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Made in gb
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Rochdale (GW Manchester)

Is it viable to play 3 monoliths in a 1500 point list or is there something wrong with that? I have not had chance to play Necrons with the new codex yet but I play the old edition for years. I noticed that army list on here seem to have swapped monoliths for other heavy support choices. why is this? Have I overlooked something in the codex or is it the fact they are now £41 each?

"Innocence Proves Nothing... Except That You've Done Nothing Wrong"

Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.


quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... 
   
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Somewhere over the rainbow, way up high

Most people hold that Monoliths just cost too many points at the 1500 pt level. I still run one. It also has to do with the other support choices being new and exciting....and honestly pretty effective.
But no, they really haven't changed that much.
3 monoliths....I think that might be too much. Thats over 1/3 of your army put into three models. Granted, they would dish out pain, unless you opponent took lots of anti-armor.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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The Acolyte wrote:Is it viable to play 3 monoliths in a 1500 point list or is there something wrong with that? I have not had chance to play Necrons with the new codex yet but I play the old edition for years. I noticed that army list on here seem to have swapped monoliths for other heavy support choices. why is this?


Because Monoliths lost what made them worth taking. They are no longer immune to melta and the like so they die easily. They no longer allow re-rolls of WBB/RP. Can either fire a half-range battle cannon or the guass arcs (which have limited traverse so usually at best you can only get LOS from 2 of them.....and you can't fire both at the same time. Slow as hell. Units coming out of the portal count as disembarking from a vehicle moving vehicle so they can't assault. Too expensive.

All they are is a large chunk of movable terrain. At over 50% savings the Annihilation barge is soooooooooo much more useful. Why would you even want a monolith considering the other HS choices?
   
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Numberless Necron Warrior




Illinois

The Acolyte wrote:Is it viable to play 3 monoliths in a 1500 point list or is there something wrong with that? I have not had chance to play Necrons with the new codex yet but I play the old edition for years. I noticed that army list on here seem to have swapped monoliths for other heavy support choices. why is this? Have I overlooked something in the codex or is it the fact they are now £41 each?


600 pts in monoliths? yeah thats kinda over kill, if they were still melta protected and had a particle whip which could blow chunks out of infantry, character snipe, or destroy tanks i would say go for it, but theirs just so many more options. 1 is a viable option but id rather go with annihlation barges or points elsewhere

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I would take one and use it to get your more expensive infantry straight to the enemy through the portal when it deepstrikes. also, you could put a big squad of warriors somewhere safe and bring them on through the portal to be sure of annialating your selected target. I see the monolith as less of a armoured tank than an effective way of transporting troops.
   
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09hkirk wrote:I would take one and use it to get your more expensive infantry straight to the enemy through the portal when it deepstrikes.


Can't do that. The monolth isn't on the board at the beginning of the turn so you'd have to wait until the turn after you DS in to use the corridor.

also, you could put a big squad of warriors somewhere safe and bring them on through the portal to be sure of annialating your selected target. I see the monolith as less of a armoured tank than an effective way of transporting troops.


It's too expensive and too slow for too little reward to be an effective troop transport. Plus as soon as it's dead you can't "transport" anything and there is nothing on-board to disembark. Same as Landraiders and Stormravens....they just aren't that good and cost waaaaaay too much for what they do.

This message was edited 1 time. Last update was at 2012/02/25 01:54:00


 
   
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It depends on what you transport through it i normally use it to bring on some lychguard. Not losing them to heavy fire is a bonus for me. Also, as long as long as you bring it on somewhere it won't get meltas in its face straight away then its armour should keep it alive until it can bring somone in.
It can be an effective if you use it to bring on some really pricey but powerful assault troops (and they won't get shot because they can hide behind the monolith on the turn they turn up. I would definatly only take one in a 1500 game though.
   
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Numberless Necron Warrior




Illinois

09hkirk wrote:It depends on what you transport through it i normally use it to bring on some lychguard. Not losing them to heavy fire is a bonus for me. Also, as long as long as you bring it on somewhere it won't get meltas in its face straight away then its armour should keep it alive until it can bring somone in.
It can be an effective if you use it to bring on some really pricey but powerful assault troops (and they won't get shot because they can hide behind the monolith on the turn they turn up. I would definatly only take one in a 1500 game though.


Unless they can assult right as soon as they come in (which if I'm correct with the rules they can't)though their gonna get unloaded on the turn their out, yeah they will get a cover save from the monolith but that only last so long. Just preference i guess i used it in the last edition to revive my warriors and particle whip anything i saw fit ha.

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Rochdale (GW Manchester)

Nungunz wrote:
The Acolyte wrote:Is it viable to play 3 monoliths in a 1500 point list or is there something wrong with that? I have not had chance to play Necrons with the new codex yet but I play the old edition for years. I noticed that army list on here seem to have swapped monoliths for other heavy support choices. why is this?


Because Monoliths lost what made them worth taking. They are no longer immune to melta and the like so they die easily. They no longer allow re-rolls of WBB/RP. Can either fire a half-range battle cannon or the guass arcs (which have limited traverse so usually at best you can only get LOS from 2 of them.....and you can't fire both at the same time. Slow as hell. Units coming out of the portal count as disembarking from a vehicle moving vehicle so they can't assault. Too expensive.

All they are is a large chunk of movable terrain. At over 50% savings the Annihilation barge is soooooooooo much more useful. Why would you even want a monolith considering the other HS choices?


Can they not fire all weapons every turn? 'The vehicle cannot move faster then combat speed. When it shoots, it counts as having remained stationary.' RAR. Does this not mean it can fire all weapons? It can also fire the portal of exile too which is a nice attack to clear space for troops to arrive through the portal.

Furthermore, the rules for the gauss flux arcs are 'A Gauss flux arc can fire at a different target unit to other weapons on the vehicle (including other gauss flux arcs) subject to the normal rules for shooting.

So to clear things up for people:

200 points (less than previous edition due to loss of melta resistance)
Deep Strike.
14 AV all round.
84% chance to ignore crew shaken and 50% chance to ignore crew stunned.
Can fire all weapons every turn: four strength 4 heavy 3 weapons that can target any unit they can see; a strength 8 AP 3 large ordnance; and a D6 range strength test that causes instant death with no saves (that cannot be stunned or destroyed).
The ability to teleport any unit from reserve or on the table (including combat to help out the I2 warrior blobs).

There is my summary. Some of the reasons not to play them seemed to overlook the amount of fire-power a monolith can dish out per turn.

Are they still worthwhile? What about 2 instead of 3? I am thinking one will just be the target of all anti-tank fire so would be a waste of points.

"Innocence Proves Nothing... Except That You've Done Nothing Wrong"

Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.


quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... 
   
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Illinois

Furthermore, the rules for the gauss flux arcs are 'A Gauss flux arc can fire at a different target unit to other weapons on the vehicle (including other gauss flux arcs) subject to the normal rules for shooting.

So to clear things up for people:

200 points (less than previous edition due to loss of melta resistance)
Deep Strike.
14 AV all round.
84% chance to ignore crew shaken and 50% chance to ignore crew stunned.
Can fire all weapons every turn: four strength 4 heavy 3 weapons that can target any unit they can see; a strength 8 AP 3 large ordnance; and a D6 range strength test that causes instant death with no saves (that cannot be stunned or destroyed).
The ability to teleport any unit from reserve or on the table (including combat to help out the I2 warrior blobs).

There is my summary. Some of the reasons not to play them seemed to overlook the amount of fire-power a monolith can dish out per turn.

Are they still worthwhile? What about 2 instead of 3? I am thinking one will just be the target of all anti-tank fire so would be a waste of points.


ha...wow...so i completely skipped over the part in the codex under necron monolith listed as "war-gear".. ha embarrassing, um actually there very good and i would consider taking one in my list now... i would go with just 2 then 3 tends to seem like over kill but 2 is definatley reasonable..

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New York / Los Angeles

Monoliths are great, but they are hard to use. Deploying via deep strike, you have to be careful because they have a giant foot print and can easily mishap. They're slow, so good luck getting them where they need to be; they don't react well to changing battlefield conditions - they ARE battlefield conditions.

Using monoliths in pairs, however, is amazing, it allows you to instantly zap units across the board, apply pressure to an enemy position while cementing your own, or allowing you to 'dilemma' your opponent with a dual pronged attack.

Using three monoliths is horrifying for an enemy that is unprepared to deal with so much heavy armor. A friend of mine plays a list he calls 3 cron monte, which involves a death star and 3 monoliths; the monoliths deep strike into key positions around the enemy position and slowly advance, and you're never sure which one the threat is going to pop out of. Your entire army can relocate in a single turn and completely change the field of battle, as well as the bermuda tirangle effect when three monoliths can start corralling your forces into gate range.

3 monoliths is doable, but it means a foot list, as the necron transports are both too expensive and are made redundant. Although at 1500 points that probably means 40 warriors or 30 immortals, and a small royal court. You might be able to squeeze in deathmarks.

This message was edited 1 time. Last update was at 2012/02/25 19:26:46


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The Acolyte wrote:Can they not fire all weapons every turn? 'The vehicle cannot move faster then combat speed. When it shoots, it counts as having remained stationary.' RAR. Does this not mean it can fire all weapons? It can also fire the portal of exile too which is a nice attack to clear space for troops to arrive through the portal.


The big gun is Ordinance which means no other weapons can fire when you use it. So it's either the mini-battle cannon or the gauss arcs/corridor.

Furthermore, the rules for the gauss flux arcs are 'A Gauss flux arc can fire at a different target unit to other weapons on the vehicle (including other gauss flux arcs) subject to the normal rules for shooting.


True...but that still means two of the arcs are usually pointing the wrong way.

200 points (less than previous edition due to loss of melta resistance)

And the loss of not really being able to be glanced to death (the -1 to shots rather than loosing and entire arc), not being able to fire all guns, not being able to hit ALL enemies in range of the arcs, not being able to re-roll WBB/RP for units that use the portal, loosing the ability to be damn near immune to DS mishaps.

They lost A LOT with only a minor point reduction. IMO they're no just an oversized piece of junk that is overshadowed by other stuff in the army.

Deep Strike.

Giant foot print so mishaps are a big risk. Can't use the corridor when they come in. Can't modify the reserve rolls. If they don't start on the board that's a large chunk of your army that the opponent doesn't have to deal with.

14 AV all round.

Except for Tyranids (and Necrons, I guess), who actually has trouble killing AV14? These things aren'tRrusses and aren't meant to be used like Russes so can't have them in the backfield plinking away to protect them.

84% chance to ignore crew shaken and 50% chance to ignore crew stunned.

A good ability to be sure, but I don't know if I find it worth the loss of the protection for the additional dice, lances, and AP1.

Can fire all weapons every turn: four strength 4 heavy 3 weapons that can target any unit they can see; a strength 8 AP 3 large ordnance; and a D6 range strength test that causes instant death with no saves (that cannot be stunned or destroyed).


This is wrong as stated above. At best I'd consider it a S8 AP3 Large Blast or 2 Heavy 3 weapons that can target separately (being realistic on the LOS here) and the Corridor (which has such a small range that it's useless as a gun.

The ability to teleport any unit from reserve or on the table (including combat to help out the I2 warrior blobs).


While this is very ,very good, the fact that you can't move or assault while disembarking really stings. Nice that you don't have to roll for reserves, though.

There is my summary. Some of the reasons not to play them seemed to overlook the amount of fire-power a monolith can dish out per turn.

Except that they don't......they dish out less fire-power than a standard Leman Russ, have much shorter range, don't have smoke-launchers, will almost never have a cover save, and cost 50 points more than a Russ.

And seriously the Leman Russes aren't that great and are over-priced considering the single-shot cannon that misses about 60% of the time (figuring 66% chance to miss and generally that scatters over 3 inches usually miss completely).

Granted yes I'll admit comparing units across codicies is a rather pointless thing to do.

Are they still worthwhile? What about 2 instead of 3? I am thinking one will just be the target of all anti-tank fire so would be a waste of points.


Up to the individual player. But for me than answer is a solid NO.

My rebuttal on the matter. Anyone else? I like the discussion.

This message was edited 1 time. Last update was at 2012/02/25 19:40:12


 
   
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totentanzen wrote:
The ability to teleport any unit from reserve or on the table (including combat to help out the I2 warrior blobs).



sadly the rules for the gate say any "un-engaged" necron, so you cant teleport them out of combat (another one of my favorite old codex abilities now lost..)

This message was edited 2 times. Last update was at 2012/02/25 23:27:28




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Defiler37 wrote:sadly the rules for the gate say any "un-engaged" necron, so you cant teleport them out of combat (another one of my favorite old codex abilities now lost..)


Yup, forgot about that one. Add that to the list of cons I put above.
   
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I will say this, for the same point cost, and for the ap3 good ness, a squad od 5 destroyers is much more effective at killing marines than the monolith. I recently changed the lith out for a squad and they work wonders, killing entire squads per turn if you roll well (or use a stalker with them)



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Rochdale (GW Manchester)

Thanks everyone so far. Muchos Gracias to Nunguns for your contribution. This has been a great discussion and really helped me out with the pros and cons of monoliths.

I was thinking I could try:

Royal Court of some sort.
30-40 warriors.
7 scarabs.
3 destroyers.
3 monoliths.

(possibly some immortals if the points allow)

this is for a 1500 point game. What do you think?

"Innocence Proves Nothing... Except That You've Done Nothing Wrong"

Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.


quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... 
   
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MT

Monoliths are pricey and with the other cheaper heavy options this tends to steer people away from using them for a 1500 Point list; depending on your setup though. I've used them on a 1750 but mishap alot which kinda sux, then again i'm still getting the hang of what type of army I want to run with the new codex. But if you use multiple they are really good for relocating troops across the board where they are needed. Multiple Mobile Fire Platforms. Particle whip is koo and you have your portal of exile to vacuum up anything that gets too close. Wouldn't recommending running 1 but 2 or 3 can work wonders. Kinda sucks the reanimation was taking away from porting in the new codex though =/ But oh well.

Having 2 -3 Giant Monoliths slowly scooting toward your position can also make your opponent focus fire on them while you have some flanking fast attack units scoot around the sides and zoom in.


Automatically Appended Next Post:
Defiler37 wrote:I will say this, for the same point cost, and for the ap3 good ness, a squad od 5 destroyers is much more effective at killing marines than the monolith. I recently changed the lith out for a squad and they work wonders, killing entire squads per turn if you roll well (or use a stalker with them)


Yes I'm loving the Stalker Targeting relays! I've had very good luck running a couple of stalkers dropping targeting relays on targets then shooting them with my Destroyers now twin linked Gauss Cannons.

Stalkers would be a good combo with the monoliths porting abilities giving enough points.

Using them to port over units to focus fire a potential unit soon to be marked with a targeting relay by a stalkers shot. On top of that having a couple squads of destroyers scoot back and forth between the two. Not going to be as mobile as they were before since they're jump infantry now =/ Miss turboboosting :(

This message was edited 2 times. Last update was at 2012/02/26 23:04:29




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The Acolyte wrote:Thanks everyone so far. Muchos Gracias to Nunguns for your contribution. This has been a great discussion and really helped me out with the pros and cons of monoliths.

I was thinking I could try:

Royal Court of some sort.
30-40 warriors.
7 scarabs.
3 destroyers.
3 monoliths.

(possibly some immortals if the points allow)

this is for a 1500 point game. What do you think?


Well, you need an overlord to take any of the Royal Court.

In general I'd consider it a fairly weak list as there is absolutely nothing that can handle vehicles at range (and I doubt the scarabs will make it to enemy vehicles). Destroyers are pretty terrible as well with the new codex. And you already know my views on Monoliths, so I'll just let that point rest.

Three vehicles (even AV14) seems pretty risky for me. My IG at 1500 fields 11 vehicles and that's actually on the low side for a mech IG list. You'll have to be able to deal with that kinda of saturation as well as hordes (building an all-comers list).

However, maybe dropping a monolith and gearing up on Heavy destroyers (one or two per squad) and Harbingers of Destruction can help you out with the anti-vehicle capability. I'd personally like a Ghost Ark with that many warriors, but it's up to you.
   
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Rochdale (GW Manchester)

Nungunz wrote:
The Acolyte wrote:Thanks everyone so far. Muchos Gracias to Nunguns for your contribution. This has been a great discussion and really helped me out with the pros and cons of monoliths.

I was thinking I could try:

Royal Court of some sort.
30-40 warriors.
7 scarabs.
3 destroyers.
3 monoliths.

(possibly some immortals if the points allow)

this is for a 1500 point game. What do you think?


Well, you need an overlord to take any of the Royal Court.

In general I'd consider it a fairly weak list as there is absolutely nothing that can handle vehicles at range (and I doubt the scarabs will make it to enemy vehicles). Destroyers are pretty terrible as well with the new codex. And you already know my views on Monoliths, so I'll just let that point rest.

Three vehicles (even AV14) seems pretty risky for me. My IG at 1500 fields 11 vehicles and that's actually on the low side for a mech IG list. You'll have to be able to deal with that kinda of saturation as well as hordes (building an all-comers list).

However, maybe dropping a monolith and gearing up on Heavy destroyers (one or two per squad) and Harbingers of Destruction can help you out with the anti-vehicle capability. I'd personally like a Ghost Ark with that many warriors, but it's up to you.


Never considered a ghost ark. Ill have a think about that. And I know about the overlord, not sure why I forgot to write it in Thanks for the reminder.

I was thinking that since the warriors, scarabs and monoliths can all deep strike range wouldn't be a problem as I should be able to close the gap quickly. Also gauss weapons autoglance any armour so a monolith can easily stop 4 tanks a turn from shooting if you roll well. And a rapid fire warrior squad can immobilise/weapon destroy/stun easily any AV vehicle at 12" and stun easily at 24". If I was playing another army I would be worried about tanks but I think necrons have it covered. I see no point destroying the tanks when they can't hold objectives (which is most missions) and I can easily stun every one each term whilst still moving to objectives.

"Innocence Proves Nothing... Except That You've Done Nothing Wrong"

Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.


quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... 
   
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You put too much faith in gauss to stop tanks. It's not going to work.
   
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totentanzen wrote:
The Acolyte wrote:Is it viable to play 3 monoliths in a 1500 point list or is there something wrong with that? I have not had chance to play Necrons with the new codex yet but I play the old edition for years. I noticed that army list on here seem to have swapped monoliths for other heavy support choices. why is this? Have I overlooked something in the codex or is it the fact they are now £41 each?


600 pts in monoliths? yeah thats kinda over kill, if they were still melta protected and had a particle whip which could blow chunks out of infantry, character snipe, or destroy tanks i would say go for it, but theirs just so many more options. 1 is a viable option but id rather go with annihlation barges or points elsewhere


@totentanzen - The particle whip hasn't changed much except losing one strength point and the center hole being AP 1 (which that I miss). Otherwise, it will blows chunks out of infantry just fine. I took out 90% of a bike squad in one shot in my previous game.

I was playing a 3 on 1 game (me being the 1) against nids, SM, and Chaos Marines. 3000pts per side (spearhead game, spearhead deployment), I took 3 monoliths that game. I believe at the end of the game I only had one lith that was immobilized but it was dead center of the board so it didn't really matter (we were playing the long way, per the mission/deployment rules).

Anyway, to the rest here, stop being so negative on the monolith. It's not really terribly expensive, it lost it's melta immunity, sure, but if you're letting meltas get that close to your lith then that's your fault, not the monolith. Even when it had protection I never let them get close. Sure, annihilation are good, but their main weapon is still AP - which means EVERYTHING gets a save. They're pretty easy to take out, even with Q. Shields and Living metal (pretty pointless on an open topped skimmer, if you ask me). The doomsday ark is nice, but very one dimensional. Also, I don't think anyone posted up this nice bit of new-ness for the lith - With the new codex you can now TELEPORT AND FIRE THE WHIP IN THE SAME TURN. So add that to pros. It's still far cheaper than an LR and just as durable, just not as fast.

Nungunz - Regarding the gauss comment...you don't need it to stop tanks, you just need it to delay them. I've never had a problem with pouring a squads worth of firing (rapid or assault) into a vehicle to at least slow its progression or output (damn space marines) for a turn. Maybe I get lucky and get a weapon destroyed or immobilized. It happens.
   
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Kevin949 wrote:@totentanzen - The particle whip hasn't changed much except losing one strength point and the center hole being AP 1 (which that I miss). Otherwise, it will blows chunks out of infantry just fine. I took out 90% of a bike squad in one shot in my previous game.

A single S8 AP3 large blast (at only 24") the prevent you from firing other weapons is not "good" at all. Hell, single-shot Leman Russes (Eradicator, Standard) aren't that good either, the Demolisher is redeemable, though (and I play IG, have played them competitively for years, and used to used 2-3 russes every game......the single-shot ones just aren't that viable in extremely competitive events anymore).

A worse frame with a 50 point mark-up doesn't make the monolith any better even with the special rules added.

Anyway, to the rest here, stop being so negative on the monolith. It's not really terribly expensive, it lost it's melta immunity, sure, but if you're letting meltas get that close to your lith then that's your fault, not the monolith. Even when it had protection I never let them get close.

A half-determined opponent can easily get in range. How do you stop 3-5 melta troops (pretty common these days) from just driving up and tank-shocking through your warriors/immortals? The monolith is so freaking huge that it's damn near impossible to protect......and when you're spending that much effort to protect your force-multiplier (which it sucks at)....it's not a force multiplier...it's a liability.

Besides, why the hell do you even need more anti-infantry fire as a necron player? AP3 to kill marines in the open (provided you can hit)? I really don't see what is so special about that. Marines are pretty easy to kill as-is with the necron's basic firepower. Grant being able to ID T4 is nice......but not worth the cost and lack-luster nature of the Monolith.

Sure, annihilation are good, but their main weapon is still AP - which means EVERYTHING gets a save. They're pretty easy to take out, even with Q. Shields and Living metal (pretty pointless on an open topped skimmer, if you ask me).

At a dirt-cheap 90 points with 4 TL S7 shots (and the other gun plus both the Tesla and Arc rule), this thing can actually aim, put out a ton of mid-to-high strength shots (yeah, the AP '-' isn't great, but you can still pen unlike Gauss) that put the hurt on both infantry (heavy and light) as well as light vehicles. It's versatile, decently survivable, has a ton of firepower, can actually hit things, and small enough to be able to get cover saves on.

The Annihilation barge outshines the Monolith by far. If you want transportation or support for the warriors, Ghost Arks are much better (even if they are easier to kill).

The doomsday ark is nice, but very one dimensional.

Agreed.

Also, I don't think anyone posted up this nice bit of new-ness for the lith - With the new codex you can now TELEPORT AND FIRE THE WHIP IN THE SAME TURN. So add that to pros. It's still far cheaper than an LR and just as durable, just not as fast.

So you can disembark and shoot too? Oh joy! It's nice, but not that special.

And on the LR comment. Landraiders suck and are not a competitive choice.....and they have more utility that the Monolith

Nungunz - Regarding the gauss comment...you don't need it to stop tanks, you just need it to delay them. I've never had a problem with pouring a squads worth of firing (rapid or assault) into a vehicle to at least slow its progression or output (damn space marines) for a turn. Maybe I get lucky and get a weapon destroyed or immobilized. It happens.

3-5 glances a turn while you're at full strength(on good rolls and assuming there are no smoke launchers/etc in effect) is only going to annoy (barely) mech lists, nothing more. And if the transports are able to move (50% chance on a glance), they can still be a huge threat by delivering troops, tank shocking, grabbing objectives.

You can make decent stun-lock lists....but you also need to be able to cause penetrating hits. 3-4 warriors squads and a trio of monoliths aren't a way to do it (especially if the monos are deep striking).



If you want to use the monos, go right ahead. They'd be fun to play, I agree with that. But in a competitive environment, they have almost no place.
   
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See, I'm not talking in a [strictly] competitive environment though. I don't think I'd be wrong in saying that most people play casual games, or most games are casual games anyway.

The disembarking and shooting the whip adds a lot to the viability of a monolith as a relocating vehicle, compared to before at least.

I wasn't implying that land raiders were good/great, simply that the monolith is much cheaper than it. And has a better transport capability since you can move "any" [non-vehicle] necron unit, this includes C'tan and tomb spiders unlike the previous monolith.

The only time my opponents get close enough to use melta is if they deep strike right next to my lith and don't scatter or they're using land speeders to fly over everything. Otherwise, nothing on foot gets close and most of the vehicles my opponents bring will be out of the game before they're within 12" of my lith. That's just me though, maybe I'm just better at tactical warfare than others. *Shrug*

I've taken the annihilation barge, I like it. But it definitely has it's niche just like the monolith. And unfortunately the barge is just as much a target as the lith and much easier to take out (in one fashion or another).

All I'll say is that my opponents have been very happy that the monolith lost it's immunity to melta and MC, and out of the many times I've fielded a monolith in the old and new codex I've only had one wrecked/destroyed like 4 times, and one of those times was me scattering back on myself and getting extremely [un]lucky on my rolls.

I know that a monolith isn't the end-all vehicle, but it certainly has it's place in my book. Besides, let my opponent use his las/melta on my lith, that's less ID going at my wraiths.


*edit*
Oh, and to the original poster, 3 monoliths in a 1500 point game is ridiculous. It's a HUGE gamble that will either pay off big or fail miserably. There really is no middle ground there.

This message was edited 2 times. Last update was at 2012/03/02 22:14:41


 
   
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Rochdale (GW Manchester)

Kevin949 wrote:

*edit*
Oh, and to the original poster, 3 monoliths in a 1500 point game is ridiculous. It's a HUGE gamble that will either pay off big or fail miserably. There really is no middle ground there.


Thanks for the advice. The debate seems to be going nicely. Good to see peoples pros and cons. I think I will play test the triple monoliths and let you know how it goes.

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Kevin949 wrote:See, I'm not talking in a [strictly] competitive environment though. I don't think I'd be wrong in saying that most people play casual games, or most games are casual games anyway.


Fair enough. I prefer challenging games every time I play as does the game store I go to. The difference between 'casual' and 'competitive' has no real meaning to use as we're casually having fun playing competitive armies......which confuses a lot of people for some reason.

I know that a monolith isn't the end-all vehicle, but it certainly has it's place in my book. Besides, let my opponent use his las/melta on my lith, that's less ID going at my wraiths.


I wish I played against opponents like that, that's just a silly choice to make. Wraiths first, then the oversized box.
   
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Nungunz wrote:
Kevin949 wrote:See, I'm not talking in a [strictly] competitive environment though. I don't think I'd be wrong in saying that most people play casual games, or most games are casual games anyway.


Fair enough. I prefer challenging games every time I play as does the game store I go to. The difference between 'casual' and 'competitive' has no real meaning to use as we're casually having fun playing competitive armies......which confuses a lot of people for some reason.

I know that a monolith isn't the end-all vehicle, but it certainly has it's place in my book. Besides, let my opponent use his las/melta on my lith, that's less ID going at my wraiths.


I wish I played against opponents like that, that's just a silly choice to make. Wraiths first, then the oversized box.


I get where you're coming from about the casually playing competitive armies. If I had interest in competing in tournaments I would feel the same way, but honestly I just play against my friends, and while yes I do play to win (who doesn't?) I try not to take a list that isn't fun to play against. Though, lately I don't think my buddies have been having too much fun playing against the new necrons regardless to the list I take. That three on one game I was talking about earlier, by the time it ended the only thing I lost was my wraith squad. I think I lost one or two lychguard and one or two immortals, but that was it if memory serves.
   
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Nungunz is incorrect, since the monolith is a "heavy", it can only move 6 inches but NEVER counts as having moved for shooting purposes, so it CAN fire the whip and arrays in the same turn.

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Somewhere.....I hope.

The particle whip is ordinance. So no other weapons can be fired, not even defensive ones like the flux arrays.

This message was edited 1 time. Last update was at 2012/03/04 07:11:07


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Exalted Pariah wrote:Nungunz is incorrect, since the monolith is a "heavy", it can only move 6 inches but NEVER counts as having moved for shooting purposes, so it CAN fire the whip and arrays in the same turn.


Particle whip is ordinance. If you fire ordinance you may not fire any other weapons (not even defensive).

This message was edited 2 times. Last update was at 2012/03/04 18:15:10


 
   
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I find that one does the trick for me. Either it becomes target priority over all my weaker guys, or my fav against GKs is pulling their annoying Termies into the void. Sure 200 pts is harsh, but all of my casual games are between 500-1k and except against special chars like Meph my mono shines.

Disclaimer: I didn't play Necrons before their new book as I was busy with my SM/SW army so I don't know how it worked before.
   
 
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