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Changes to Raiders: Leader for Pylons, add Sentry Pylon AA

 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Fri Aug 16, 2013 1:27 pm 
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The big problem I have with new necron units is that they're piloted. I believe that's justified in the codex because the individual Necron yearns for his life as a living being, and wants to act as much as he was as he can. In the old background, "only the strongest retained their intellect and even they were a shadow of their former selves. The Necrons cared not, they would live forever as their gods had promised. Only one thing truly remained of their race, a burning hatred of the living."

Automations like pylons work with that, the piloted craft like the new aircraft and the barges don't.


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 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Fri Aug 16, 2013 4:12 pm 
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Only Canoptek constructs and static defense things like the Pylsons are true robots.
Everything else is piloted by an actual Necron.

BTW i already startet a draft for a new style Necron list:
viewtopic.php?f=70&t=21792

I have yet to include the Tesseract Arc, Obelisk and Trancendend C'tan. I'm unsure about including Sentry Pylons as Gauss Pylons already stretch the theme of an invading force.

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 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Fri Aug 16, 2013 5:11 pm 
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You could allow Pylons to be in formations of two...

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 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Fri Aug 16, 2013 5:28 pm 
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I've always been keen on that idea

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 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Fri Aug 16, 2013 5:30 pm 
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I remember making that suggestion as well a while ago.


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 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Fri Aug 16, 2013 5:33 pm 
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Yes, but you made it at a time when everyone was judging the Pylons unreasonably. Now that more people have figured out they really aren't that tough, it will be more attractive of an option.

Perception has finally caught up with reality. :)

EDIT - that's my fancy way of saying you were right when everybody else was wrong.

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 Post subject: Re: Changes to Raiders: Leader for Pylons, add Sentry Pylon
PostPosted: Sat Aug 17, 2013 12:21 am 
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TBH the few times I've tried the Tomb World list the Pylon Networks have seemed less resilient than singles rather than more. If you could have broken a single, one of them is suppressed (effectively the same as broken for a fearless ranged unit) and the other one gets -1 to activation tests. If you manage to kill one, the other one is broken as a bonus.

Based on that I've reduced the price for a Network to 350 for two, with extras at 150 points each, following the pattern of other war engine formations (the first one costs 50 points extra for a war engine activation).


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