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Necrons 4.3

 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:17 pm 
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(Moscovian @ Oct. 31 2007,15:58)
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Why can't we just put a simple line in the rules saying, "Only formations on board with BMs can regenerate."? Tack it onto the existing rule and you've clarified it.  Of course people may still disagree with it claiming it is counter-intuitive (which I can see), but at least it would take the confusion out of the whole thing.

Because formations without blast markers CAN regenerate!  They just don't Rally in the end phase.

as for being off-board, it says in the rule: Formations that are not on the board cannot return stands to play, but may take a Marshal action to enter the board and restore units.

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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:20 pm 
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So they can regenerate on a Marshall or hold action without BMs but not on a rally without BMs, correct?  Okay, I'll take a stab at it later tonight and see if I can come up with something that will suit everybody.

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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:30 pm 
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(Moscovian @ Oct. 31 2007,15:53)
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I read this and didn't get much out of it in the way of an answer.   The brief analysis you did doesn't do the power of the Destroyers justice.  They are fast skimmers that have the fighting capacity of Predators and can regenerate, travel through portals, and can claim all sorts of cover because they are infantry.  Comparing them to Dark Reapers is ridiculous since Reapers have a move of 15cm and get 2 x AP5+.  Destroyers have double their move base, get 2xAP4 or AT6+ (increasing their flexibility) , the same firefight, but never have to worry about a CC assault since they are skimmers.    The speed alone makes up for the range difference.  You can also swap them out for Heavy Destroyers and their big AT guns.

EDIT: I forgot.  Destroyers and Heavy Destroyers also get an armor of 4+ compared to Reapers at 5+.

Now you know my beef is not with them being infantry but it should nonetheless be listed on its list of benefits.  You also said you don't want them to be LVs but you seem to be hesitant to reduce their fighting capacity which IMO is a mistake.  

It seems that you are acknowledging that they are too much for too little.  So the basics are:
* Something has to change.
* You don't want them to be LVs.
*Changing to LV status means people with existing armies get the grand adventure of re-basing their models.
* AVs is way out.
* They have all the benefits of Predators and Dark Reapers and only one liability (they are AP which makes them slightly easier to hit on template weapons).

Cut their weaponry in half, drop their price to 300 points, and they will STILL be a bargain purchase.

Ok, I just wanted to be sure you saw it rather than me repeat it.

If you want to do a direct comparison ok.

Dark Reapers range can be overcome by the movement.  Well and good but since they don't HAVE to move, the Dark Reapers can sustain fire and thus you have more shots at grater range with equal hitting power against infantry.

Dark Reapers can also have vehicular support to provide them with fast, skimmer transport and mobile cover, greater resistance to assaults, and.. oh yeah, something on the order of 5x the firepower :;):   Combine that with the ability of the army to make 2 activations, hit and run, and what amounts to the effect of a free leader effect and the Destroyers slightly better armor and regeneration don't seem very impressive.


But I'm not and was not comparing them, I was comparing their roles in their respective armies: Mass Infantry clearing.  Both serve that function, even though they each do so differently.

What I was comparing them to was Predators.  They, in my mind, to be an infantry equivalent to Predators or Predator Annihilators.


I don't hate the idea of making them LVs, I'm not opposed to it, I've just been avoiding it because it just seems wrong in that jarring sense. :;):

But I would like to test them in their present status first.  You should know by now that I don't like to do a lot of changes to anything at once.  Small changes over time are the best way to make an adjustment, that way at each stage you can see which direction the need tweaking next instead of running all over the place :)

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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:37 pm 
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(Moscovian @ Oct. 31 2007,16:20)
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So they can regenerate on a Marshall or hold action without BMs but not on a rally without BMs, correct?  Okay, I'll take a stab at it later tonight and see if I can come up with something that will suit everybody.

exactly.  

They can't do it with a rally action because you don't get a rally action without blast markers.  It's a precondition that's explicitly stated as I recall in the core rules about rallying. :)

1.14.1 Rallying Formations
In the End, phase both players take turns to rally
formations that have Blast markers or that are broken.

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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:37 pm 
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I don't hate the idea of making them LVs, I'm not opposed to it, I've just been avoiding it because it just seems wrong in that jarring sense. ?

But I would like to test them in their present status first. ?You should know by now that I don't like to do a lot of changes to anything at once. ?Small changes over time are the best way to make an adjustment, that way at each stage you can see which direction the need tweaking next instead of running all over the place


Well, what is their present state? ?The 4.3 list shows half the firepower for the Destroyers and nothing changed on the Heavy Destroyers and nothing changed on the price or status (they are still Infantry). ?Is this correct?

If not, then what is your intention for their 'present status'?

If so, then why does a Heavy Destroyer cost the same as a regular Destroyer but get twice the firepower?

FYI if you change these things to LVs I think you will have a Necron revolt on your hands based on the modeling changes alone.





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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:38 pm 
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(Moscovian @ Oct. 31 2007,16:37)
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I don't hate the idea of making them LVs, I'm not opposed to it, I've just been avoiding it because it just seems wrong in that jarring sense.  

But I would like to test them in their present status first.  You should know by now that I don't like to do a lot of changes to anything at once.  Small changes over time are the best way to make an adjustment, that way at each stage you can see which direction the need tweaking next instead of running all over the place


Well, what is their present state?  The 4.3 list shows half the firepower for the Destroyers and nothing changed on the Heavy Destroyers and nothing changed on the price or status (they are still Infantry).  Is this correct?

If not, then what is your intention for their 'present status'?

If so, then why does a Heavy Destroyer cost the same as a regular Destroyer but get twice the firepower?

you got that backwards.

;)

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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:48 pm 
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You are right - I had it backwards.  Now it makes even less sense with the Destroyers taking no nerf at all.  The only thing you've done is ensured that people never take the Heavy Destroyers. 2 x AT6+ still gives a 31% chance of hitting their armored target compared to the 50% chance they would have with Heavy Destroyers.  I'd give up 19% to have the AP flexibility and the extra shots any day.

You have two solutions from the forum and you didn't take either of them.  Instead you are proposing a change that in effect doesn't change anything except eliminates Heavy Destroyers as a viable choice.  The horrific formation annihilator is still out there with the same stats and will have the same effect on the list.

I will never lose as long as I field two formations of Destoyers.  Never.

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 Post subject: Necrons 4.3
PostPosted: Tue Oct 30, 2007 10:58 pm 
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(Moscovian @ Oct. 31 2007,16:48)
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You are right - I had it backwards.  Now it makes even less sense with the Destroyers taking no nerf at all.  The only thing you've done is ensured that people never take the Heavy Destroyers. 2 x AT6+ still gives a 31% chance of hitting their armored target compared to the 50% chance they would have with Heavy Destroyers.  I'd give up 19% to have the AP flexibility and the extra shots any day.

You have two solutions from the forum and you didn't take either of them.  Instead you are proposing a change that in effect doesn't change anything except eliminates Heavy Destroyers as a viable choice.  The horrific formation annihilator is still out there with the same stats and will have the same effect on the list.

I will never lose as long as I field two formations of Destoyers.  Never.

it's a 16.6% chance to hit an AV with a Destroyer's gun.  Statistically a formation of destroyers firing would hit 2 vehicles.  A group of Heavy Destroyers would hit 3.  If I wanted a formation of tank killers, I'd take a 50% increase in kill potential every time.

And if you think you are unbeatable with them, you are more than welcome to come play a game so I can wipe the floor with you anytime  :D

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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 12:49 am 
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*Make them LV's*

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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 1:01 am 
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*Make them LV's* - I agree. With this change, the formentioned Predator Anihilators could actually do something to them.

Moscovian - you have mentioned, a lot of times, that re-basing you Destroyers is an issue. Why not leave them as they are and keep on playing? Just because they are LV's, doesn't mean you have to change your models. The composition of your models in no way effects the game.

"Black, gunbolt metal, goblin green on their little lasrifles. ?Even I can paint a nice looking Necron army in less than an hour!"

When said painting, I also meant building.. ?:glare:





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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 1:13 am 
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blackstone fortress parts, genius, it looks awesome Onyx

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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 7:05 am 
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(hiddenevil @ Oct. 31 2007,07:13)
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blackstone fortress parts, genius, it looks awesome Onyx

I like the idea that a model that was originally made to fight the Necrons could be used (by me) for them.
Its the simple things in life...

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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 11:51 am 
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Nice model...

(back to my rant) Corey, you are ignoring the facts.  The data are conclusive both from playtesting and from a statistical analysis.  Compare the regular destroyers (which you have not changed) to any formation from any half-way reputable list and you will find them overpriced or overgunned or both.  Look at the playtests and read the descriptions of destroyers involved in the battles.  They wipe out everything they shoot at.  Shooting at them becomes nigh impossible when you have the bulk of the Necron army up in your grill not to mention a 12BP orb dropping a minimum of 4 BMs on you.

I loathe the LV change but I'd say it is better than doing nothing (which is what you've effectively done).

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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 12:13 pm 
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(Onyx @ Oct. 30 2007,19:01)
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*Make them LV's* - I agree. With this change, the formentioned Predator Anihilators could actually do something to them.

Moscovian - you have mentioned, a lot of times, that re-basing you Destroyers is an issue. Why not leave them as they are and keep on playing? Just because they are LV's, doesn't mean you have to change your models. The composition of your models in no way effects the game.



You are right that I could (and probably would) just leave the models alone for awhile, but there are bigger issues. ?While I am lazy enough to leave my models as they are, there are people who like to have their armies accurate. ?Anyone who builds a Necron army isn't just a casual Epic player: s/he is a hobbyist.

We also have the Epic: Raiders supplement coming out whenever (ask my cohorts when as I have given up on setting deadlines) and I would want the pictures in the supplement to reflect the proper number of vehicles. ?Since my vehicles will no doubt be featured in the publication it means having to re-base and re-flock, or confuse people when I am basing them as infantry. ?I don't have the luxury of leaving them alone unfortunately.

I am curious why anyone would be opposed to cutting their firepower in half and dropping their points to 300. ?Nobody has even responded to the idea. ?It's not like I'm just throwing out theoretical ideas here - I've been actually playing the Necron and posting the majority of my games as batreps for the world to see. ?What you don't get to see is when I wipe out my opponent so badly that he resigns half way through turn 2. ?Or when I have simply forgotten my camera. :O

It did not shock me to see my first loss with the Necron was with an army that had no Destroyers in it. ?The next game (where I opposed the Necrons) had them wipe out EVERY SINGLE FORMATION THEY SHOT AT. ?There was nothing left in three of the four cases. ?In one case I had a single stand of infantry alive.

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 Post subject: Necrons 4.3
PostPosted: Wed Oct 31, 2007 12:18 pm 
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Plenty of times during the Krieg army list development I had to rip up and re-base (Medusas), scratch build (Gorgons, Trenches), or simply strip models that I'd painted in a Krieg colourscheme which were subsequently removed from the list (Leman Russ Destroyers, Deathstrikes). I've probably missed a few too.

If current hobby concerns constrain the list, that hurts future users of the list.


I am curious why anyone would be opposed to cutting their firepower in half and dropping their points to 300.


I think their firepower is about right really (Though Zombo only has one formation of them!), so I was looking for another way to nerf them.





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