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[Batrep] Mobz vs Murder of Monoliths Mk2!

 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 7:34 pm 
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I still think the 4.3 stats were fine, they just needed to be LV's.

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 8:38 pm 
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I take it from the 6 Oddboyz (plus Supastompa soopagunz) that the extra 25 points each (and +50 for the Supastompa) hasn't slowed them down too much?  :;):

===

I'd say from the reports that the rally failures have made a tremendous difference.  Considering how close most of the games have been, just 1-2 formations off the board during pitched combat seems to have been critical.  An extra activation at the right spot and/or extra support in a couple of assaults would have turned several of those games in a big way.

Overall, I have to say it's starting to look pretty good.


Chroma:  I think the initial strike went where it should have.  I believe that was the most vulnerable spot.  I'm not 100% on the deployment but that's probably more a matter of style.

The only criticism I have is the Venator deployment.  The strength of a popcorn list is in outwaiting your opponent while presenting no truly good targets.  Bringing the Venators in gives them a little juice to aim for right away.

The Venators can be kept in reserve in Turn 1.  They can always deploy out of a portal if you see an opportunity.  There always seem to be plenty spare portals on the first turn.  If nothing presents itself, then they can teleport in during Turn 2 once the enemy has been dispersed and is less able to bring support to bear.

Also, if you're taking requests, I'd like to see some multi-Monolith formations attempted to see what happens.  Something like 1-3 Monoliths at 75 each.  I have a feeling they'd be okay (aside from obsoleting Obelisks in that same role).

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 8:42 pm 
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(nealhunt @ Nov. 12 2007,19:38)
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The Venators can be kept in reserve in Turn 1. ?They can always deploy out of a portal if you see an opportunity. ?There always seem to be plenty spare portals on the first turn. ?If nothing presents itself, then they can teleport in during Turn 2 once the enemy has been dispersed and is less able to bring support to bear.

*LAUGH*

I never even thought of that...  yeah, I should've kept both the Warbarque and the Venetors in reserve Turn 1.

Depending on time and opponents, my next list will either by a more Destroyer focused one or, perhaps, something with "multi-Monoliths" using my "Necron Raiders" list.

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 8:44 pm 
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(nealhunt @ Nov. 12 2007,19:38)
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I take it from the 6 Oddboyz (plus Supastompa soopagunz) that the extra 25 points each (and +50 for the Supastompa) hasn't slowed them down too much? ?:;):

Well, basically, I lost an activation over that... would've taken another flight of Fighta-Bommerz or something... so, it made for "tough choices"...

But that's a topic for the Ork boards!  (And I'm still awaiting your comments on my Blood Axe armylist over there Neal!

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 9:43 pm 
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So how did you think the 'void shield' style regeneration felt? Or did it ever come up? I noticed that the Necrons never seemed to marshal that I could see, either.


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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 9:50 pm 
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Sorry.  Missed the request.  I'll go poke around.

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 9:56 pm 
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(Ilushia @ Nov. 12 2007,20:43)
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So how did you think the 'void shield' style regeneration felt? Or did it ever come up? I noticed that the Necrons never seemed to marshal that I could see, either.

Actually, it was cool... I got a Warrior/Immortal back every turn that I had a Phalanx on the board... just forgot to report that part.

The opposition was quick to punish any broken Phalanxes, so I didn't get much chance to marshal... the Pariah in the last turn there did, to get some guys back... and now that I think about it, there probably should have been another "free" Warrior stand added as well... which might have thrown the Tie-Breaker points to the Necrons...

HMMM!  Gotta go review my notes...

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 10:02 pm 
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Turns out the final score was:

Tiebreaker: Orks: 2400 vs Necrons 2512.5

Still a *squeeker* of a game... *laugh*

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 11:07 pm 
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(Moscovian @ Nov. 12 2007,18:33)
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They have 12 shots at AP4+/AT6+ that brutalizes infantry formations. ?

Well, they are 350 points without any upgrades... that's a big chunk of change! ?Hard to fit a lot of Monoliths/Portals in an army with a couple of Destroyer formations!

What do you think of this list?

Bringers of Death - 3000 points

Tomb Complex

Phalanx 1 - (BTS Goal)
2 Immortals
1 Pariah

Phalanx 2
1 Immortal
1 Pariah

Phalanx 3
1 Pariah

Eques 1
6 Destroyers

Eques
6 Destroyers

Monolith 1
1 Obelisk

Monolith 2
1 Obelisk

Monolith 3
1 Obelisk

Monolith 4
1 Obelisk

Pylon 1

Pylon 2

Warbarque
Supreme Commander

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 11:15 pm 
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seems like you had a good game.

Try one of the Destroyer formations with 1/2 Heavy Destroyers and see how each of the two play out.

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 11:22 pm 
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(corey3750 @ Nov. 12 2007,22:15)
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seems like you had a good game.


All three "Murder of Monolith" games where a lot more fun than expected!  Once over the initial shock of seeing so many formations teleporting it, it was fun to see the gears turning to figure out ways to stop them.

Try one of the Destroyer formations with 1/2 Heavy Destroyers and see how each of the two play out.
I might be having another game tomorrow or Wednesday, I'll see what I can do... don't want people to accuse me of forgetting the Tyranids though!  *laugh*

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 11:32 pm 
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the C'Tan appreciate the sacrifice...

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 11:39 pm 
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(corey3750 @ Nov. 12 2007,22:32)
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the C'Tan appreciate the sacrifice...

If I keep losing, I'll be revealed as the little know C'Tan... The Failure...   :D

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Mon Nov 12, 2007 11:41 pm 
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hah, that's funny. :)

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 Post subject: [Batrep] Mobz vs Murder of Monoliths Mk2!
PostPosted: Tue Nov 13, 2007 11:06 am 
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(Chroma @ Nov. 12 2007,19:44)
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(nealhunt @ Nov. 12 2007,19:38)
QUOTE
I take it from the 6 Oddboyz (plus Supastompa soopagunz) that the extra 25 points each (and +50 for the Supastompa) hasn't slowed them down too much? ?:;):

Well, basically, I lost an activation over that... would've taken another flight of Fighta-Bommerz or something... so, it made for "tough choices"...

:) What did I tell about one less activation. :)

Plus it was 150 points over, so exactly the pricerise of 6 oddboys. So ofcourse it was not slowed down,  but was not overpowered either. :)

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