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Necron 4.2 - comments

 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 5:09 pm 
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actually, I think it would be a perfect way to resolve fights :)

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 5:15 pm 
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(corey3750 @ Oct. 25 2007,17:09)
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actually, I think it would be a perfect way to resolve fights :)

"Are we allowed to use experimental rules for this argument, honey?"   :D

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 7:44 pm 
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"You call that a war engine?  It looks more like a light vehicle..."

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 8:39 pm 
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(Moscovian @ Oct. 26 2007,14:44)
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"You call that a war engine?  It looks more like a light vehicle..."

ouch.

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 8:52 pm 
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(Moscovian @ Oct. 25 2007,14:44)
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"You call that a war engine?  It looks more like a light vehicle..."

:D  :D  :D

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 10:03 pm 
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(Moscovian @ Oct. 25 2007,19:44)
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"You call that a war engine? ?It looks more like a light vehicle..."

At least it's not dangerous terrain... *ouch*

So, about that update...  :laugh:

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 Post subject: Necron 4.2 - comments
PostPosted: Thu Oct 25, 2007 10:41 pm 
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Well, I finally lost with the necrons. We played under several suggested nerfs, most importantly:

Needing to rally after phase out
Broken portals can't be used.

I also took a much toned down list, and purposely didn't do the 4 monolith circle trick of doom.
I also had simply terrible dice rolls (really, really bad).
My opponent had some ridiculously good luck.
I also made some ridiculously bad tactical mistakes.

So yeah, it is indeed possible to lose with nerfed necrons, but despite my terrible luck and serious tactical mistakes I still had a chance to win, mostly due to the abbatoir reaching the enemy lines....

I'll try some more games under these rules before I make my mind up on how balanced they are.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 3:56 am 
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Please do.  Try to stick to the revisions being made since this is the only way to really determine if the list will work or not.  Try the old tactics if you want.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 8:40 am 
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IIRC Zombo used the variable strategy ratings, but he didn't use the initiative changes on Monoliths etc as he doesn't think they make sense.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 10:07 am 
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Well they make perfect sense in light of the auto rally being removed.  a Monolith trying to rally at 4+ will have a much more difficult time than at 3+.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 10:15 am 
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On the battlefield, they don't make as much sense... Necrons (Especially Monoliths) are the epitome of the passionless advance.

All else being equal, Monoliths won't break themselves just attempting to advance. :)

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 11:42 am 
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For the sake of balancing the list I think we need to consider that some things will have to remain abstracted.  Nobody really knows what goes on 'behind the scenes' with the Necron anyway.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 12:06 pm 
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I agree with Zombo that this 'balance' is unrepresentative.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 1:41 pm 
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Well, leaving the initiatives at 1+ will dilute the effect of requiring a rally.  I'm not convinced it will be enough of a change but we can always give it a shot.  My suggestions from before for making the infantry 2+ initiative would certainly help balance things (albeit in a different way) but Corey has already expressed his displeasure with this option.  Ultimately Corey will have to make the decision on this, whether to keep the initiatives at 1+ or change the Monoliths/ Obelisks/ Pylons or revisit changing the infantry.

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 Post subject: Necron 4.2 - comments
PostPosted: Fri Oct 26, 2007 4:26 pm 
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I'm not terribly fond of the Initiative changes on the Vehicles to be honest. Evil and Chaos is correct in mentioning that it's not representative of the Necrons.

The Portals are going to work when they are broken solely for the purpose of Consistency.

I'll also point out here that the portal on the monolith doesn't work strictly as it does in 40k.  The rules that govern it are based on the Eldar web gates (which is why they work when broken) and on data you find in the official fiction.

I'll have the rules changes done this weekend. :)  

Then someone gets to post them!

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