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Necrons & Tie-break

 Post subject: Necrons & Tie-break
PostPosted: Mon Oct 30, 2006 10:16 am 
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Salut ? tous,

I played a game vs Eldars last friday.

My opponent had continually grumbled about that "overpowerfull Necrons" but this did not prevent him to win at the end of the third turn (tie break as we did not have time to finish the game).

It's interesting to see that there is a similarity between Necrons in Epic A. and Necrons in BFG.
They can be very powerfull on the battlefield but this doesn't mean that they will always win a the end of the game.

In Epic A., a lot of the Necron formations will be broken (I especially think about Monoliths) and then phase out. This does mean that at the end of the game, in a case of tie-break, the enemy will gain a lot of points thanks to phase out...

This point should not be forgotten in our discussions in order to balance the army. ^o^

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 Post subject: Necrons & Tie-break
PostPosted: Mon Oct 30, 2006 3:15 pm 
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(fbruntz @ Oct. 30 2006,09:16)
QUOTE
In Epic A., a lot of the Necron formations will be broken (I especially think about Monoliths) and then phase out. This does mean that at the end of the game, in a case of tie-break, the enemy will gain a lot of points thanks to phase out...

From the v4.1 rules:

"Any Necron formation (Excluding starships) in the reserves for any reason (either because it has not yet entered play, or was broken) is considered destroyed for the purpose of calculating a Tie Breaker, or the Break Their Spirit victory point.

So, anything off-board at the end of a turn counts as "destroyed".





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 Post subject: Necrons & Tie-break
PostPosted: Mon Oct 30, 2006 5:09 pm 
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(Chroma @ Oct. 30 2006,14:15)
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So, anything off-board at the end of a turn counts as "destroyed".

Yep! This is why a tie-break could not be easily won by the Necrons. The opponent just have to break the "We'll be back" formations in order to "phase out" them.
No need to destroy a formation in order to gain the max VP.





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 Post subject: Necrons & Tie-break
PostPosted: Tue Oct 31, 2006 1:42 am 
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(fbruntz @ Oct. 30 2006,16:09)
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Yep! This is why a tie-break could not be easily won by the Necrons. The opponent just have to break the "We'll be back" formations in order to "phase out" them.
No need to destroy a formation in order to gain the max VP.

Actually, I try to "phase out" the BTS formation, if it's not one of the large War Engines, in Turn 3.

It's certainly a balance to the Necron ability to teleport practically anywhere.

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 Post subject: Necrons & Tie-break
PostPosted: Tue Oct 31, 2006 8:47 am 
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(Chroma @ Oct. 31 2006,00:42)
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It's certainly a balance to the Necron ability to teleport practically anywhere.

Note that I do not contest that point. It's normal to balance the army.
I just wanted to underline that point that could be forgotten. We should think about that before changing point cost of formations that can be easily broken...

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 Post subject: Necrons & Tie-break
PostPosted: Tue Oct 31, 2006 2:52 pm 
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It seems to me that the Necron need to win by goals rather than on a tie-break is a nice contrast to the fact that playing defensively makes them stupendously more durable.  Sure, you can Marshall, Marshall, Marshall and eventually whittle down the enemy but if you don't get the goals you may very well lose anyway.

At least, I think that's the strategic conundrum the army should face in theory.  

I don't know if it really works out that way in practice.

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 Post subject: Necrons & Tie-break
PostPosted: Tue Oct 31, 2006 3:33 pm 
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Neal, you absolutely begged it.  Marshalling is indeed an option, but -even though I have played a limited number of games- I found myself struggling to perform the marshall action.  There is too much to accomplish.  So unless your position is solid, your actions are usually limited to singles, doubles, and assaults.
However, Emperor protect the ones who don't press the attack and allow a Necron formation to perform the marshall action.   :;):

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