Quote: (Evil and Chaos @ Feb. 25 2010, 09:05 )
Being broken in general is a good thing for Necron monoliths, as they can:
- Re-position their portal without needing to spend an activation.
- Phase out at the end of the turn and then very likely teleport somewhere entirely new in the following turn.
You forgot a certain important qualifier in your second point.
You should have said:
Quote:
- Phase out at the end of the turn and then very likely teleport somewhere entirely new in the following turn, at the cost of being considered destroyed in the interum, and sacrificing any ability to regenerate while off-board.
As far as the abusiveness of broken monoliths being pushed DEEPER into enemy formations:
That's a problem with the rules for Withdrawl moves for broken formations, not a problem with the Necrons. I have always said that rule should specifically state that when you withdraw you should be required to move AWAY from the nearest concentration of enemy units, and cannot end your move closer to an an enemy formation than you were.
On a side note:
Repositioning portals without needing to spend an activation is something that happens for Eldar as well when their mobile portals break.