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Necron 4.2 - comments

 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 3:05 pm 
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I could see that.

I don't know that 75 isn't too much for Pariahs.  That makes them cost as much as a Predator, and I don't think they are as effective as one.

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 4:04 pm 
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As to pointing everything to multiples of 25, I think it won't be possible for some armies like the Necron.  Some things are simply not going to fit into those pretty little slots (look at the Orks!).  

40 for the Immortals is fine, 50 is okay too.  Pariahs can be at 60 or 65 and that would be a fairly accurate cost for them IMO.  People who complain about simple addition and then turn around and play a complex game like Epic are funny quirks of nature. :)

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 6:30 pm 
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(corey3750 @ Oct. 24 2007,15:05)
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I don't know that 75 isn't too much for Pariahs. ?That makes them cost as much as a Predator, and I don't think they are as effective as one.

I'd say they are comprable to a Terminator, not a Predator... with fearless and inspiring easily making up for lessened shooting and lack of reinforced armour... I would certainly still take Pariahs at 75 points!

As to "25 point increments", it's not addition that's the problem, it's being left with 35 points unusable at times that's annoying.

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 6:36 pm 
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it's being left with 35 points unusable at times that's annoying.


It's part of the skill of list construction to ensure that that does not happen.

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 7:21 pm 
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(Chroma @ Oct. 25 2007,13:30)
QUOTE

(corey3750 @ Oct. 24 2007,15:05)
QUOTE
I don't know that 75 isn't too much for Pariahs.  That makes them cost as much as a Predator, and I don't think they are as effective as one.

I'd say they are comprable to a Terminator, not a Predator... with fearless and inspiring easily making up for lessened shooting and lack of reinforced armour... I would certainly still take Pariahs at 75 points!

As to "25 point increments", it's not addition that's the problem, it's being left with 35 points unusable at times that's annoying.

You also lose Teleport  AND when you stick them in a Venator formation, that causes that formation to lose the ability too.

and frankly inspiring doesn't make up for a 4+ RA save. :)

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 7:25 pm 
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(corey3750 @ Oct. 24 2007,19:21)
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You also lose Teleport ?AND when you stick them in a Venator formation, that causes that formation to lose the ability too.

and frankly inspiring doesn't make up for a 4+ RA save. :)

Well, they're coming out of a Portal most times, so I'd say vs teleport that's a wash.

Fearless sure makes a difference though!  *laugh*

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 7:39 pm 
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(Chroma @ Oct. 25 2007,14:25)
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Well, they're coming out of a Portal most times, so I'd say vs teleport that's a wash.

Fearless sure makes a difference though!  *laugh*

it certainly does... if you lose an assault.

I'd hate to overprice them just for the sake of neatness.

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 7:58 pm 
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Portals are much better than teleport, because you always arrive without blast markers, even if your monolith is broken.

C'mon now corey this one's just obvious. :)

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 8:04 pm 
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(Evil and Chaos @ Oct. 25 2007,14:58)
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Portals are much better than teleport, because you always arrive without blast markers, even if your monolith is broken.

C'mon now corey this one's just obvious. :)

that's true, I hadn't actually looked at it that way.

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 8:04 pm 
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(corey3750 @ Oct. 24 2007,19:39)
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(Chroma @ Oct. 25 2007,14:25)
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Fearless sure makes a difference though! ?*laugh*

it certainly does... if you lose an assault.

I'd hate to overprice them just for the sake of neatness.

It also makes a difference if you win an assault but take enough casualties to break... hinders the opponent from being able to easily wipe out the formation using Blast markers and such.

And as seems to be evidenced by this discussion, if they do wind up being overpriced at 75, it's easier to bring down the cost than raise it...  :D

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 8:06 pm 
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So, any chance of an updated version released in the *very* near future?

I'm hoping to get Pipboy and his Necrons out tomorrow and I'd love to put some of this stuff to the test!

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 Post subject: Necron 4.2 - comments
PostPosted: Wed Oct 24, 2007 8:40 pm 
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(Chroma @ Oct. 25 2007,15:06)
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So, any chance of an updated version released in the *very* near future?

I'm hoping to get Pipboy and his Necrons out tomorrow and I'd love to put some of this stuff to the test!

I have an unavoidable social obligation this evening (ie date), so it won't be immediately :)

I will try to have it ready for the weekend though.

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 10:01 am 
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Women always bump Epic deadlines.  It's in the core rules. :)

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 5:01 pm 
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Unless they also play Epic... ;-)

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 5:08 pm 
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(TheLimey @ Oct. 25 2007,17:01)
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Unless they also play Epic... ;-)

Now *that* would be a heckuva date!  *laugh*   :O

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