(Moscovian @ Feb. 11 2008,11:51)
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Good batrep overall. ?Thanks for posting it.
Crabowl, with the suggested changes to the Necron army (on Wraiths specifically) how do you see that they should be priced? ?Corey is looking for feedback on cost and stats. ?You may appreciate that since it would take Wraiths out of other formations and make them their own.
They're worth at least 50 in the phalanx without the extra attack. They're much harder to evaluate as a formation since they will totally suck after they've assaulted something (assuming their 'transports' are phased out and the enemy has spare activations nearby - never gonna happen ?
). Other thing that makes the evaluation hard is that they can always be sent to the side of the table that has no formations left to FF clip them and/or nothing that can break the monos. If you remove the FF from the equation (they can always reach B-T-B) and compare them to Raptors for example: cost 35, no inv save or fearless, and they have to 'play' on the table allowing the enemy to crush them to pieces even before their first assault. My best guess would be 250 for 6 (assuming they only have one attack) with the option to buy 2 more for ~85. I'm just not too happy to see all fearless formations that can spend the second turn marshalling and repairing to full strength..
(Moscovian @ Feb. 11 2008,11:51)
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An all teleporting army (or drop army) is a pain in the butt for anyone FROM anyone, so this is no big surprise. ?It is one of the few things I don't like about the tournament scenario. ?Corey pulled a similar maneuver on me at a tournament where he showed up on turn 2. ?I played another game with Marines dropping on me on turn 3 and that sucked in a big way. ?It is one of those things that is moderate risk for potentially big payoff. ?But I don't think it means the Necrons are broken - just the function of having most/all of your army off board that is broken. ?Make sense?
This is one reason why I'd like to see limitations on the core lists to prevent all thunderhawk, all drop pod, all tellyport, 12 soopagun etc. oddities. Necrons would be about 78 times more fun to play against if monoliths would have to deployed normally and they wouldn't phase out. 'Field repair kits' could be tied to the monolith formations - ie, a phalanx could use two portals to marshall and repair the ranks instead of 'automatically' repairing at the end of the turn. That way the necrons would slowly walk over the table with the monoliths and other portals and they'd feel totally different. This would still require that portal formations couldn't double when they break or it would still be a 2 turn slugfest (maybe they could double only if they can't get out of enemy ZoC with a single move if they're moving - this could apply to all fearless units btw). I know none of the stuff above will ever work like that so it's just a dream.