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questions and obsevations

 Post subject: questions and obsevations
PostPosted: Sun Dec 20, 2015 10:51 pm 
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getting my first three proper games in with Necrons today, my opponent and I had some observations and/or questions regarding some of the mechanics of the Necron list. Probably you guys can help us out:

1. Tomb complex

regarding placement, the rules say, the first objective the necron player places in his own table half, could be replaced by the tomb complex and used for garrison. As you only set your own blitz on your table half, that wording is kinda strange, or do I misunderstand that? Also, what's the point with garrison in your own deployment zone? Not really a big deal, is it?

2. Portals
Basically two things here. First off... Is it correct to start an engagement trough a set of portals? As they basically "port" your unit... would that mean, measuring distance from your unit to portal one and then further from portal two to the targeted/engaged formation?

Second: Measuring as mentioned above, felt partially clumbsy, as the other portal was sometimes on the other end of he table. Getting the movement value of every single stand right seemed quite complicated. What is your opinion on that?

3. Flyers
Felt great in combination with the other parts of the army. My third list included five pairs of Night Scythes, which was kinda insane, despite my opponent having two pars of Thunderbolts and nine Hydras in his army. The portal ability in that extend made the otherwise slow movement of the Necrons de facto disappear. Three landed formations made any part of he table available on demand per turn three, as the air superiority was by the Necrons at that point. Did anyone feel like the Flyers could get (ab-)used to a much too high extend?

I will add some pics later, but these were our most important points on the list so far.

Cheers guys.

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 Post subject: Re: questions and obsevations
PostPosted: Mon Dec 21, 2015 5:19 am 
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Its great that you've got some games in. More than happy to clarify any questions you have.

1 tomb complex:
This rule is mostly for fluff of having "an active tomb complex" on the planet where the battle is taking place. In my experience there are only a few minorly practical situations where this might be useful. Against a drop force or an air assault force. Since portals can only be used once per turn the opponent could fortify the tomb complex can both control the objective and block the portal. Anything coming out would have to assault the formation (s) blocking it. If you ha e a Phalanx or two there to start they can be on overwatch and defending the blitz without being activated. They can then also use the portal on the complex to jump to another portal if they are needed else where.

2 portals.
If you are performing an action involving a move and going from one portal to another (whether assaulting or not) you measure the distance from the unit to the portal they are entering the unit then can move up to its full normal remaining move measured from the second portal. Basically it's as if the distance between portal 1 and portal 2 desist exist. And units in a formation that doesn't have enough move to enter the portal with the rest of the formation is destroyed.Yes it can be a little complicated though a general fix is measure the distance of the unit closest and the one the farthest from the portal. Place those first and all the other can be placed more or less between.

3. Flyers.
Yeah, night scythe spam is something I've considered also. Tested lists with this in mind a few times and found yeah if your opponent doesn't expect it and you hold back troops and scythes for a turn 3 rush for objectives it can be quite annoying. In repeated attempts while still somewhat effective it will be quite evident and your opponent can prepare for the possibility. Would be great to get more input on this. My opponent ts have adopted a good strategy of dealing with this by focusing on destroying the necron infantry formations so that nothing Is left to come out of portals turn 3. If the necron player holds them back for turn 3 that's at least 1200 points that's not on the board for the first two turns. Your opponent can fortify the objectives. Overwatch is a portaling necrons worst enemy.

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 Post subject: Re: questions and obsevations
PostPosted: Mon Dec 21, 2015 10:43 am 
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I will get a few more games in after nye, so might do a battle report if that helps. Was impressed how extremely durable Necron flyers are, especially compared to Eldar/Dark Eldar ones, I've previously played with.

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 Post subject: Re: questions and obsevations
PostPosted: Mon Jan 04, 2016 2:02 pm 
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Looking forward to some more reports on this list. I am still trying out options and am yet to find a style that I really like. Say that though Necron fighters are great with a 4+ save.

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