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Anti-Necron Tactics

 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:17 pm 
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yes.  It's not a big typo, but it does have a big effect it seems.

It explains a great many things about why some people were fixated on certain ideas. :)

I'm going to take some time, and write out, with examples, of the things you can do with the Portals.

You also have to understand.  When I read these rules, I also know what I meant.  So I can't garuntee even reading it, I'll catch it, but I'll read over the Raiders list to see if I can spot anything else.

I can tell you right now the reason for the difference in mechanics.

One is simply the Necrons walking through an open door.

The other is the Necrons remotely activating the Monolith, so that the Monolith reachs out, and grabs them.

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:17 pm 
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Quote: (Chroma @ 28 May 2009, 21:17 )

Quote: (zombocom @ 28 May 2009, 21:14 )

noone

This is not actually a word.   :))

Your pedantry does you credit, sir.

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:19 pm 
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Okay, so we have a clear issue with rules interpretation.  15cm "loading" into portals only applies with synchronized portals but some were apparently reading that as any 15 cm applying to any "loading," including leaving the board for the reserves.

Also, a typo that changes the ability from synchronizing portals at any time during the turn to synchronizing them only at the beginning of a turn.

Those are really massive differences in game effect.

So... does that actually work like it is supposed to?  It only says the formation has to start the turn in range.  It doesn't say it has to use the same portal it used to qualify.  So, could it start at Portal A, move and then synchro-port with Portals B and C?  Is the intent to never allow an oncoming formation to use synchronized portals (they aren't on board, so they can't qualify for range at the beginning of the turn)?

And as long as we're poring over the rule text, the rule states that necron formations can only move into a portal as "part of its activation."  RAW would say the formation can't leave the board by withdrawal moves or consolidation moves unless it happens during the formation's activation.  That's a huge limitation compared to how people are stating they use portals to retreat and could explain yet more differences in game results.  Is that the intent or is retreating into a portal outside the formation's activation a legitimate use?

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:19 pm 
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Quote: (Chroma @ 28 May 2009, 21:17 )

Quote: (zombocom @ 28 May 2009, 21:14 )

noone

This is not actually a word.   :))

I thought this was like 'onto'/'on to', in that that both are permissable?

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:19 pm 
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Quote: (zombocom @ 29 May 2009, 16:14 )

Why can't you move into portals to jump between them, for example?

you can.

Just give me time to type out a full exampled explaination.

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:20 pm 
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Quote: (corey3750 @ 28 May 2009, 21:17 )

One is simply the Necrons walking through an open door.

The other is the Necrons remotely activating the Monolith, so that the Monolith reachs out, and grabs them.

Then shouldn't it be a part of the monolith's activation?

But again, why can't necrons walk into an open door from one monolith to another? Or why can't monolith reach out and grab guys to leave them offboard, or reach out and grab at any time other than the start of the formation's activation?

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:21 pm 
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Quote: (Evil and Chaos @ 28 May 2009, 21:19 )

I thought this was like 'onto'/'on to', in that that both are permissable?

It's "no one" or "no-one"...

EDIT - ending language threadjack  :shutup:




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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:23 pm 
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Quote: (corey3750 @ 28 May 2009, 21:19 )

Quote: (zombocom @ 29 May 2009, 16:14 )

Why can't you move into portals to jump between them, for example?

you can.

Just give me time to type out a full exampled explaination.

Again, the rules don't currently allow this. This is another difference from your intention to what you wrote.

It seems the entire portal rule may need rewriting to reflect Corey's intentions better.

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:24 pm 
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Quote: (nealhunt @ 28 May 2009, 21:19 )

So... does that actually work like it is supposed to?  It only says the formation has to start the turn in range.  It doesn't say it has to use the same portal it used to qualify.  So, could it start at Portal A, move and then synchro-port with Portals B and C?  Is the intent to never allow an oncoming formation to use synchronized portals (they aren't on board, so they can't qualify for range at the beginning of the turn)?

Or start within 15cm of Portal A, move more than 15cm away, and then use Portal A to Portal back into reserves anyway... with this new wording change it doesn't specify when the ability may be used anymore (previously it was at any time when the whole formation was within 15cm of a Portal).

EDIT - ending language threadjack  :shutup:


Don't be so sure... Corey has "it's" for "its" in his revised wording.  :))


And as long as we're poring over the rule text, the rule states that necron formations can only move into a portal as "part of its activation."  RAW would say the formation can't leave the board by withdrawal moves or consolidation moves unless it happens during the formation's activation.  That's a huge limitation compared to how people are stating they use portals to retreat and could explain yet more differences in game results.  Is that the intent or is retreating into a portal outside the formation's activation a legitimate use?

Judging by what Corey said a page ago, moving into a Portal via a post-combat consolidation move is an intended part of Necron gameplay.




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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:25 pm 
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Quote: (corey3750 @ 28 May 2009, 21:19 )

Just give me time to type out a full exampled explaination.

Please start a new thread when you do, thanks!

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:26 pm 
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Quote: (Evil and Chaos @ 28 May 2009, 21:24 )

Quote: (nealhunt @ 28 May 2009, 21:19 )

So... does that actually work like it is supposed to?  It only says the formation has to start the turn in range.  It doesn't say it has to use the same portal it used to qualify.  So, could it start at Portal A, move and then synchro-port with Portals B and C?  Is the intent to never allow an oncoming formation to use synchronized portals (they aren't on board, so they can't qualify for range at the beginning of the turn)?

Or start within 15cm of Portal A, move more than 15cm away, and then use Portal A to Portal back into reserves anyway... with this new wording change it doesn't specify when the ability may be used anymore (previously it was at any time when the whole formation was within 15cm of a Portal).

That's another good point.

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:28 pm 
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Great.  Now, back to the actual thread topic...


What is a good anti-necron deployment and general strategy for, say, 4000 points of speed freeks?  They don't really have a castle deployment option and they don't have enough firepower to make for good OW.

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:32 pm 
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Quote: (nealhunt @ 28 May 2009, 21:28 )

Great.  Now, back to the actual thread topic...


What is a good anti-necron deployment and general strategy for, say, 4000 points of speed freeks?

Skorchas, lotsa Skorchas... the Speed Freek answer to *everything*. :agree:

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 Post subject: Anti-Necron Tactics
PostPosted: Thu May 28, 2009 9:36 pm 
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Quote: (nealhunt @ 28 May 2009, 21:28 )

Great.  Now, back to the actual thread topic...


What is a good anti-necron deployment and general strategy for, say, 4000 points of speed freeks?  They don't really have a castle deployment option and they don't have enough firepower to make for good OW.

Break out of the initial teleport trap, and kill as many Monoliths as possible, in the certain knowlege that you will lose many of your formations to clipping assaults whilst you try to whittle away at the Monoliths.

As far as I'm concerned that's about the only way to reliably play against Necrons with any army... you've got to put the Necrons on the back foot, which will always be an uphill struggle.

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