Tactical Command
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Broken Pylons
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=70&t=6678
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Author:  Ilushia [ Sat May 27, 2006 1:06 am ]
Post subject:  Broken Pylons

I'm rather currious as to the reasoning behind why Pylons don't phase out while most other vehicles and vehicle-equivilents in the Necron list do? What was the rational behind forcing them to remain wherever they were dropped? I'm not really complaining, I'm just wondering why this decision was made. The fluff out there and the 'style' of the army would seem, to me at least, to indicate that Pylons would need to be able to phase out. So I'm rather currious as to the reasoning for their land-locked state after initial teleport.

Author:  Hojyn [ Sat May 27, 2006 10:16 am ]
Post subject:  Broken Pylons

Quote (Ilushia @ 27 May 2006 (01:06))
I'm rather currious as to the reasoning behind why Pylons don't phase out while most other vehicles and vehicle-equivilents in the Necron list do? What was the rational behind forcing them to remain wherever they were dropped? I'm not really complaining, I'm just wondering why this decision was made. The fluff out there and the 'style' of the army would seem, to me at least, to indicate that Pylons would need to be able to phase out. So I'm rather currious as to the reasoning for their land-locked state after initial teleport.

Balance, mostly.

While it may make no sense fluffwise, I think that at 200 points they would be way too powerful if they could phase out and teleport back in a better firing position the next turn. If you allowed them to phase out, I think their price would have to be upped by at least 50 points.

Author:  corey3750 [ Sun May 28, 2006 6:17 am ]
Post subject:  Broken Pylons

More actually.

There's also a couple of other issues.

1) If they phase out, it makes it absolutely vital that the enemy kill it in one shot.

2.)  It makes it virtually impossible for the enemy to supress the Pylon AA, in order to safely bring their aircraft into play if they phase out and auto rally.

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