I'm a relatively new necron player, but a fairly experienced epic player, and I have some major concerns about the list, particularly in regards to the monolith.
It's simply too effectice, particularly against "horde" armies.
I've been playing some games, and it just seems all too easy to surround a unit by teleporting 4 or so monoliths around it and just wiping the floor with the formation with supporting fire. There seems to be very little the opponent can do to counter this, particularly on the first turn.
Surely there needs to be some limitation on the number of extra firefight attacks the monolith gets? Maybe one for every two or three units, or a maximum of 5 or 6 attacks or something?
I played a game today where from my four monoliths I got a combined total of 52 extra attacks in a single firefight.
Currently they're just much too powerful, and leave a sour taste in my mouth (especially since I've spent ages scratchbuilding them).
The other main issue I have is with the phase out rules. These work well for infantry, because there is a down side to them, which is that you lose the chance to rally and bring back dead bases unless you marshall in the next turn.
However, for monoliths, phasing out is a major advantage. Often monoliths will find themselves out of position after a combined assault, as they will have wiped out a whole section of the army. I then find myself hoping that they get shot at and broken, just so they can teleport in somewhere more useful.
There seems to be no real downside to phasing out for monoliths, in fact it is a major upside, allowing you to redeploy them as neccesary, often each turn. This really doesn't make much sense.
Perhaps they should gain some penalty to activation rolls each time they phase out? Or maybe they should even phase out after teleporting units are placed, rather than in the end phase, thus forcing them to spend a whole turn off the board rather than immediately teleporting back on wherever they wish, or perhaps they should need to take a rally test (at -2 for being broken) in order to teleport back on.
Either way, something needs to be done, and the unit is currently in need of some serious alteration. They are absolutely central to the success of the army, and that is the way it should be, but they shouldn't be so easy to use.
I think I'm going to start playtesting them with a maximum of 6 attacks in firefights, and work from there. I'll report back how it goes, but any input would be gratefully accepted.
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