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[Playtest] Anyone finding problems?

 Post subject: [Playtest] Anyone finding problems?
PostPosted: Thu May 14, 2009 6:36 pm 
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Good to see you back Corey! Hope you're feeling better.

I have some Pylons but no Necron army to use them with yet, so cannot really offer too much input, but I had a random thought that could be a compromise position between now and the proposed change and perhaps keep everyone happy: could the Pylon possibly work as a 120cm Titan Killer (D2)? (As in roll D6 1-3 = 1 4-6 = 2)

That would still make it really nasty and still make sending thunderhawks in very risky, but they'd have a chance rather than being auto-killed.





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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Thu May 14, 2009 7:02 pm 
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I can breath once more.  :)

They aren't auto killed now.

It's just the roll of the dice. (I should correct my earlier post and mention that I didn't actually convert the Pylon origionally, Jervis did that.  I just left it that way because it was exactly the way the 40k was.)

If you are afraid of Pylons, then you have to do something shocking and change your tactics to to reduce their effectiveness or supress them long enough to create a drop window for your air force.

I've said it many, many, MANY times before, and hopefully one day people will get it.  You cannot fight the Necrons in the same old way.  You HAVE to adjust your strategy and tactics to fit your enemy.  If you aren't capable of doing that, why do you bother to play wargames?

People freak out about "popcorn" armies (despite the fact that they are fundamentally unsound and easy to defeat), and the boogeyman Pylon.

The Pylon's only real use in a fight it to give you what Greg Lane calls a "personal blast marker".  If you're scared of it, it's doing it's job.  It's only when you cease to fear the Pylon that it becomes essentially helpless.




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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Thu May 14, 2009 7:10 pm 
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glad your feeling better.
i agree w/ all the changes listed by zombocom w/ the exception of the armored phalanx, for the same reason he listed. as far as the pylon goes, i think 90% of the people here would agree you. it isn't as good as it looks on paper. that being said 90cm and TK1 isn't bad either.


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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Thu May 14, 2009 7:22 pm 
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Two pylons managed to take a single Bike stand in mnb's game with me, they weren't overly scary in my opinion. They did have a rather limited fire zone though thanks to terrain.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Thu May 14, 2009 7:28 pm 
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Quote: (Dave @ 14 May 2009, 19:22 )

Two pylons managed to take a single Bike stand in mnb's game with me, they weren't overly scary in my opinion. They did have a rather limited fire zone though thanks to terrain.

The "direct fire" capability of the Pylon has never really been complained about; the primary, perhaps even sole, complaint has been about their AA capability.

Personally, I've seen them to be paper tigers in *both* aspects and don't see a need to "de-fang" them.

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 Post subject: [Playtest] Anyone finding problems?
PostPosted: Thu May 14, 2009 7:36 pm 
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Monolith formation change-up suggestion
Remove the Monolith formation as is-
Add the 3 Monoliths for 250
Add the 1 Monolith plus two Obelisks for 200
Leave upgrades as they are
(On a related note, does anyone look at this and think that the there should be a larger point disparity between these two formations?  Or is it just me second guessing myself?)


C'tan critical change
Suggestion - "Critical Hit: All units within 5cm take a Macro-weapon hit on a roll of 4+."


I don't have a particular problem with any of this. I wouldn't mind seeing some results from tests done on the altered formations

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