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Necron 4.2 - comments

 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 7:32 pm 
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I simply can't understand how you can fail to win with the necron list for that period of time. Even with the toning down of the monolith's extra attacks, it's still reasonably easy to teleport 4 of them around a formation, assault through a portal and wipe it out with supporting fire.

Frankly, I honestly find it hard to lose with the necron list in its current state, and that has spoiled them a bit for me.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 7:37 pm 
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Hello JOHNDRAGON!


(JOHNDRAGON @ May 26 2007,19:28)
QUOTE
I got close to a win on Thursday,using a Warbarque,and a Monolith+3 Obelisks amongst my army.


What's your "usual" Necron army at 3000 points?  They've seemed pretty balanced around here vs all kinds of armies, with a good mix of wins and losses; just wonder what you usually field.

Tomb Complex:free and mandatory.


Why mandatory?  The Necrons could easily be attacking a planet where they have no permanent base, teleporting in from orbit or something; curious why you think it should be mandatory.

C'tan:do not count against War Engine allocation.
I actually agree with this; I think the C'tan should be in a separate "Supreme Commander" section with the "Sepulchure" I suggested above.

Pylon:to be given Scarab-style CC attack.
Disagree here, they need a weakness; placed in mutually supporting positions, two Pylons are rather hard to take out.

No doubt, none of you will like any of this;proove me wrong.
Actually, I think you make some interesting points.

What armies do you usually face with your Necrons, and do you opponents "tune" their armies to fight them or bring "blind" tournament armies for playtesting?  That can make a huge difference.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 7:39 pm 
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(zombocom @ May 26 2007,19:32)
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I simply can't understand how you can fail to win with the necron list for that period of time. Even with the toning down of the monolith's extra attacks, it's still reasonably easy to teleport 4 of them around a formation, assault through a portal and wipe it out with supporting fire.

Well, JOHNDRAGON said he was playing Necrons in a campaign, so the set up may be quite different than the standard Tournament Scenario, *especially* if opponents know they are going to be facing Necrons.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 9:42 pm 
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JohnDragon,

I think there would be more than enough feedback to help you if you posted your lists here.  I'd like to see what a losing list looks like!  This isn't meant to offend, it is just I have NEVER seen the Necron lose.  Albeit the only people I've actually seen play them are Corey and I, but we can't be THAT good. :;):  I find it interesting that your closest game came from playing the weakest version of the list.  

As for your suggestions, there are a couple of them that you could eliminate immediately as 'never gonna happen'.

Monoliths as WEs: if they become WEs they will be unable to phase out and will really start dying fast.

Tomb Spyders at 50pts: even if I agreed with you, Corey has remained steady on keeping the costs on these up.  As it turns out, I wholeheartedly agree with him.

I'm curious if anyone else is having a hard time winning with the Necrons..  Anyone?  If not, perhaps there is a list mechanic that you're not applying?  Or perhaps others are tailoring their lists to fighting the Necron as Chroma suggested?

Please post back when you can.  I'm very curious to see what you've been putting out there.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 9:48 pm 
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I have NEVER seen the Necron lose


I've never seen the Necrons lose either.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 10:16 pm 
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(Evil and Chaos @ May 26 2007,21:48)
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I have NEVER seen the Necron lose


I've never seen the Necrons lose either.

NEVER gentlemen?

Wow, that's not good either.

I've seen wins and losses for the Necrons.  I've got to get Pipboy and his Necrons out more often and see what we can do!

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 10:20 pm 
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Barring one test game, no, I've not seen them lose.

'Zombocom' is the Necron player in my gaming group.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 10:26 pm 
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(Evil and Chaos @ May 26 2007,22:20)
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'Zombocom' is the Necron player in my gaming group.

zombocom, what is your "usual" 3000 point Necron list?

If I can get Pipboy to duplicate it with his army, I'll try and play test against it.  Thanks!

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 Post subject: Necron 4.2 - comments
PostPosted: Tue May 29, 2007 4:50 pm 
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Thurse (on the epic_fr forum) just noticed that the Nightbringer doesn't have a +6 cap on his extra attacks, as he probably should have. Or should he?  :)

Also, here's a couple of questions concerning WE :

- Gauss arc vs. WE: Against, say, a Warhound, does the Gauss arc provide +1 extra attack (Warhound = 1 unit) or +3 extra attacks (Warhound = 3 starting DC)?

- Teleporting WE: When checking for BMs, do you throw 1 dice per unit or 1 dice per starting DC?


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 Post subject: Necron 4.2 - comments
PostPosted: Tue May 29, 2007 5:15 pm 
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I actually know the answer for these...

Teleporting is one die per DC.
Arc flux vs. WE is 1 per DC.
And I bet the C'tan was an oversight.  It would make sense to have everything the same.

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 Post subject: Necron 4.2 - comments
PostPosted: Tue May 29, 2007 5:36 pm 
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(Hojyn @ May 29 2007,16:50)
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Thurse (on the epic_fr forum) just noticed that the Nightbringer doesn't have a +6 cap on his extra attacks, as he probably should have. Or should he? ?:)

Well, since "Gaze of Death" has a range of (Base Contact) and the Nightbringer is a 3DC war engine, the max extra attacks is already +6 as that's the maximum number of units that can be in base contact!  *laugh*

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 Post subject: Necron 4.2 - comments
PostPosted: Tue May 29, 2007 7:25 pm 
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Two Pylons are pretty nasty, but they can only hit twice. ?Eldar players (who fly in threes) will find at least something getting through. ?2DC isn't that hard to break - in fact I've had my Pylons spend an entire game broken because the air made it through and popped me good. ?

And you bring Fighta Bommers into the mix, then you'll see Pylons vanish before your eyes. :)

EDIT - I forgot to mention... Artillery, anyone?





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 Post subject: Necron 4.2 - comments
PostPosted: Tue May 29, 2007 7:27 pm 
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(Hena @ May 29 2007,19:09)
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One of the main players problem in here is the Pylons 120cm AA4+ TK(d3). For me that d3 and 120cm is what makes it over the top really. Two of these will rule the skies until they are suppressed by ground forces.

Isn't that the answer to the problem right there?  :;):





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