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Necron 4.2 - comments

 Post subject: Necron 4.2 - comments
PostPosted: Sat Jun 09, 2007 10:55 am 
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Only problem is that I don't know if it would castrate the Necrons too much.


Necrons are at their most overpowered against Horde armies, which generally have low strategy ratings, which generally lose the first-activation rolloff against Necrons.

Thus Necrons (In general) always get their first big punch against Horde armies... which is sorta what makes Necrons so uber-powerful in the first place!

So although your suggestions are sensible, I don't think it would do much of anything to dent the Necron's biggest game-winner, the begining of turn teleport-to-surround-a-large-formation-with-monoliths-then-assault.





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 Post subject: Necron 4.2 - comments
PostPosted: Sat Jun 09, 2007 12:11 pm 
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Besides the fact that it would probably be too much of a change for the Monoliths, making that kind of change would also be inconsistent with other lists (where portals function even when broken).  Plus it doesn't make much sense - after all it doesn't mean it is actually 'broken' in the sense that the electronics aren't working.
Has anyone else played the new 4.2 rules?

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 Post subject: Necron 4.2 - comments
PostPosted: Sat Jun 09, 2007 3:51 pm 
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(Evil and Chaos @ Jun. 09 2007,10:55)
QUOTE
Only problem is that I don't know if it would castrate the Necrons too much.


Necrons are at their most overpowered against Horde armies, which generally have low strategy ratings, which generally lose the first-activation rolloff against Necrons.

Thus Necrons (In general) always get their first big punch against Horde armies... which is sorta what makes Necrons so uber-powerful in the first place!

So although your suggestions are sensible, I don't think it would do much of anything to dent the Necron's biggest game-winner, the begining of turn teleport-to-surround-a-large-formation-with-monoliths-then-assault.

What if the Necrons had some sort of "adaptive" strategy rating; that is, their strategy rating would always be equal to that of the opposing army, with a max strategy rating of 3.

So, against an army with a strategy rating of 1, the Necrons are also strategy rating 1; against an army with a strategy rating of 4, the Necrons will cap out at a strategy rating of 3.

This way, it would at least low-strategy armies a 50/50 shot at winning the first activation.


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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 10:00 pm 
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(Hena @ Jun. 09 2007,16:39)
QUOTE

(Evil and Chaos @ Jun. 09 2007,12:55)
QUOTE
So although your suggestions are sensible, I don't think it would do much of anything to dent the Necron's biggest game-winner, the begining of turn teleport-to-surround-a-large-formation-with-monoliths-then-assault.

Of course it would. 1/6 single Monolith teleporting has chance to pick up BM. Even if Necrons go first, they still can use only two portals, leaving rest a fair game for the opponent. And considering that if they are alone, only shooting at it (never mind hitting it) requires to break it.

With an obelisk escort, monoliths don't tend to break on teleporting, and their awesome supporting fire can collectively wipe out enemy formations.

That's how Zombocom tends to play it anyway.

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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 10:07 pm 
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(Evil and Chaos @ Jun. 10 2007,22:00)
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With an obelisk escort, monoliths don't tend to break on teleporting, and their awesome supporting fire can collectively wipe out enemy formations.

Well, with attacks capped at "+6" in the latest version how small are these formations that are getting wiped out all the time?

And how many Monoliths are clustered together against this target formation?

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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 10:28 pm 
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Zombocom runs 4 monoliths, teleporting to surround a chunk of the enemy army.

A Necron formation then engages through one of the monoliths, everything supports fire, and the formation is destroyed.

During the turn, the monoliths get shot at and break.

On turn 2, he does it again. :)

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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 10:31 pm 
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(Evil and Chaos @ Jun. 10 2007,22:28)
QUOTE
Zombocom runs 4 monoliths, teleporting to surround a chunk of the enemy army.

A Necron formation then engages through one of the monoliths, everything supports fire, and the formation is destroyed.

During the turn, the monoliths get shot at and break.

On turn 2, he does it again. :)

Are you using the experimental rule that the "initial" assault happens first (and if the attackers are destroyed it's over) and then support fire occurs afterward or are you using the "Rulebook" rules?

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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 10:45 pm 
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Experimental rules.

I've seen the C'tan sent in first and die, thus the monoliths didn't get to fire, but it's damned difficult to kill a full Necron Phalanx in a single firefight you know!

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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 10:48 pm 
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(Evil and Chaos @ Jun. 10 2007,22:45)
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Experimental rules.

I've seen the C'tan sent in first and die, thus the monoliths didn't get to fire, but it's damned difficult to kill a full Necron Phalanx in a single firefight you know!

That's why garrisoned overwatch troops are great! ?*laugh*

Let the Necrons set themselves up for crossfire on their own!

As well, you realize that all those Monoliths in support range all take a Blast marker if the attacking Necron formation is wiped out, even if they don't get to fire their support?





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 Post subject: Necron 4.2 - comments
PostPosted: Sun Jun 10, 2007 11:06 pm 
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As well, you realize that all those Monoliths in support range all take a Blast marker if the attacking Necron formation is wiped out, even if they don't get to fire their support?


I did not realise that, and it would have made an occasional difference I think.

Mostly in that the Necron player would have sent the Phalanxes first, not second. :)

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