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Necron List Changes

 Post subject: Necron List Changes
PostPosted: Wed Jun 10, 2009 7:14 pm 
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Quote: (zombocom @ 08 Jun. 2009, 10:49 )

I thought you'd agreed to move the obelisk formation back?

you are correct. :)

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 Post subject: Necron List Changes
PostPosted: Wed Jul 22, 2009 5:58 pm 
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About the Nightbringer, the "Gaze of Death" is really an assault weapon, not a small arm ?
It looks like a typo to me, but I found no errata here, so it may be the intended profile for that weapon.

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 Post subject: Necron List Changes
PostPosted: Sat Sep 12, 2009 10:39 am 
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so i see the posted changes. are there still talks of the pylon and abattoir getting reworked? i dont think monolith points should change.

i dont ind the pylon dropping to 90 CM, and the AA TK1 is fine, as long as the normal shot is still TK d3. this all of course would take a point drop as well im thinking.

i use the abattoir, ive used it in my 2 games of playing necrons and if i had a choice between +5 cm speed and +2 DC it would be a tough call. i would prolly go for the speed, but thats just me. im an aggressive player that takes alot of risks (prolly too many risks)





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 Post subject: Necron List Changes
PostPosted: Sun Sep 13, 2009 4:02 pm 
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nice to see something new on the necron thread, it's been months. since we have had a while to use the changes can we start adding the others that were discussed?
the necrons are still slightly overpowered and i think the new monolith formations would help downgrade them (more points=less formations).
the wraiths should also be made an upgrade. the pylon's AA shot decreased to 90 cm would also be good. again, i don't think it needs it but for the sole reason of not having to listen to SM players cry would be worth it.


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 Post subject: Necron List Changes
PostPosted: Mon Sep 14, 2009 8:17 pm 
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whats the proposed change for monolith formations again?


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 Post subject: Necron List Changes
PostPosted: Mon Sep 14, 2009 9:24 pm 
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Quote: (studderingdave @ Sep. 14 2009, 20:17 )

whats the proposed change for monolith formations again?

Making them larger formations to solve the 'popcorn' effect.

Something like (both options)
1 Monolith + 2 Obelisks for 175/200pts
3 Monoliths for 250-275pts

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 Post subject: Necron List Changes
PostPosted: Mon Sep 14, 2009 10:22 pm 
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i can work with that.


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 Post subject: Necron List Changes
PostPosted: Mon Sep 14, 2009 10:33 pm 
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I've been playing them at 200 and 250 and I really like the difference it makes in terms of lower activations.

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 Post subject: Necron List Changes
PostPosted: Mon Sep 14, 2009 11:00 pm 
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looking at the abattoir, whats everyone leaning towards? +2 DC or +5 cm speed? maybe a poll?


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 Post subject: Necron List Changes
PostPosted: Mon Sep 14, 2009 11:33 pm 
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it's been a while but i don't think there was much talk about changing the abbatoir. if so i would go for speed, it already rolls an insane amount of dice in an assault. but i can't really comment, i've only used it a few times.
zombo, you say you've been playing w/ the monolith changes? how are they working out? i've been meaning to try it but i seem to be playing every race except necron recently.
anyone else trying the monolith changes?


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 Post subject: Necron List Changes
PostPosted: Tue Sep 15, 2009 2:43 am 
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Changing the Abattoir speed would be a very very bad idea.  It is an infiltrator so a small change of 5cm means it gains 10cm of assault distance.  Removing the infiltrator and upping the speed even more just makes it weirdly unrealistic (well, less realistic than a giant floating pyramid armed with particle whips and powered by the tortured souls of its victims could be).

It just doesn't seem like it needs anything IMO.  It is certainly a more specialized unit and as such won't see as much action as an Orb, but the thing -when used properly- is a monster that can control the entire center of a board and dominate objective markers with ease.  If anything I believe an increase of DC from 6 to 7 would give it more staying power and one more attack.  More than that and I see it getting goofy-powerful.

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 Post subject: Necron List Changes
PostPosted: Tue Sep 15, 2009 2:56 am 
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The problem with the Abbatoir is that its role requires it to run straight at the enemy, yet for 750 points it is actually pretty fragile. Living Metal provides no protection against AT fire, so it essentially becomes a more expensive reaver titan with no guns and no shields.

The Orb on the other hand has the range to be able to hide safely in the backfield behind terrain and pop up to shoot.

Maybe some kind of DC regeneration for necron war engines would make it more viable?

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 Post subject: Necron List Changes
PostPosted: Tue Sep 15, 2009 12:12 pm 
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I agree on the AT thing.  An extra DC would certainly address the concern.  I suppose we could go with a DC8 and remove 1-2 of the extra attacks as well.  That would add to the durability of the beast without further overpowering its already hideous assault.

I personally love the idea of living metal actually being able to regenerate.  The problem comes in with adding 'yet another special rule'.

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 Post subject: Necron List Changes
PostPosted: Tue Sep 15, 2009 12:31 pm 
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Quote: (Moscovian @ Sep. 15 2009, 12:12 )

I personally love the idea of living metal actually being able to regenerate.  The problem comes in with adding 'yet another special rule'.

Agreed. As you know I like to cut special rules wherever possible, even if this one would be really cool.

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 Post subject: Necron List Changes
PostPosted: Tue Sep 15, 2009 3:58 pm 
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With that said, I think there is some interesting room for a Raiders update down the road (since an errata needs to be put out anyway) so if you have some ideas for how to make the special rule work, write it up and throw it up on the forum.  We'll kick it around and add it in as an optional rule.

I had a similar idea for the Dark Eldar special rules and combat drugs - once again as an optional rule for fun play.

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