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Results from Battle Bunker

 Post subject: Results from Battle Bunker
PostPosted: Tue Feb 21, 2006 10:54 am 
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MC23, I agree with everything you said, except that I think the "+1 attack per unit in range" should be kept if possible, if only because it's very "fluffy".

How about FF6+ for Monoliths? Statistically, if you managed to have 30 units in range (which is, even against horde armies, not that easy to do), that would mean 5 hits.

FF5+ and "extra attacks (+4)", as you suggested, would mean 1,6 hits not matter the number of units in range. So it would be keep the same efficiency not matter what the size of the formation. Easier to balance, but certainly less "fluffy".

FF5+ (+1/unit)
30 units in range > 10 hits
20 units in range > 6,6 hits
10 units in range > 3,3 hits

FF6+ (+1/unit)
30 units in range > 5 hits
20 units in range > 3,3 hits
10 units in range > 1,6 hits

FF5+ (+4 attacks)
30 units in range > 1,6 hits
20 units in range > 1,6 hits
10 units in range > 1,6 hits






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 Post subject: Results from Battle Bunker
PostPosted: Thu Feb 23, 2006 1:17 pm 
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Quote (Hojyn @ 21 Feb. 2006 (04:54))
MC23, I agree with everything you said, except that I think the "+1 attack per unit in range" should be kept if possible, if only because it's very "fluffy".

fluffy doesn't support a broken game mechanic.

Then there's even the fact that the 40K Monolith is unlikely to hurt tanks. Not to mention that 2 EPIC infantry stands is what normally makes up a 40K unit, even the direct "conversion" of the weapon is overpowered compared to the 40K version. Just get it a set number of attacks and be done with it, anything else invites serious abuse. If the Monolith had extra attcks (+3) that would still set it far above other EPIC units. Inifite? No way. If these things weren't always broken (the Blast markers kind) this would have been a bigger issue by now.

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 Post subject: Results from Battle Bunker
PostPosted: Thu Feb 23, 2006 10:54 pm 
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On a slight tangent here, there's a few things to remember when translating 40k mechanics to Epic.

Epic turns and distances are a lot larger than their 40k equivalents, so weapon performance over a 15-minute period is a more useful guide.

Casualties represent units that can't fight, not necessarily dead or destroyed.  Incapacitating two troopers might knock a five-man squad out of the fight.

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 Post subject: Results from Battle Bunker
PostPosted: Fri Feb 24, 2006 10:34 am 
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Hi!

Furthermore, a w40k fight is represented in epic by assaults. As w40k tends to be balanced, if epic had to translate everything from the 40k stats, all armies would equal in assault, what would be boring...

So taking a bit of freedom with the w40k stat is a necessity!


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 Post subject: Results from Battle Bunker
PostPosted: Fri Feb 24, 2006 3:04 pm 
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Trouble is that direct translation gives us a broken unit in EPIC. EPIC is a formation by formation activation where as 40K is one side goes then the other. EPIC nature makes supporting fire multiplied. 2 weeks ago my best friend finally finished converting his Necron army (beautiful job too) so we actually played. Without a doubt I can say that the Monolith is completely broken for EPIC. HELL, it does even closely operate like the 40K counterpart.


Its also relevant that the 40K version has a variable number of hits against each squad. ?But the 40K version does not have the ability to eliminate every member of a squad (full sized squad anyway). This literal translation changes a moderately effective item into a real potential killer.

Phase out is also quite different. You phase your opponent in 40K and you win the game. ?You phase out a monolith in EPIC and it actually hurts you by alllowing your opponent to return the monolith to any location. ?Thats quite a difference. Phase out was meant to be a balancing instrument in 40K, whereas its actually an unbalancing factor on the EPIC side.

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 Post subject: Results from Battle Bunker
PostPosted: Fri Feb 24, 2006 5:16 pm 
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ok, I need to put to rest an old Boogey Man here.

The all Phalanx/Monolith army.

it Doesn't work.

I have tried to use the tactic against Eldar, IG, and Space Marines.

The inevitble result of fighting someone who knows anything about the Necron is, they just bunch up in deployment and blow your monoliths apart, or break them where they cannot be used to support.

The Monolith isn't broken.  It's not perfect, or even something I'm happy with, but it isn't Broken.

As scary as it looks on paper, the practical reality is that it actually isn't as devestating as you might think unless you are lucky, or fighting somone who makes serious mistakes.

In fact, every time I, or people I play with, tried to build a "cheese" army for the Necron, they've gotten hammered into the ground.  The only time Necron have been effective is when I worked to make a Tournament style army, and played to the army's real strength:  Endurance.

Monoliths have neat abilites, but they are entirely too nessesary to the functioning of your army to risk willy-nilly on all or nothing mass assaults.

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 Post subject: Results from Battle Bunker
PostPosted: Fri Feb 24, 2006 5:17 pm 
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oh, and sorry for being silent for so long.

I'm moving this weekend, and won't be availble for a while until I get Internet access at my new place.

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