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Living Metal discussion

 Post subject: Living Metal discussion
PostPosted: Fri Sep 07, 2012 5:39 pm 
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Splitting this off, I'd like the feedback thread to mostly be a place where you post your experiences.

Anyway, it seems to me that there's a tactical difference between EUK players and NetEA playtesters - do you try to eliminate the Monoliths or do you try to not "waste attacks" on them?

Theory: If the Necron player's opponent tries to eliminate them, there is a significant difference between NetEA and EUK as the vulnerability difference will show up, making it easier to accomplish the goal (destroy the Monoliths). However, if the opponent instead focuses on handling the infantry when they pop out and denying effective clipping assaults, the difference is neglible. That's because Monoliths are tough, and require a large concentration of firepower to destroy. If the opponent doesn't try that, any kills will be more down to luck than the difference in LM rules.

Am I on the right track?


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 Post subject: Re: Living Metal discussion
PostPosted: Fri Sep 07, 2012 5:41 pm 
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Depends on the army I'm using, but I will absolutely go after the Portals if the stars align.

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 Post subject: Re: Living Metal discussion
PostPosted: Fri Sep 07, 2012 6:01 pm 
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I've used same tactics for both netEA+EUK
- ignore monoliths and concentrate on killing units that come out of portals
- only target monoliths in either
- turn 3/4 as there is a point in breaking them then as they cannot move to contest objectives
- I have enough firepower to wipe out all the monoliths in that formation. Killing 1 or 2 out of 3 is pointless as the portal can still be used and they can phase out+rally+repostion next turn.

Only difference is netEA monoliths are more difficult to kill so the amount of firepower available to attempt to take them out needs to be greater - therefore less likely to be tried

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 Post subject: Re: Living Metal discussion
PostPosted: Fri Sep 07, 2012 6:06 pm 
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Basiclly because Monoliths are so tough (Even with EUK changes) you simply can't stop them from portalling troops into your pants and tearing you up, even with concentrated firepower. Your Necron opponent also has to be stupid enough to obligingly put them in a position out in the open, in singling distance away from AT troops even after teleporting, ready to be shot at, away from WE/Pylon retribution to be able to apply said concentrated firepower. They're also very difficult to kill in engagements because of the LM and Fearless, as well as the monoliths pretty decent FF. If you don't kill them all then the portals still get used and you end up with Necrons in your pants.

I've tried, while playtesting EUK Necrons, to kill the portals first on multiple occassions. It just doesn't work without silly good luck. That's why the current EUK anti-necron tactics have evolved. Even Revenants on a double (Because what Necron player in their right mind would teleport within singling distance of Revenants) will staistically only kill 2 of the 3 portals in an upgraded fm and will generally have to risk taking overwatch from a Pylon or two to the face to be able to take the shot.


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 Post subject: Re: Living Metal discussion
PostPosted: Fri Sep 07, 2012 6:30 pm 
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I'd disagree on one thing above - killing 2 out of 3 is absolutely worthwhile IMO as any formations that come out of the past monolith won't be able to consolidate back through a second Portal... And stranded Necron infantry formations are easy meat.

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 Post subject: Re: Living Metal discussion
PostPosted: Fri Sep 07, 2012 6:47 pm 
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Evil and Chaos wrote:
I'd disagree on one thing above - killing 2 out of 3 is absolutely worthwhile IMO as any formations that come out of the past monolith won't be able to consolidate back through a second Portal... And stranded Necron infantry formations are easy meat.


Agree there. That maneuver (assault out, consolidate back) is gold.


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 Post subject: Re: Living Metal discussion
PostPosted: Fri Sep 07, 2012 8:53 pm 
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Only if you can kill the whole unit. If you just break them then they phase out at the end of the turn and marshall back on, if they rally (On a 3+), at the start of the next.

Providing of course you've got anything to actually threaten them with. They are still a 6 unit (Minimum) 4+ sv squad and in cover they're particulary difficult to shift.

They're not as easy meat as you might think. Whilst the Necron Hokey Kokey is a pretty decent trick, it's not the be all and end all of necron capabilities. It's absolutely not worth it if the necrons that come out of the last portal of the 3 decimate one of your fms only to phase out and/or marshall back any casualties onto the table in later turns. You really can't attrition Necrons down. You have to go for broke or stay clear.

I've had this happen to me a ton of times. 1 Necron unit has refused to die, marshalled back onto the table, resurrected almost the full unit back and clustered on an objective with the whole army then having an activation advantage.

They're a really cool army and I do enjoy playing against them.


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 Post subject: Re: Living Metal discussion
PostPosted: Sat Sep 08, 2012 6:46 am 
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Of course if you can't guarantee a kill you intentionally fail to break them and batter it next turn; standed necron inf formations are pretty lame (slow, no ranged firepower worth talking about, lame SR).

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 Post subject: Re: Living Metal discussion
PostPosted: Mon Sep 10, 2012 2:27 pm 
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Would you agree that Monoliths need to be ridiculously tough for the army to function?

If you do manage to take out the portal the infantry is going to be stranded, on the board if you're lucky or offboard (and therefore destroyed) if they get taken out early enough.


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 Post subject: Re: Living Metal discussion
PostPosted: Mon Sep 10, 2012 5:01 pm 
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Not as tough as they were under Raiders LM. There's tough and then there's, the Necron player not needing to really bother about monoliths dying much at all.

EUK LM, IMO, puts them at the level of toughness they need to be for the Necron army to function as it's supposed to but also gives the opponent a chance to take them out, if the Necron player gets careless or foolish with his portals.


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