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Abattoir design question

 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 5:57 pm 
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I've been reading over the Necron's Abattoir description and have a few questions...

The fluff indicates that they are dropped from a spacecraft, but there is nothing about planetfall in the decription.  I am assuming that this is just the design behind how it got wherever you are battling, but...  The Abattoir seems like a lot of points to pay when it will never make it half way across the table.  

What are your thoughts to having the Abattoir positioned anyplace on the friendly half of the table?
It would give it that "dropped from orbit" feel without planetfalling it into your enemy's backyard.
Too far away from your own troops and it chances being unsupported, so it doesn't seem like too much of an advantage.
Would help this behemoth out on it's movement.
It's still limited in it's mobility (enemies can just move around it like before).  

I don't know if this would make it too powerful, but I thought I'd throw it out there.  Thoughts?

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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 7:32 pm 
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Hi,

while I haven't played with an Abattoir yet (I'm still trying to figure out how to build one), and while I haven't actually played with Necrons  :p  (but that should change soon), I don't think the Abattoir should be "dropped" in the enemy's half of the table.

Consider this:

- Deploy the Abattoir as far as possible (15cm from your table edge)
- 1st turn: March, you are now in the enemy's half
- 2nd turn: Since the Abattoir in an Infiltrator, it doubles its charge move, so with luck (and if your opponent hasn't been careful), you can engage anything that's 30 cm away. If not, March again to prepare for a 3rd turn slaughter.

The Abattoir is more than equipped to survive these first two turns : Living Metal is a really strong ability, meaning it cannot be destroyed right away by a lowly Deathstrike missile. The Abattoir will also get a RA save against all non-TK weapons.

Allowing it to start the game in the enemy's half of the table would be much too strong in my opinion, considering how powerful it is in CC. Plus it wouldn't be unsupported at all, as you think, because 90% of the Necron army can teleport anywhere on the table via to the Monoliths' portals... or even better, the Abattoir's own portal!


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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 8:23 pm 
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Maybe I didn't write clearly, but I was thinking about having it deployed on your own side of the table anywhere. ?In other words, not where the enemy are.
It would be like garrisoning it, but without the OW.
Although maybe that would work too.

Unrelated, how do you pronounce Abattoir? ?Ab-ba-twa? ?Ab-ba-toy-er? ?Ab-bu-tr? ?:angry: Damn you, Corey, and your fancy-hard-to-say-War Engines!!! ?:D

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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 9:52 pm 
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From Merriam Webster:

Pronunciation: 'a-b&-"tw?r, -"twor, -"tor


I am generally against giving big stuff the ability to garrison.

It's not as if the rest of the Necron army isn't fast enough.  Giving them a huge anchor to "swing" off of seems like it would be a really large advantage.

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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 10:01 pm 
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Quote (Moscovian @ 15 Feb. 2006 (19:23))
Unrelated, how do you pronounce Abattoir? ?Ab-ba-twa? ?Ab-ba-toy-er? ?Ab-bu-tr? ?:angry: Damn you, Corey, and your fancy-hard-to-say-War Engines!!! ?:D

I usually pronounce it ab-ba-twa.

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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 10:13 pm 
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a-ba-twa would be sound correct in english (even its a french word). With the "a"s sounding the same as the "a" in arson.

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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 10:16 pm 
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There no complaint about the Necron army list.  I haven't even played it!  I am just looking at a unit that has it's main function as CC.  It has a move of 15cm and it can't march (per the latest rules), which means that by turn two it can be a maximum of 75cm from the edge of the board.  Just seems like it needs a kick in the tail.
Has anyone actually played with an Abattoir?  What is your take on it in relation to its ability to get into play?

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 Post subject: Abattoir design question
PostPosted: Wed Feb 15, 2006 10:52 pm 
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Quote (Moscovian @ 15 Feb. 2006 (21:16))
There no complaint about the Necron army list. ?I haven't even played it! ?I am just looking at a unit that has it's main function as CC. ?It has a move of 15cm and it can't march (per the latest rules), which means that by turn two it can be a maximum of 75cm from the edge of the board. ?Just seems like it needs a kick in the tail.

Oh, you're right, I forgot that Necrons can't March...

So perhaps it does need a little boost after all, otherwise reaching close combat becomes really hard.

Allowing it to be placed in your half of the table, as you proposed (for whatever reason, I read "enemy" where you wrote "friendly"...  :(8: ), would almost always result in the Necron player placing the Abattoir just on the 60cm limit...

How about giving it a free move after deployment, but before the battle begins? Or giving it a 20cm move?


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 Post subject: Abattoir design question
PostPosted: Thu Feb 16, 2006 1:23 pm 
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Just a point.

The Abattoir should have a move of 20cm.

Never noticed I had the speed wrong on that one.

Anyway, having fielded the unit a few times, I can tell you that getting it into Hand to Hand isn't as hard as you might think.

Opponents tend to do one of two things:  

1.) Freak out at seeing it, and pour out a massive percent of their firepower into blowing it up.

2.) Dismiss it due to it's short range, and wind up getting within 40-55cm of it without thinking about it.  Then it feeds.

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 Post subject: Abattoir design question
PostPosted: Thu Feb 16, 2006 1:47 pm 
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Quote (corey3750 @ 16 Feb. 2006 (12:23))
Then it feeds.

:evil:  :evil:  :evil:

Good thing about that 20 cm move. Can't wait to build one and test it. :alien:


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