Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 156 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11  Next

[Playtest] Anyone finding problems?

 Post subject: [Playtest] Anyone finding problems?
PostPosted: Mon Mar 30, 2009 9:38 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
I go half & half between teleporting and deploying.  We play with hills and a Pylon has a difficult time getting a LOS anywhere from the deployment zone unless your lucky on the terrain set up.  Sometimes teleporting is the only thing that makes them worth while.

I do like keeping them back on my tomb complex though.

You bring up another good point, however: the Pylon CANNOT cover the entire board.  It is 120 directly across the board and even when you are dead center there are avenues to bring aircraft in on either side of the board (as long as they land, anyways - but these are the ones we're talking about, right?).  More often than not, because of your opponent's deployment or terrain or both you end up with something like this.

Sure, it isn't ideal, but it certainly doesn't preclude activation of your opponent's units.

Two Pylons makes it impossible to avoid the flak cover for sure.  However then you are stuck with 400 points on your back line (13% of your total) that may or may not have a shot at ground units and certainly isn't maneuvering to assist.  Add the fact that there is NO other option for countering aircraft (no interceptors, no other AA) and you are looking at a so-so situation.




_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Mon Mar 30, 2009 9:56 pm 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
Quote: (Moscovian @ 30 Mar. 2009, 14:36 )

2. Change the Monolith formations to one Monolith + 2 Obelisks for 200.  I actually thought of this when I woke this morning and was pleased to see somebody else thinking the same thing.

From a purely asthetic perspective, I much prefer 3 monoliths as the basic formation. Three monoliths just feels right for a monolith formation. Then those three core monoliths can have satelite obelisks orbeting as an optional extra. It gels with the whole "triple redundancy" thing of the Necrons, and it mirrors the apocalypse nightshroud formation.

My argument against changing the Pylon
I disagree with Hena that function trumps all.  The fluff defines the unit and we need to adhere to that a closely as we dare.  Obviously shooting spacecraft out of the sky would be unnecessary, but this is a monster of a weapon with a tremendous range.

Counter-case in point: the hydra has reduced range to what it "should" have, clearly for game-balance reasons. Indeed, many wide-arc AA weapons such as those mounted on aircraft have wildly differing stats for game balance reasons. The air-game has a different set of rules.

I also disagree that rock-paper-scissors units break the game.  Case in point...
The Deathstrike Missile formation
And I dislike Deathstrikes for much the same reason. They're absurdly fragile and so distructive that they rarely get to fire as they simply must be suppressed or destroyed. In many respects they break the game as it is.

The key difference here is that these are not the only weapons IG have versus war engines. If you took away every MW or TK or indirect fire weapon available to IG - effectively forcing them to take Deathstrikes - then you WOULD see the system straining at the seams. Because IG would be forced to bring a fair number of deathstrikes along do deal with enemy engines. If you brought a WE-heavy army against IG you'd get hammered and if you brought no WE you'd be at an advantage. The other difference is the size of land versus air WE. A single TKD3 is not that nasty against undamage ground WE, but aircraft tend to be more fragile.

The ideal solutions are as follows:
1) Reduce the power and the points of the pylon. Personally I'd say AAMW4+ or AAMW3+ is scary enough even without titan killer. If the thought of giving RA units any save leaves you cold, then make it TK(1) but the D3 has to go. This allows for more pylons on the field, which gives the Necron player more protection against things like Ork fighta-bommers which aren't going to care much if you shoot one down out of six.

2) Reduce the range. The ground shot can still have the range but 120cm is absurd. This is the second case of breaking the air game. The hydra has a reduced range to make it manageable. It easily covers your average tournament board set-up. It's immobile? Big deal, you can still shove it at the back of the board out of sight and it'll still be able to cover the whole board given that aircraft have to move 30cm in. Even if you put it in the worst possible position (right in the corner), it can still cover over half the board! Half the board! A range reduction for 360-degree flak is not unprecidented obviously, and presumably represents the additional distance vertically to engage aircraft, or the additional difficulty of hitting fliers as opposed to relatively static WE on land (even for Necrons!)

These changes would allow Necron players to field more pylons (good against both squadrons AND flying WE) but discourages being able to sit back and splat aircraft with impunity.

In summary, I think the only people who really have a complaint against the Necrons are people who field lots of aircraft or who bring Thunderhawks and -to a lesser extent- Landing Craft regularly.
Right. And against these guys they're bloody amazing. Each pylon can easily cover the whole board even from the back of the board and has a greater than 1/3 chance of taking down a thunderhawk and everything inside but has only a 50% chance of taking down an ork fighta-bommer? And this is the only AA necrons have?

Seems to me that Necrons are seriously boned if someone brings a decent number of aircraft in a formation. What do Necron players do about Ork fighta-bommers?

Pylons are overpowered against Marines and underpowered against Orks. Yeah, if you don't know which you're going to be playing against it probably balanced the number you are willing to take (they're sure worth it against Marines, but you don't want to spend too much in case you draw against Orks) but that's the sort of wooly thinking that plagues "game balance" in 40K.

Make the pylon less powerful, shorter ranged and cheaper - perhaps we'll see more of them on the tables. They'll still be death to thunderhawks - you'll just need more of them - and they'll be more useful against everyone else.





Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Mon Mar 30, 2009 10:01 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I agree that three Monoliths feels better as a formation than one Monolith and two Obelisks.




_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Mon Mar 30, 2009 10:09 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
3 Monoliths definately feels better, but gamewise it's a severe crippling of the basic necron tactics. I'm not saying that's unwarranted, but it is a major hit on the flexibility of the army.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Mon Mar 30, 2009 10:11 pm 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
Quote: (Moscovian @ 30 Mar. 2009, 16:38 )

You bring up another good point, however: the Pylon CANNOT cover the entire board.  It is 120 directly across the board and even when you are dead center there are avenues to bring aircraft in on either side of the board (as long as they land, anyways - but these are the ones we're talking about, right?).  More often than not, because of your opponent's deployment or terrain or both you end up with something like this.

Sure, it isn't ideal, but it certainly doesn't preclude activation of your opponent's units.

Oh come on! Only if you put it in the corner there - even then the board is effectively shut down! You mean if you put it in the worst possible position you can find it only covers over half the board? Move it even a smidge over towards the middle and you can easily cover the whole board:



That's - to all intents and purposes - the whole board! What, I can land in my deployment zone? I could deploy them there than you very much. And if you are dead center then you CAN cover literally the entire board - easily!







Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Mon Mar 30, 2009 10:13 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
The range definately is a bit silly. Sometimes the fluff needs to take a back seat to balance.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 1:36 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
You people realize this army is no more 'broken' than the Biel-tan list was at publishing, right?  Why would you want such a radical change?  It's dumbfounding.

Three Monoliths as a core would change the Necrons completely.  It would effectively make it a different army.  I would bet Corey would never go for it and I would loathe it.  I'd be shocked if a majority of Necron players would want it.  It would also strain people's ability to field an appropriate number of models.  

On the other hand, it is common -almost standard- for the Monolith to bring 1-3 Obelisks in tow.  It solves the (perceived) popcorn problem, and still allows for three Monoliths if that is what you truly want.  It is also an incremental change.

---

LI, no offense but you really don't have the experience with or against the Necrons to make make some of those statements.  I can tell you after playing with them and against them for YEARS that the Pylon is frequently circumvented - planes fly right past it's range.  Why?  Because often times the only place where it can be safely placed / have any reasonable utility is in the corner or on the edge.  The only way to cover the board the way you describe is to center your most fragile formation in your deployment zone where every enemy formation can take a pop shot at it.  If teleport it dead center the only thing you will get is a broken or destroyed Pylon on the 1st activation.

...hydra has reduced range to what it "should" have, clearly for game-balance reasons. Indeed, many wide-arc AA weapons such as those mounted on aircraft have wildly differing stats for game balance reasons. The air-game has a different set of rules.


The range of the Pylon is reaching into the ORBIT.  The 120cm is already a nerf of the range.

But let's just say we reduced the range to 90cm or 75cm even.  All you would do is force Necron players to bring MORE and place them in the center. Two of them would still cover virtually the entire board but now you've reduced its ground capabilities (which isn't the reason for the nerf) and ensured that you have two deadly AA units out there almost every game.  

Question: with the unit AS IS what do y'all think the real point cost of the Pylon is?  
Personally I'd pay an extra 50 points per Pylon just to stop the griping.  :glare:
---

It is obvious to me there are two camps and they will never resolve themselves without a large number of playtests.  That isn't a bad thing.  I could see the outcry if the Pylon unbalanced the game, but so far there just hasn't been a demonstration of anything close to the unit being broken.




_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 1:47 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 26, 2008 7:56 pm
Posts: 624
Location: Parts Unknown
moscovian- i don't have a problem w/ the points the way they are for the pylon. sure they spend most of the game broken, but that's because they are a good unit and needed to be dealt with
just for the record, reread the plethora of pylons thread by chroma. all you haters should so the same. a lot of people there thinking the pylon is either weak or fine the way it is.... even you zombocom  :whistle:  :whistle:  :whistle:


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 2:03 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 08, 2005 5:02 pm
Posts: 525
Location: Baltimore MD
I'm catching up on reading this thread but a few things to say right off the bat:

1.) The Pylon.  If you don't like the stats, blame Games Workshop.  I have said it before, many, many MANY times:  it is a direct translation of it's 40k stats.  It is in no way over-powered, if anything it is UNDER powered, but I'm not going to pump it up.  It is a paper tiger, nothing more.  99% of it's power is in the psychological edge it gives you. Anyone who tells you differently has to have been amazing lucky in it's use, because in all the years I've played with it, i've shot down exactly 4 flyers.  More to the point, that is the ONLY Anti-Air the Necron army has.  If you don't like it, don't use it.  :grin:

2.) Necron's are not merely machines, but they aren't very creative or intuative.  The only fully sentient beings amongst them are the C'Tan, or a VERY few Necron Lords.  They are straight forward and brutal, but only when under the command of one of the few sentients are they adaptable in war.  That's the reason for the the variable strategy rating.

_________________
Necron Army Champion
"Do not come whining to me because you are weaker than your enemy." - Alexander Corvinus


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 2:09 am 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
Quote: (Moscovian @ 30 Mar. 2009, 20:36 )

You people realize this army is no more 'broken' than the Biel-tan list was at publishing, right?  Why would you want such a radical change?  It's dumbfounding.

I was commenting purely on aesthetics. I personally find it bizarre that the formation was built with a minimum of one - you and I have even been over this together and done away with 1+ unit formations in the Inquisition list - but that's neither here nor there.

LI, no offense but you really don't have the experience with or against the Necrons to make make some of those statements.  I can tell you after playing with them and against them for YEARS that the Pylon is frequently circumvented - planes fly right past it's range.  Why?  Because often times the only place where it can be safely placed / have any reasonable utility is in the corner.

And the necron player, with all of his teleporters and such, actually places troops outside of the flak umbrella? Even in the absolute corner, the thing still covers over half the board.

Obviously this is situational, but I seldom see a board with no cover at all in the middle of the board. Just look at the board we set up on VASSAL - the corners are actually pretty lousy places for a pylon and you could set up the thing in the middle of either board edge with pretty close to no risk of being shot. Indeed, you might actually get away with getting it quite a bit closer to the middle of the board.

Let's just say we reduced the range to 90cm or 75cm even.  All you would do is force Necron players to bring MORE and place them in the center. Two of them would still cover virtually the entire board but now you've reduced its ground capabilities (which isn't the reason for the nerf) and ensured that you have two deadly units out there almost every game.
Yes. Take away the TKD3 from the AA shot (it can keep it for the ground shot) and reduce the range and drop the points a little. Necron players should take more. On paper, it looks to me that Necron players have apalling air defences against armies with numerous aircraft like Orks or Eldar. What the heck is a Necron player meant to do about fighta-bommers? Each pylon is likely to kill two bommers all game! What are you going to do if I bring a formation of 9?

I think pylons should be less powerful, cheaper and more numerous. It'll actually boost the Necrons' air defences against fighters and fighter-bommers but it'll mean you need to actually position them carefully rather than just dumping them in the heaviest bit of cover you can find (like deathstrikes).

Understand that my complaint is not that they're necessarily overpowered - I don't have the experience to say whether they are or not. Indeed, there are undoubtably ways of dealing with it, I can well imagine that pylons don't tend to survive very long at all. But I do think they're unbalanced - they are dispropotionately more powerful against some armies than others, and they present an absurdly higher priority target than their points value and toughness reflects. I could well believe that they're undercosted and the net effect is that Necrons suffer from poor AA support.

Question: with the unit AS IS what do y'all think the real point cost of the Pylon is?
That really depends if I'm bringing thunderhawks or fighta-bommers to the table, doesn't it?

Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 2:15 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
That really depends if I'm bringing thunderhawks or fighta-bommers to the table, doesn't it?


:))  :vD  That is actually very funny!
---
:sigh:   I'll get to work on the Abattoir Vassal unit tonight.  The Orb tomorrow.  Hopefully I can get the list available ASAP and let the academia take a back seat.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 2:19 am 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
Quote: (corey3750 @ 30 Mar. 2009, 21:03 )

1.) The Pylon.  If you don't like the stats, blame Games Workshop.  I have said it before, many, many MANY times:  it is a direct translation of it's 40k stats.  It is in no way over-powered, if anything it is UNDER powered, but I'm not going to pump it up.  It is a paper tiger, nothing more.  99% of it's power is in the psychological edge it gives you. Anyone who tells you differently has to have been amazing lucky in it's use, because in all the years I've played with it, i've shot down exactly 4 flyers.  More to the point, that is the ONLY Anti-Air the Necron army has.  If you don't like it, don't use it.  :grin:

That's a fairly weak defence there. The hydra and virtually all aircraft AA weapons diverge for balance reasons from their 40K counterparts. The TK(D3) is not necessarily a true translation of Titan-killer or Destroyer abilities in 40K (sometimes this translates as TK(1) in Epic for example). Equally, 360-degree fire is normally associated with a reduction in range in Epic, as with the hydra. Reduce the range by 30cm and make the AA shot TK(1) and you'd solve both problems I have with this unit. This might necessitate a drop in points - fine with me.

I'm not suprised you've not shot down many aircraft. My Grey Knight Thunderhawk simply wouldn't take off until that thing was dead. I could not take the risk, because the thing has an effective range of anywhere on the board I'd want to land and has about a 40% chance of shooting it down and killing everything inside.





Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 2:33 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 26, 2008 7:56 pm
Posts: 624
Location: Parts Unknown
to be honest, the changes LI proposed aren't that bad. at 90 cm range it wouldn't change much to how they are deployed/used.
that being said, i still don't think forcing someone to change play styles (think) is good enough reason to change the unit.


Top
 Profile Send private message  
 
 Post subject: [Playtest] Anyone finding problems?
PostPosted: Tue Mar 31, 2009 4:14 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Quote: (mnb @ 31 Mar. 2009, 01:47 )

a lot of people there thinking the pylon is either weak or fine the way it is.... even you zombocom  :whistle:  :whistle:  :whistle:

My opinions on the matter have changed over time.

Corey: Given the number of people complaining about the Pylon, isn't it worth considering dropping to TK(1) and 90cm, and maybe drop to 150 points? Would that really stop it representing the background? It'd still be by far the longest ranged and most powerful AA in the game. It'd make taking 2 pylons less overpowering certainly, and taking 1 less expensive for something that never does anything.

Moscovian: I'm against obligatory monoliths + obelisks because players shouldn't be forced to used non-canon units if they don't want to. That's another reason I'm against them as a core formation too.




_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 156 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11  Next


Who is online

Users browsing this forum: No registered users and 19 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net