
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I've played against Necrons with airborne Marines... their Pylons aren't 'broken' at standard levels (1-2 Pylons in a 3000pt army list).

I haven't played against the Plethora of Pylons though.

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 9:10 pm 
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Quote: (Evil and Chaos @ 17 Nov. 2008, 20:05 )

I haven't played against the Plethora of Pylons though.

I'm going to try and get some games in using it... the problem is, at 3000 points, more than three Pylons means no Supreme Commander... and that's gonna make things tough.

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 9:35 pm 
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Seems like a balancing mechanism to me.

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 11:08 pm 
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Quote: (Hena @ 17 Nov. 2008, 15:18 )

Would you oppose to Support Craft (the current rule eg. LOS to all) on a unit with TKd3 4+ weapon that is on permanent Overwatch? That's essentially what Pylon is. It's unit which just breaks one part of the game as long as it's operational.

That's basically what the Moray is currently actually, but with 2 shots...

Hena, the Pylon is a paper tiger. On paper it looks horrifying, but ingame unless you max out on them they're just rubbish. They don't stop transports coming in, they just stop transports coming in as the first activation of the first turn. After that they're quickly broken, and once broken are rallying usually on a 4+, then once rallied you only have to shoot at them once to break them again. They'll be lucky to get off one shot in the whole game.

The 2 BM issue really is huge. If there were another AA option available in a bigger formation, say AA6+ on heavy destroyers, I would drop the Pylon in a heartbeat.

But yes, I do think 3 or more is possibly broken, but any army that spends 600 points or more on AA is daft anyway :)




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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 11:16 pm 
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Indeed, an army with 600 points worth of Hydras would be similarly devestating!




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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Mon Nov 17, 2008 11:41 pm 
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Nah, I've tried the Hydra, they fold too quickly at the range they fight at (armour 6 not a thing of beauty). Same as Ork flakwagons (better as zap mobs). With relatively short range resilance is an issue. However does the range mean the resilance isn't an issue with plyons? Certainly people often deploy them in relatively close tot he enemy. Maybe 5 as a firebase or series of firebases on the other side of the table might be a better bet (especially with the army t-porting in to take out the long range assets).

I await to see the results, and stay far away fromt he enemy - and of course play with your proper gt scenarior level of terrain!

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 Post subject: [Playtest] A Plethora of Pylons
PostPosted: Tue Nov 18, 2008 12:49 am 
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mark_Logue and I played a game using Necrons a while back (LINK).

As mentioned in the batrep, the 2 pylons fired 1 shot all game and killed a solitary biker. They are a paper tiger.

Once I can drag myself away from playing Tau, I'll have to get back to my Necrons.

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