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Matt Ward would be ok, Codex SM is good. Honestly I am not too worried about things being too jumbled because they Necrons are SO simple.
   
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Aduro wrote:A good way to keep the Monolith super durable while getting rid of the slightly clunky Living Metal rule, is to give it a 4+ save vs hits. It's a more balancing rule to make it equally unkillable for everyone.


As long as I get the massive points reduction for making the monolith quite mortal, fine. The whole point is that Monoliths are supposed to be ridiculously hard to kill: they're engines of destruction, created by the absolute pinnacle of science in the galaxy. Removing it makes it simple enough for some sort of meltagun or lance platform take it out without much of a problem.

Of course, if we're removing Phaseout then the monolith doesn't need to be immortal anymore, since the opponent won't be forced to just focus on our light infantry. But either way, replacing living metal with a 4+ cover save should result in a fairly significant point reduction.


Automatically Appended Next Post:
Grey Knight Luke wrote:Matt Ward would be ok, Codex SM is good. Honestly I am not too worried about things being too jumbled because they Necrons are SO simple.


Methinks they shall become unsimplified, and we will have actual choices.

Matt ward is a lover of fluff, and even more so a lover of rules reflecting fluff. Powerful fluff = powerful army to him.

However, this is causing me to brace for a near-total revamp rules-wise. I'm expecting statline changes all over the place, and I'm honestly not sure how he plans to justify wargear on crons.

I think it might be fairly easy to justify fluffwise: necrons that have emerged from tombs thus far are merely 'scouting parties' to verify the existence of sentient life in the galaxy and call upon the main Cron host sleeping deeper on certain planets. Thus we see the 'real' warriors.

This message was edited 1 time. Last update was at 2010/03/18 19:39:22


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I went to the original thread at the warseer.

This was necro-whatever's first post and has not posted since.

I'm taking this with a mountain of salt. Ooh, margharitas!

This message was edited 1 time. Last update was at 2010/03/18 20:33:17


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Considering they'll even terminate studio staff for leaks, I don't think one-post-and-done necessarily reflects negatively on his credibility, even if it doesn't necessarily provide a positive credibility boost.

Besides, Spectral Dragon and Revlid seemed to confirm a number of his points, and they're longtime Warseers.

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A 4+ save on an armor 14 all round vehicle is still pretty durable. The problem is the Living Metal rule right now does not treat all armies equal. Sisters or Eldar who rely on Lance and Melta to take down tanks are just plain hosed by it, while Tau with their Railguns just laugh and wonder what the big deal is.

The only other way to "balance" it's durability is to also make it reduce any attack's Strength to 9, and ignore the bonus for AP1. I think simply giving it a strong save is the way to go myself though.

 
   
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Don't get me wrong, I hope that necrons get some codex lovin'.

I'll just believe it when I see it, not get my hopes up, not count my chickens before they lay eggs, and so forth.

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Aduro wrote:A 4+ save on an armor 14 all round vehicle is still pretty durable. The problem is the Living Metal rule right now does not treat all armies equal. Sisters or Eldar who rely on Lance and Melta to take down tanks are just plain hosed by it, while Tau with their Railguns just laugh and wonder what the big deal is.

The only other way to "balance" it's durability is to also make it reduce any attack's Strength to 9, and ignore the bonus for AP1. I think simply giving it a strong save is the way to go myself though.


Or we could just keep living metal. It's not like Tau can necessarily just throw railguns and be done with it. 3 twinlinked railcannons still have like a 50% chance of not killing the monolith. And that's a lot of points to put into them, when those guys aren't terribly protected.


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Aduro wrote:A 4+ save on an armor 14 all round vehicle is still pretty durable. The problem is the Living Metal rule right now does not treat all armies equal. Sisters or Eldar who rely on Lance and Melta to take down tanks are just plain hosed by it, while Tau with their Railguns just laugh and wonder what the big deal is.

The only other way to "balance" it's durability is to also make it reduce any attack's Strength to 9, and ignore the bonus for AP1. I think simply giving it a strong save is the way to go myself though.


Not all codexes are balanced with eachother. SWs will always be an issue for tyranids. Any army that relies on deepstrike will be hard pressed near inquisitor mystics. Lash-armies will struggle against mechanised lists. Etc etc etc. I think that's completely unavoidable with a game that is more complex and fluffdriven than a traditional boardgame where both sides have access to the exact same markers/models/units. It's a case of game design in action, as it applies to a multitude of assymetrical forces. As long as the discrepancy is not too big, and as long as it averages out over the bigger picture, I think it's quite allright. NB: I do not claim that GW is handling this unavoidable effect in a good way. I think they have a much lower treshhold for what is acceptable discrepancy than I do.

So I think it is not only fine but awesome that the necrons have a powerful vehicle that many common tankhunting teqniques does not work on. It stirrs up the meta game and forces people to think in new ways when they build their all-comers-lists. Versus todays codex the common strategy to handle monoliths seems to be bringing a lot of killing intended for MEQ-infantry, rather than vehicles. This is a thing that even eldar can do, despite their S8 lance weapons. Unfortunately necrons are so uncommonly played that this does not significantly effect gameplay. Hopefully a new codex can help with this problem. Anything that keeps the game evolving keeps me challenged and so is a good thing.
   
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Just dont get rid of living metal. If it would get a 4+ cover save instead, id be hard pressed to pay 160 points for it....

Its a goddamn monolith, it it gets easily killable by everyone and their little brother (this rulechange would just force meltas into many lists when playing necronns).


Yes Necrons are a legion type army, faceless masses, BUT were also the goddamn highest science of the galaxy army out there, and we are not in some age of forgetting everything and shoruding it in mystery like the imperium.

Rant off :S

3000 points.
5000 points and still growing when GW adds something cool.
3500 points centered around 25 Terminators and 12 Dreadnoughts
500 points and just started.

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This is such wonderful news Can't wait for new Necron goodness.
   
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We'll also be needing a new battlecry.

Stars for the star gods?

Or maybe just

... for the ... gods

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Voronesh wrote:Just dont get rid of living metal. If it would get a 4+ cover save instead, id be hard pressed to pay 160 points for it....

Its a goddamn monolith, it it gets easily killable by everyone and their little brother (this rulechange would just force meltas into many lists when playing necronns).


Yes Necrons are a legion type army, faceless masses, BUT were also the goddamn highest science of the galaxy army out there, and we are not in some age of forgetting everything and shoruding it in mystery like the imperium.

Rant off :S


How in the world do you justify it only being 160 points if they drop Living Metal for a 4+ cover save? A Leman-Russ is 150 base with 14/13/10 and a Strength 8,AP 3 Ordinance blast weapon and a H.Bolter. The Monolith would still be 14 AV all the way around,have a Strength 9,AP 3 Ordinance blast weapon and the Guass Flux,have transport capability,has BS 4 vs BS 3,Deep Strike,and is a Skimmer,not to mention an auto 4+ cover save.

Truth is,the Monolith is currently UNDERCOSTED given what it does. Necrons get it at a discount,though,due to Phase Out. Presumably,when the Necron 'dex drops,they'll remove Phase Out as an extra loss condition for the Necrons,so if the Monolith remains unchanged,it should either go up in points or get nerfed.

I realize that the Necrons are a technologically advanced race,but I don't see how you can look at the Monolith's profile and say the thing isn't ridiculously powerful and versatile. However,ridiculously powerful,versatile,and virtually unkillable is going way overboard. The problem with basing the game entirely on the fluff is that sometimes the fluff doesn't make for a good,fair,or balanced game. Going by the fluff,Tyranids would be pretty much unstoppable and Space Marines would actually have the strength of 8-10 Imperial Guardsmen.
   
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If the game followed the Fluff, Eldar would auto-win against Necrons, because that's what the Old Ones designed them for!

Kind of defeats the point of having a "balanced" game, tho...

   
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Ostrakon wrote:
Gargskull wrote:I thought Monoliths were the transports?


Not really. They're not flexible enough to really qualify as transports, especially since they're A) so damn expensive and B) so damn slow.

And needing to decide between firing a weapon and disembarking is not fun. (The gauss flux projectors aren't generally useful against armies I play against.)


Well if that's the case then yeah they defintely need a 'proper' transport vehicle.


I think it might be fairly easy to justify fluffwise: necrons that have emerged from tombs thus far are merely 'scouting parties' to verify the existence of sentient life in the galaxy and call upon the main Cron host sleeping deeper on certain planets. Thus we see the 'real' warriors.


That's pretty mcuh what was said in white dwarf when they first appeared on the scene as I recall. I still have that issue somewhere, and the free metal necron that came with it.

GW can add whatever they want to the army, who knows what lurks in the depths of their tomb worlds...

This message was edited 1 time. Last update was at 2010/03/19 10:44:07


 
   
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@whatever1

No i was considering with phaseout still existing. its still expensive at 235 points. Plus i did indicate it was a rant, so i pulled that number out of thin air.

Currently the only things endangering monoliths are Railguns and demolisher cannons, and some ther freak occurrences of S10.

My CSM beat my Necron list by simply running around a monolith and killing Crons, forcing a phase out. Simply because phase out makes a Monolith containing force brittle on that end.

If Phase out goes, and living metal stays, sure it would have to go up in points.

In phase out stays and living metal goes, then its gonna be meh.

3000 points.
5000 points and still growing when GW adds something cool.
3500 points centered around 25 Terminators and 12 Dreadnoughts
500 points and just started.

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Missouri

The development is considered a high-risk investment – a commitment problem that the team is well aware of, and is exacerbated by there being multiple such high-risk line expansions currently being pursued.


I don't know if anyone has really commented on this yet, but isn't a "high-risk investment" basically every non-Space Marine release?

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Sidstyler wrote:
The development is considered a high-risk investment – a commitment problem that the team is well aware of, and is exacerbated by there being multiple such high-risk line expansions currently being pursued.


I don't know if anyone has really commented on this yet, but isn't a "high-risk investment" basically every non-Space Marine release?


Yeah, I would go with this. However, we haven't really got any detailed figures that describe player base so us, the great unwashed, have no idea whether which armies make financial sense for GW to release. If the player base isnt there then it simply does not add up to redo moulds etc.

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filbert wrote:
Sidstyler wrote:
The development is considered a high-risk investment – a commitment problem that the team is well aware of, and is exacerbated by there being multiple such high-risk line expansions currently being pursued.


I don't know if anyone has really commented on this yet, but isn't a "high-risk investment" basically every non-Space Marine release?


Yeah, I would go with this. However, we haven't really got any detailed figures that describe player base so us, the great unwashed, have no idea whether which armies make financial sense for GW to release. If the player base isnt there then it simply does not add up to redo moulds etc.


Except for the impression that this is a self-fulfilling prophecy. The current Dark Eldar range is (for instance) really showing its age, and the Necron range is not very extensive, so for those reasons alone they would appear to be less attractive than other, more recently added-to ranges such as IG, Orks and of course SM?

As you say though we won't know. But what's the greater risk? Sink some money into developing neglected ranges, or leave them to fester and continue to watch the game diminish through lack of interest? There is no "no risk" option here, only various levels of risk. The problem is that the "downside" risk of action is quantifiable (=cash investment required), as is the upside risk of inaction (=cash investment not required). However the "upside" risk of action (=return on investment) and the downside risk of inaction (=continued falling sales volumes) remain unquantifiable for the time being.

This message was edited 1 time. Last update was at 2010/03/19 14:24:26


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Well, it might only be one guy, but after years of subtle work on my part I've finally gotten my dad to start playing 40k. Sure enough, he picked Necrons and is very excited about new models. On the flip side the guy has dropped like 300+ dollars in two weeks on books and models so that has to be helping someones bottom line.

   
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Osbad wrote:
filbert wrote:
Sidstyler wrote:
The development is considered a high-risk investment – a commitment problem that the team is well aware of, and is exacerbated by there being multiple such high-risk line expansions currently being pursued.


I don't know if anyone has really commented on this yet, but isn't a "high-risk investment" basically every non-Space Marine release?


Yeah, I would go with this. However, we haven't really got any detailed figures that describe player base so us, the great unwashed, have no idea whether which armies make financial sense for GW to release. If the player base isnt there then it simply does not add up to redo moulds etc.


Except for the impression that this is a self-fulfilling prophecy. The current Dark Eldar range is (for instance) really showing its age, and the Necron range is not very extensive, so for those reasons alone they would appear to be less attractive than other, more recently added-to ranges such as IG, Orks and of course SM?

As you say though we won't know. But what's the greater risk? Sink some money into developing neglected ranges, or leave them to fester and continue to watch the game diminish through lack of interest?


I totally agree, and as far as GW are concerned, it seems to be a little from column A and a little from column B. We get so little information about upcoming releases that no-one outside of the Studio can really be sure what their priority is. I personally think they will try and keep the less popular armies hanging around, because anticipation is better than reality, right? As it stands right now, we have a bunch of DE and Necron players awaiting an update. Most of them will keep waiting, playing and more importantly, investing in the hobby, so it is not in GW's interests to come flat out and say 'we dont intend updating DE because it is uneconomical'. I personally think that is the case; DE will not see an update because it isnt viable. They then end up having to try and adapt the ageing codices to bend to new rulesets, as we have seen. The same can be said and may well end up being the case for Necrons.

This message was edited 1 time. Last update was at 2010/03/19 14:29:21


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Whatever1 wrote:
Voronesh wrote:Just dont get rid of living metal. If it would get a 4+ cover save instead, id be hard pressed to pay 160 points for it....

Its a goddamn monolith, it it gets easily killable by everyone and their little brother (this rulechange would just force meltas into many lists when playing necronns).


Yes Necrons are a legion type army, faceless masses, BUT were also the goddamn highest science of the galaxy army out there, and we are not in some age of forgetting everything and shoruding it in mystery like the imperium.

Rant off :S


How in the world do you justify it only being 160 points if they drop Living Metal for a 4+ cover save? A Leman-Russ is 150 base with 14/13/10 and a Strength 8,AP 3 Ordinance blast weapon and a H.Bolter. The Monolith would still be 14 AV all the way around,have a Strength 9,AP 3 Ordinance blast weapon and the Guass Flux,have transport capability,has BS 4 vs BS 3,Deep Strike,and is a Skimmer,not to mention an auto 4+ cover save.

Truth is,the Monolith is currently UNDERCOSTED given what it does. Necrons get it at a discount,though,due to Phase Out. Presumably,when the Necron 'dex drops,they'll remove Phase Out as an extra loss condition for the Necrons,so if the Monolith remains unchanged,it should either go up in points or get nerfed.

I realize that the Necrons are a technologically advanced race,but I don't see how you can look at the Monolith's profile and say the thing isn't ridiculously powerful and versatile. However,ridiculously powerful,versatile,and virtually unkillable is going way overboard. The problem with basing the game entirely on the fluff is that sometimes the fluff doesn't make for a good,fair,or balanced game. Going by the fluff,Tyranids would be pretty much unstoppable and Space Marines would actually have the strength of 8-10 Imperial Guardsmen.


If you couldn't take squadrons of Leman Russes (in any of 6 varieties, I might add) for a total of 9 total AV14/13 tanks, they would probably be closer to vindicators in the price range. Leman Russes can also move 12 inches and still fire that big, nasty S8 AP3 ordnance (or for 15 points more, S10 AP2 at half the range, not that it really matters when you can move 12 inches anyway). Monoliths neither have that speed, nor that versatility.

Monoliths don't have transport cabability. They have the ability to teleport a single unit within 18 inches, which is obviously cool. The problem is that if they do this, they can't fire their ordnance, which against many armies is the one you need to fire. So often, teleporting a unit is what you do when you got screwed by WBB rolls after a Demolisher hit near your res orb, or because you really, really need to stay out of CC long enough to last another turn to avoid phasing out. It is, 8/10 times, a last resort to capture an objective or save a unit, and even then they're not safe within the hulls of an AV14 vehicle: other units will probably be able to shoot or, god forbid, assault them.

Obviously the flux projectors are nice against hoard armies in theory, but in practice they are ineffective except against Eldar and Tau. An average of 3-4 S5 AP 4 shots per unit in 12 inches is nice, but in reality you're only going to nab 2-3 Orks/Genestealers/Gaunts per unit. You're making points back but their remaining brothers WILL engage you the next turn, and they WILL sweep you - if not outright destroy you anyway. Against MEQ the projectors are rather useless. The only time the projectors mean anything are when you have a fully fledged monolith phalanx, but that's the sign of sever imbalance when all of your Heavy choices are the same.

Yes, they're unkillable. Which is great because you never really need to kill one but rather just move around it. If phaseout stays in some form, they had best still be unkillable (or at least my infantry should be less killable so I don't need to worry hiding them behind it for cover). Replacing living metal with a 4+ save makes it so much easier to kill that it really should go down to the 190-200 range.

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Ostrakon wrote:
If you couldn't take squadrons of Leman Russes (in any of 6 varieties, I might add) for a total of 9 total AV14/13 tanks, they would probably be closer to vindicators in the price range. Leman Russes can also move 12 inches and still fire that big, nasty S8 AP3 ordnance (or for 15 points more, S10 AP2 at half the range, not that it really matters when you can move 12 inches anyway). Monoliths neither have that speed, nor that versatility.



Ummm ... no. The Leman Russ can never move 12". The rule that allows it to fire it's turret weapon restricts it to 6" + D6" I believe. I don't have the book in front of me but I'm pretty sure it can only move 6" and fire it's turret and 1 weapon and no weapons at 6 + d6".

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Ostrakon wrote:
Whatever1 wrote:
Voronesh wrote:Just dont get rid of living metal. If it would get a 4+ cover save instead, id be hard pressed to pay 160 points for it....

Its a goddamn monolith, it it gets easily killable by everyone and their little brother (this rulechange would just force meltas into many lists when playing necronns).


Yes Necrons are a legion type army, faceless masses, BUT were also the goddamn highest science of the galaxy army out there, and we are not in some age of forgetting everything and shoruding it in mystery like the imperium.

Rant off :S


How in the world do you justify it only being 160 points if they drop Living Metal for a 4+ cover save? A Leman-Russ is 150 base with 14/13/10 and a Strength 8,AP 3 Ordinance blast weapon and a H.Bolter. The Monolith would still be 14 AV all the way around,have a Strength 9,AP 3 Ordinance blast weapon and the Guass Flux,have transport capability,has BS 4 vs BS 3,Deep Strike,and is a Skimmer,not to mention an auto 4+ cover save.

Truth is,the Monolith is currently UNDERCOSTED given what it does. Necrons get it at a discount,though,due to Phase Out. Presumably,when the Necron 'dex drops,they'll remove Phase Out as an extra loss condition for the Necrons,so if the Monolith remains unchanged,it should either go up in points or get nerfed.

I realize that the Necrons are a technologically advanced race,but I don't see how you can look at the Monolith's profile and say the thing isn't ridiculously powerful and versatile. However,ridiculously powerful,versatile,and virtually unkillable is going way overboard. The problem with basing the game entirely on the fluff is that sometimes the fluff doesn't make for a good,fair,or balanced game. Going by the fluff,Tyranids would be pretty much unstoppable and Space Marines would actually have the strength of 8-10 Imperial Guardsmen.


If you couldn't take squadrons of Leman Russes (in any of 6 varieties, I might add) for a total of 9 total AV14/13 tanks, they would probably be closer to vindicators in the price range. Leman Russes can also move 12 inches and still fire that big, nasty S8 AP3 ordnance (or for 15 points more, S10 AP2 at half the range, not that it really matters when you can move 12 inches anyway). Monoliths neither have that speed, nor that versatility.

Monoliths don't have transport cabability. They have the ability to teleport a single unit within 18 inches, which is obviously cool. The problem is that if they do this, they can't fire their ordnance, which against many armies is the one you need to fire. So often, teleporting a unit is what you do when you got screwed by WBB rolls after a Demolisher hit near your res orb, or because you really, really need to stay out of CC long enough to last another turn to avoid phasing out. It is, 8/10 times, a last resort to capture an objective or save a unit, and even then they're not safe within the hulls of an AV14 vehicle: other units will probably be able to shoot or, god forbid, assault them.

Obviously the flux projectors are nice against hoard armies in theory, but in practice they are ineffective except against Eldar and Tau. An average of 3-4 S5 AP 4 shots per unit in 12 inches is nice, but in reality you're only going to nab 2-3 Orks/Genestealers/Gaunts per unit. You're making points back but their remaining brothers WILL engage you the next turn, and they WILL sweep you - if not outright destroy you anyway. Against MEQ the projectors are rather useless. The only time the projectors mean anything are when you have a fully fledged monolith phalanx, but that's the sign of sever imbalance when all of your Heavy choices are the same.

Yes, they're unkillable. Which is great because you never really need to kill one but rather just move around it. If phaseout stays in some form, they had best still be unkillable (or at least my infantry should be less killable so I don't need to worry hiding them behind it for cover). Replacing living metal with a 4+ save makes it so much easier to kill that it really should go down to the 190-200 range.


Russ's have always run in that points cost range even before they could be bought in squadrons. For another,a Russ can't move 12" and fire it's Ordinance weapon. It can only move at Combat speed(6") and fire Ordinance,same as the Monolith. However,the Monolith being a Skimmer can ignore terrain as it moves and the Russ can't,which makes the Monolith the more mobile Ordinance platform.

While it isn't "true" transport capability,it still has the ability to move troops around the battlefield and/or act as an upfield gateway to get reserves to objectives quicker,which is all infinately better than anything the Russ can do to transport troops. While it isn't an option that you will obviously use all the time,you still have the option.

The Flux arc on the Monolith at BS 4 is infinately better than the H.Bolter on the Russ at BS 3 as a secondary weapon. No,the Flux arc isn't devastating,but it's still way better as a secondary weapon.
   
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Whatever1 wrote:Russ's have always run in that points cost range even before they could be bought in squadrons. For another,a Russ can't move 12" and fire it's Ordinance weapon. It can only move at Combat speed(6") and fire Ordinance,same as the Monolith. However,the Monolith being a Skimmer can ignore terrain as it moves and the Russ can't,which makes the Monolith the more mobile Ordinance platform.

If the Monolith could actually get past terrain with a 6" move, it could ignore terrain. However, outside of very skinny walls, the electric brick is going to end up in terrain, and suffer from the same dangerous terrain test as the Russ.

The Flux arc on the Monolith at BS 4 is infinately better than the H.Bolter on the Russ at BS 3 as a secondary weapon. No,the Flux arc isn't devastating,but it's still way better as a secondary weapon.

You keep using that word. I do not think it means, what you think it means....

The Flux arc is a short-range anti-troop weapon. A heavy bolter is a long range anti-troop weapon. The HB works very well on the Russ (especially if you take 3 of them), as it is primarily a long-range anti-troop platform; it's weapons are complementary.

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My mistake. I didn't have the IG codex on hand, but I knew they had some kind of special move+fire ordnance thing.

But what's the special rule, then? Anything can move combat and fire ordnance, right?

The HB on the LRBT doesn't even matter. You're never going to fire it unless your opponent is lucky enough to get a WD result against AV14 or 13.

Yes, we have the option to transport troops around, but it's not a terribly useful one. And any warriors in reserve HAVE to pop out of the monolith portal unless there's some sort of errata on that, so it becomes infeasible. I'd love to just have them walk out on my table edge and have the option of teleporting it, but being forced to drop them somewhere I don't want them to be makes it an extremely unattractive option. For an ability that's usually only used in an emergency and isn't terribly useful even then, it shouldn't be worth a lot of points on a vehicle that's already supposed to be at a discount.

The monolith being a skimmer doesn't help so much, really. It's huge, so terrain would have to be impossibly small for it to move 6 inches and ignore it. It's base is so big you can't even pass directly over a single tacmarine. And keep in mind it's permanently stuck at moving 6 (or less) inches.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

JohnHwangDD wrote:If the game followed the Fluff, Eldar would auto-win against Necrons, because that's what the Old Ones designed them for!

Kind of defeats the point of having a "balanced" game, tho...


That's not true. The Necrontyr won the war against the Old Ones. The only reason the Eldar, Humans, Orks, etc... are still around is because the C'tan had the foresight to see that if they ate all life in the Galaxy they would starve themselves. They chose to instead go to sleep and allow the seeds of life to grow again. Then they will awaken and feed once more.


This message was edited 2 times. Last update was at 2010/03/19 17:58:04


 
   
Made in us
Grisly Ghost Ark Driver






NecronLord3 wrote:
JohnHwangDD wrote:If the game followed the Fluff, Eldar would auto-win against Necrons, because that's what the Old Ones designed them for!

Kind of defeats the point of having a "balanced" game, tho...


That's not true. The Necrontyr won the war against the Old Ones. The only reason the Eldar, Humans, Orks, etc... are still around is because the C'tan had the foresight to see that if they ate all life in the Galaxy they would starve themselves. They chose to instead go to sleep and allow the seeds of life to grow again. Then they will awaken and feed once more.




Actually, enslavers were killing everything off leaving little to consume so the C'tan sacrificed what servants they had left and went into stasis to wait it out.
   
Made in us
Fell Caller - Child of Bragg







Kurgash wrote:
NecronLord3 wrote:
JohnHwangDD wrote:If the game followed the Fluff, Eldar would auto-win against Necrons, because that's what the Old Ones designed them for!

Kind of defeats the point of having a "balanced" game, tho...


That's not true. The Necrontyr won the war against the Old Ones. The only reason the Eldar, Humans, Orks, etc... are still around is because the C'tan had the foresight to see that if they ate all life in the Galaxy they would starve themselves. They chose to instead go to sleep and allow the seeds of life to grow again. Then they will awaken and feed once more.




Actually, enslavers were killing everything off leaving little to consume so the C'tan sacrificed what servants they had left and went into stasis to wait it out.



I thought they were letting the Enslavers do this because C'Tan kind of sucked at dealing with anything involving the Empyran. By letting the Enslavers eradicate mostly everything, they knew they'd be back to consume everything once more.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Grisly Ghost Ark Driver






Ostrakon wrote:
Kurgash wrote:
NecronLord3 wrote:
JohnHwangDD wrote:If the game followed the Fluff, Eldar would auto-win against Necrons, because that's what the Old Ones designed them for!

Kind of defeats the point of having a "balanced" game, tho...


That's not true. The Necrontyr won the war against the Old Ones. The only reason the Eldar, Humans, Orks, etc... are still around is because the C'tan had the foresight to see that if they ate all life in the Galaxy they would starve themselves. They chose to instead go to sleep and allow the seeds of life to grow again. Then they will awaken and feed once more.




Actually, enslavers were killing everything off leaving little to consume so the C'tan sacrificed what servants they had left and went into stasis to wait it out.



I thought they were letting the Enslavers do this because C'Tan kind of sucked at dealing with anything involving the Empyran. By letting the Enslavers eradicate mostly everything, they knew they'd be back to consume everything once more.


Basically what I said. The enslavers were from the warp and effectively the C'tan couldn't deal too well with this threat so they abandoned their works to wait out the problems until new life sprung up again in the aftermath.
   
 
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