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[Playtest] Anyone finding problems?

 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 1:13 pm 
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Quote: (Hena @ 29 Mar. 2009, 13:12 )

Because it's rock paper scissors type of unit. As long as it works, any transport aircraft is too vulnerable (the chances are too great to risk that coming in). It breaks one aspect of the game. I can get a game too rarely that I want to waste one showing how Pylon can drop T'hawk laden with Terminators.

Which simply raises the question of why would you do something so *obviously* suicidual?

If you see the enemy has a couple of Pylons, why wouldn't you then, instead, *teleport* the Terminators in to deal with them, and then pick them up with the T-Hawk later?

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 1:24 pm 
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Quote: (Hena @ 29 Mar. 2009, 13:17 )

Well if the suicidal thing is to enter the table, then the unit creating that situation is broken.

Dropping range forces one major thing. It can't deploy on it's own field to create an umbrella to entire table. It has to teleport farther to do that and thus be more vulnerable. If it becomes too vulnerable then add it to 3DC.

Well, I used "suicidual" because I wanted to be nice, my real would was "stupid"...  because it's *always* stupid to fly into overwhelming flak just because you've got aircraft.

Once you've seen what your opponent is fielding, you are not *forced* to keep those Terminators (or anything else) in transport aircraft before deployment, you *can* deploy them in other fashions.

If your opponent was Imperial Guard and they had their forces protected by nine Hydras and two Thunderbolt Squadrons on CAP, would you just fly that Thunderhawk right in without any prep?  Because that would be "suicidual" as well.  Does that "break" the air game?

The whole point of the "Pylons are Playable" crowd is that the Pylons can be dealt with *before* you bring in your air transports... why is the counter-argument always assuming the non-Necron player can do nothing to break/suppress them before they're forced to bring their planes in?

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 1:42 pm 
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In my last turney i fielded an all air-assault/planetfall Space Marine army. All units where DropPodded or teleported. I had a Landing Craft worth of 950pts which didn't fit into the StrikeCruiser so had to do air-assaults.
If i had faced Necrons with some Pylons i had waited with the LandingCraft until my SpaceCraft would have activated and then my ground troops would have dealt with them long bevore the LandingCraft would enter the table.
Even if one Pylon would still be able to fire i would take the risk of being shot down. I'm not scared of the critical and without it one single Pylon can't bring down a LandingCraft :)




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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 1:51 pm 
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Quote: (BlackLegion @ 29 Mar. 2009, 13:42 )

In my last turney i fielded an all air-assault/planetfall Space Marine army. All units where DropPodded or teleported. I had a Landing Craft worth of 950pts which didn't fit into the StrikeCruiser so had to do air-assaults.

And the thing is, if you were "scared", you could've just ground deployed whatever was in the Landing Craft and brought the aircraft in later... so, you had *options*, you weren't paralyzed.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 2:00 pm 
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Sure :) But that would have been against the theme of my army. I WANTED to deploy all unuits off board and bring them in later via Spacecraft, Tekeport and LandingCraft. The Pylons wouldn`t have changed that and i'm sure that i would have a good chance to deal with them bevor the LandingCraft flys in.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 2:40 pm 
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Quote: (BlackLegion @ 29 Mar. 2009, 14:00 )

Sure :) But that would have been against the theme of my army. I WANTED to deploy all unuits off board and bring them in later via Spacecraft, Tekeport and LandingCraft. The Pylons wouldn`t have changed that and i'm sure that i would have a good chance to deal with them bevor the LandingCraft flys in.

So, do you know anyone who plays Necrons so you could do a playtest?   :agree:

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 2:59 pm 
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Sadly no :(
Only through Vassal if any.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 5:55 pm 
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notice how all the necron players are saying this unit is not broken?
can't any of you haters admit that if the people playing them are not having overwhelming success, then maybe they aren't so bad?
i think my previous comment about the nids vs eldar makes sense. this is an entire army list that is difficult, not just one play style.
again drop it to TK1. still fits the fluff. who says it has to completely destroy the spacecraft in one shot.


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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 6:05 pm 
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notice how all the necron players are saying this unit is not broken?


Zombocom is a Necron player.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 6:07 pm 
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Quote: (Evil and Chaos @ 29 Mar. 2009, 18:05 )

Zombocom is a Necron player.

And has never posted a playtest showing the full horror of the Pylons...

What are my opponents doing right that his are doing wrong in that my Pylons wind up doing very little during a game other than causing some initial fear which is soon converted to laughter?

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 6:23 pm 
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He says he's done several tests in this very thread: http://www.tacticalwargames.net/forums....y306194

I wasn't aware of this, but I've no reason to disbelieve him.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 6:32 pm 
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Quote: (Evil and Chaos @ 29 Mar. 2009, 18:23 )

He says he's done several tests in this very thread: http://www.tacticalwargames.net/forums....y306194

I wasn't aware of this, but I've no reason to disbelieve him.

Yes, but he's never posted the details of the fights so there's no way to draw any conclusions at all; table setup, forces used, etc, victory conditions, etc.

He certainly has played games, but without sharing details, how can they be used to influence design?




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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 7:35 pm 
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Quote: (Chroma @ 29 Mar. 2009, 18:07 )

Quote: (Evil and Chaos @ 29 Mar. 2009, 18:05 )

Zombocom is a Necron player.

What are my opponents doing right that his are doing wrong in that my Pylons wind up doing very little during a game other than causing some initial fear which is soon converted to laughter?

When I first started playing Necrons my opponents didn't really know what to do against them, so obviously I won early games pretty much hands down. Then, as is usual, they started developing anti-necron tactics, such as bunkering up with scout screens and overwatch. The problem came when I developed tactics to deal with this; By careful use of Warbarque, Obelisk and Monolith shooting, teleporting behind terrain and popping up, combined with the C'tan bomb, I'd be able to wipe out the scout screen and often a lot more before my infantry were even committed to the table. Due to the high activation count of pretty much all Necron armies I could keep my infantry formations offboard until the enemy was out of activations, then take out sections of their army at my leisure.

I really don't want this to sound like I'm boasting. I guess for some reason my playstyle works very well with the Necron army. I find it easy to see what to do with them to leave my opponent little chance of victory. I have around an 80% victory rate with necrons (compared to about 40% with my dark eldar for example).

From reading your battle reports, it seems as if you perhaps don't have such an intuitive understanding of how the necron can be played for maximum effectiveness. I really don't mean that to sound insulting, I'm not much good with some other armies (as my dark eldar win-rate shows).

Anyway, Pylons...

Your absolutely right that a single Pylon is very easily dealt with. No army has much to fear from one, since they can shoot it twice before they have to bring any planes onto the board. However, with multiples this becomes increasingly difficult, not least because the Pylons can teleport behind terrain in places difficult for the opponent to get line of sight at it, and because of the sheer number of activations which must now be devoted to breaking the pylons.

The other difference with single to multiple pylons is for fighters and bombers. Formations of non-transport aircraft are an excellent way to deal with single pylons, particularly those hidden in difficult to reach areas. Against a single pylon a formation of bombers has a 50% chance of losing a plane, but then has a decent chance of doing a DC of damage in return to break the pylon and allow the transport aircraft to fly in unmolested.

This doesn't work at all against multiple pylons, since the chance of losing planes on the way in is increased dramatically, and even if enough planes survive to break one of the pylons the other remains to molest the incoming transport.

The Necron player shouldn't be forced to spend 200 points for useless AA, but nor should 400 points bring an AA that's far more than twice as hard to deal with.

Perhaps upping to DC3 and a points rise is the solution, making single pylons more viable but multiples too expensive to take?




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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Sun Mar 29, 2009 7:38 pm 
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