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Necron 4.2 - comments

 Post subject: Necron 4.2 - comments
PostPosted: Thu May 17, 2007 4:28 am 
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(corey3750 @ May 17 2007,00:34)
QUOTE
You can only have one "supreme Commander" in an army anyway. ?But it is noted in the design notes at the bottom.

Might I suggest changing this to something like this:

0-1 Necron Supreme Commander (Choose one)
- C'Tan - 300 points
- add a Sepulchure to a Necron War Engine +50 points

Sepulchure, character, supreme commander

This is similar to the upgrade that a single Necron space ship can get in Gothic, housing an unknown, horrific presence.

as to the Obelisks, Even though I put in there that I'd adjusted their stats to what I thought I had long ago, I just noticed that I, in fact had NOT done that.

So, if you have a copy, change the Armor to 5+, and remove scout.

I would highly recommend putting out a v4.2.1 with this correction as soon as possible!

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 Post subject: Necron 4.2 - comments
PostPosted: Thu May 17, 2007 10:54 am 
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5+ reinforced or 5+ Living Metal?

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 Post subject: Necron 4.2 - comments
PostPosted: Thu May 17, 2007 11:13 am 
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That's right!  Corey did mention that before...  UGH.  It is 5+ RA for the Obelisks.  It's all coming back to me now! :blush:

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 2:30 pm 
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The Warbarque made its debut on the battlefield.  IG vs. Necron 4.2 list, 4000 points.  I could post a full batrep if anyone wants, but here are the highlights relating to the list...

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 2:54 pm 
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The Warbarque Feedback
The Warbarque was my Supreme Commander for the game and did not teleport in.  I started it off on my far left flank and moved it cautiously as there were a LOT of tanks to be seen.  Even though ePiglrim was fielding a standard IG list, it felt like I was fighting Tallarns.

The weapons were not over the top.  In fact the long range 60cm AT3+ didn't have much of an effect on the game save for one kill and a couple of BMs.  I never got close enough to assault with it or lend support.  I did use its portal, bringing out a single Phalanx to tie up his right flank.

Necron Player feedback: Possibly underpowered?  Maybe not.  The lack of participation had more to do with the unfolding of the game.  I'd leave it as is and experiment more with it.  It was nice having a portal that wasn't a Monolith or Abbatoir.
IG Player feeback: He didn't have a problem with it.  Points seemed right and it did nothing to unbalance things.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 3:01 pm 
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Obelisk changes
Moving from 4+RA Scout to 5+RA with no scout.

Necron Player feedback: This was a mega change for the list and IMO made the Necrons a much more balanced list.  No more boldly teleporting anywhere I dang well wanted to and tying up my enemies units in a forced assault.  The Obelisks were now there to absorb hits for the Monoliths and that was pretty much it.  I did not field a full Obelisk formation - I only used them as Monolith upgrades.

IG Player feedback: He liked the change as well.  It made the Necron army easier to play against, which was desperately needed.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 3:13 pm 
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The Aeonic Orb
"The Orb of the Undead!"  This was my very first time fielding this thing and I can truly say it was a monster.  There were no War Engines on ePilgrim's list therefore the 12BP weapon was in full use.

Turn 1 I fired the thing off with a move shoot and dished out 1 single casualty and layed some BMs.  His reinforced Russ formation stepped forward and brutalized my Orb, bringing it from 6DC to 2DC in one volley.  No criticals, but I was thinking the game was over already.  He had another Russ formation but didn't fire at the Orb... Hmmm.

Turn 2 I teleported in most of my forces and was blocking the Russ from advancing.  Still he could have shot over them and hit the Orb on a sustain.  I got first shot with it again (killing 2 armor, 1 scout, BMs galore) and I can understand his reluctance to shoot at a unit that was already activated, but still- this was my BTS goal and it just broke one formation and was on the verge of breaking a second.  The second Russ formation could have doubled and shot it as well, but they didn't.

Turn 3 the Orb massacred the IG, breaking three formations (one Russ and two Rough Riders) in one big bang.  It cost him the game.

Necron Player Feedback: I'm going to reserve judgment on the piece simply because of two things: ePilgrim made a gross error in ignoring this unit for the better part of three turns, and also because me winning initiative 3 times in a row did not help the IG.  But I can say that the damage it layed out along with the BPs was brutal.

IG Player Feedback: This thing was gross.  12 BP is too much.  The BMs it can lay out are just nasty and the range is pretty harsh.  90cm?  Give me a break!

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 3:21 pm 
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Destroyers
Something under the radar?  The destroyers went unchallenged during the game.  Possibly because they were on my far right flank and sweeping along, or possibly because of some balance issues.  I'm not sure.

Necron Player feedback
After going over my old games and comparing them to this one, I am wondering if the Destroyers need a nerfing (not a big change, just a little one).  They dish out a lot of firepower, have big range, fast movement base, and are skimmers, Necrons, etc.. If they were to be changed, I would move them to a 20 or 25cm move base and/or change them to Light Vehicles to increase their vulnerability.  They are pretty wicked.

IG Player feedback
Something needs to be changed on these.  The combination of the speed, skimmer, and weapon range and firepower makes these over the top.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 3:27 pm 
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Monoliths
Cap on Assaults

It didn't have any effect on our game, although both of us agreed it was an excellent change for the better.  Much needed.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 3:33 pm 
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End Game
So the Necrons beat the Imperial Guard 3-0 at the end of Turn 3.  Blitzkrieg, Take and Hold, They Shall Not Pass.

It was our first game in months, so both of us made some errors on the battefield and perhaps on the army selection.  My army was selection was based on the sole purpose of fielding my two newest models, so it wasn't necessarily the best.  My gut is that the Necrons are still a forgiving army.  
The changes that Corey put in place are all EXCELLENT.  My feedback on the Destroyers (needing some nerf on spead, firepower, range, or classification change) and the Orb (did I tell you it put out a LOT of blast markers) came as a surprise, but I think they are genuine concerns.
I have still yet to lose with the Necrons.  I will try playing them again soon.  Questions are welcome.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 4:08 pm 
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I have to say I love your toys.  Very nice production/conversion all the way around.

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 Post subject: Necron 4.2 - comments
PostPosted: Mon May 21, 2007 5:14 pm 
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Sure the orb did a lot to his army...  It fired for 3 consecutive turns!

If he'd taken it out first turn, which it looked like he was very much in a position to do, it would have made a significant difference I imagine.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri May 25, 2007 12:54 pm 
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In turn one I committed 3 Leman Russ formations to shooting at the Orb. Doing so left them bunched up in order to get range on it.

Whether it was my dice or M's dice at the end of the turn he was broken with 2 DC left. He rallied.

On turn two he was able to capitalize on the tight grouping and due to the area of effect the damage started piling up. Combined with the three monoliths that dropped on to of my army I was immediately on the ropes.

I could have attempted a secons salvo against the Orb, and probably should have, but the 15+ blast markers this thing laid out was messing with my available firepower, so I started assaulting his troops and monliths to ease up the pressure in my back field.

I won many of the assaults and even wiped out a few formations, but by the end of turn two I was out of position and sadly still had to deal with the Orb.

IMO the Orb's toughness and firepower is unlike anything I can think of. As a TK weapon I would not mind it at all, but the BP 12 makes it hideous to face and it has no equal. Declaring it to be a priority number one is obvious on paper until you consider what you have to commit against it to stop it.

I would suggest pulling it back to BP 8-9 where it generates 2 templates and one extra BM, and lowering its cost to 650. These offsetting changes don't neuter the Orb, but does make it easier to place in the army.

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 Post subject: Necron 4.2 - comments
PostPosted: Sat May 26, 2007 7:28 pm 
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Dear ?Necrontyr,
I have seen the general reaction to list 4.2.I have been playing ?Necrons for nearly 2 years on and off in a campaign and have yet to score a win with them.Yes, they are ?flexible;I've heard the moans of "what did THAT cost?".But at the end of the game ,no win.
If you are looking for the toughies in Epic,check out Imperial Guard,3x tank companies with Hydras;Titan Legions all titan armies,played with blitz playstyle.
I got close to a win on Thursday,using a Warbarque,and a Monolith+3 Obelisks amongst my army.

My view is that the units are right:it is the internal structure of the list and some points evaluations that are at fault,viz:

Harverter Engines:650 points.Massage the stats if you must.Remove 0-1.

Tomb Complex:free and mandatory.

C'tan:do not count against War Engine allocation.

Pylon:to be given Scarab-style CC attack.

Monolith:2DC War Engine;100points.

Obelisks:as 4.2![I'm thinking internal balance here].

Flayed Ones:100 points!Mine get savaged at 200 points.

Tomb Spyders:50 points.

No doubt, none of you will like any of this;proove me wrong.

JohnDragon.

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