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2018/07/18 15:56:21
Subject: Monolith in small games: Deploy on or off the table?
I plan on getting a Monolith for my small >1000pt games at home. It will be accompanied by a Canoptek Cryptek, Destroyers, Immortals and Scarabs.
It will only ever face Marines, CSM and Eldar, none of which will ever be "tailored" to be able to drop the Monolith is less than 2 turns. Should I: A) deploy the Monolith on the table to be able to bring in the Immortals on turn 2 B) drop the Monolith in on turn 2 to bring in the Immortals on turn 3 C) drop the Monolith in on turn 2, but have already deployed the Immortals
I'd love to be able to drop the Monolith in on turn 1 along with the Immortals in the same turn, but as I understand it, units deploying "through" the Monolith can only do so it the Monolith was on the table at the start of that particular turn. I'd also like to bring the Monolith in closer to the enemy, but we are using the Beta rules, so that is out too. So it seems I have a tough choice. Thoughts?
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This message was edited 3 times. Last update was at 2018/07/18 16:06:07
I have always started with it on the table. that way you can deploy turn 1. say he rushes forward to try and charge it you can deploy immortals from it as a screen right away. and at 24" if you decide to move forward you can start shooting things right away.
Automatically Appended Next Post: monolith works fine in 1500 or less games and can be hard to fight in 1k games along with 20 strong warrior blobs.
This message was edited 1 time. Last update was at 2018/07/18 16:52:13
2018/07/18 17:01:49
Subject: Monolith in small games: Deploy on or off the table?
The other thing I like about the Monolith in small games is that you can deploy everything either behind it, or "in" it, giving protection to valuable units like Destroyers.
The downside seems to be the slow movement and need for the units inside it to wait 1 turn or be stuck in their DZ due to the Beat rules.
I wish the Monoliths acted more like a Transport, allowing units to "disembark" for their Tomb World through the Monolith. But alas it does not.
So by deploying the Monolith, what do you think is a good tactic for the Immortals?
Bring them in turn 1, but be limited to their DZ, or wait until turn 2 when the Monolith is closer (moved in turn 1) and the Immortals can move to get RF range?
This is 10 Guass Immortals btw
Galef wrote: The other thing I like about the Monolith in small games is that you can deploy everything either behind it, or "in" it, giving protection to valuable units like Destroyers.
The downside seems to be the slow movement and need for the units inside it to wait 1 turn or be stuck in their DZ due to the Beat rules.
I wish the Monoliths acted more like a Transport, allowing units to "disembark" for their Tomb World through the Monolith. But alas it does not.
So by deploying the Monolith, what do you think is a good tactic for the Immortals?
Bring them in turn 1, but be limited to their DZ, or wait until turn 2 when the Monolith is closer (moved in turn 1) and the Immortals can move to get RF range?
This is 10 Guass Immortals btw
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Each game has it's specific needs, as long as you give yourself the flexibility, you're good
2018/07/19 00:10:33
Subject: Monolith in small games: Deploy on or off the table?
I would start with it on the table so your not waiting till turn 3 to Deep strike your Infantry units. If your not facing anything S8 -3 D6 or better than it's actually pretty good unit but very expensive in pts.
koooaei wrote: It's a rare day you don't actually face a plephora of anti-tank fire.
True, but this is an odd case in which I have full control over both players lists. I want both players to be able to be challenged and engaged. For example, I have a magnetized Rhino/Razorback/Pred for the Marines. It would seem obvious to take the 4 Lascannon Pred against the Monolith, but that creates a situation in which it could get 1-shotted, or crippled to the point of uselessness.
So instead, I might field a TwinLas Razorback and 5 Marines with a Lascannon. It's 1 less Lascannon, one of which is in a unit that can be more easily taken out by Destroyers or Immortals. The Marines would also have a Ven Dread with 4 autocannons that can either chip away at the Monolith, or target the Destroyers. Along with 3 Plasma bikes The CSMs we use might actually have a harder time with the Monolith as they would rely on 3 Oblits, who could be pretty swingy against T8
I think the biggest downside to the Monolith is that it makes up almost half the Necron army. So if it dies early, the game is basically over
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This message was edited 1 time. Last update was at 2018/07/19 14:02:14
I would hesitate to attempt to balance a small game around a large vehicle like the monolith. A game like that is going to be very bianary. The Marine player destroys the Monolith quickly and the Necrons are at a huge disadvantage. The Marine player fails to destroy the Monolith quickly and gets gutted by the Necrons.
When I am constructing lists to be played against eachother, I am often looking to take very balanced forces for both sides, with neither side having access to a big deathstar type unit. That way the destruction of any one unit will not necessarily decide the outcome of the game.
akaean wrote: I would hesitate to attempt to balance a small game around a large vehicle like the monolith. A game like that is going to be very bianary. The Marine player destroys the Monolith quickly and the Necrons are at a huge disadvantage. The Marine player fails to destroy the Monolith quickly and gets gutted by the Necrons.
When I am constructing lists to be played against eachother, I am often looking to take very balanced forces for both sides, with neither side having access to a big deathstar type unit. That way the destruction of any one unit will not necessarily decide the outcome of the game.
Normally, I agree.
But my son wants to use a Monolith and I want to get it to trick out with actually internal lighting. So we're getting a Monolith
It's a tough task to balance, but I think we can to it.