zyggy
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Posts: 242
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Post by zyggy on Apr 23, 2018 22:37:36 GMT -6
doubleback Having played mine a number of times, they're great if you need a big scary distraction to tank hits and act as a deep striking portal. Their weapons are ok, but unless you're shooting at troops or elites they won't kill too much. Before the FAQ their main draw was as a deep strike portal by bringing it in turn 1, having it be a scary distraction that could tank hits, then spew out 1-2 units the next turn (Thanks strategems!) However, now that you can't deep strike outside your deployment turn 1 and units explicitly deep strike from it at the start of the movement phase (read: can't deep strike in the monolith the same turn it did), unless you want your monolith to footslog (floatslog?) over to teleport in units, it means you have to wait until turn 3 (And no longer, again from the FAQ) before you can start beaming in units. So overall for 381 points, post-FAQ it's... eh? You still have a scary looking T8 brick to deep strike in stuff and try for that sweet +1 to roll off for first turn, but with its main utility gone and weapons that won't exactly turn the tide for you, it's hard to justify the cost. That said, I have yet to actually start a game with the monolith on the board, so I can't speak to how effective it is Turn 1.
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doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Apr 24, 2018 5:42:50 GMT -6
A- I think it's creepy that we basically play 2/3 of the same armies.
B- I have always wanted one, and finally broke down and bought one. My hope at the moment is that post FAQ it will get a little bump because GW seemed so pleased with themselves for temporarily making it relevant again. I feel like it either needs a weapons upgrade or quantum shielding.
As it is I've seen people use it as a front line tank to discourage charges and move troops to forward points.
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Post by kingwalnut on Apr 24, 2018 6:51:38 GMT -6
Playing against zyggy Crons, their gun line is really strong and -4 AP weapons really hurt any armor you can run against them. Their artifact that lets them move within 9" of an enemy and still shoot is VERY strong with rapid fire -1 guns (especially with Mephit -2 Rapid Fire). Getting into close combat seems to be a key weakness. They obviously have some stuff that wants to be in melee (Scarabs, Wraiths, Lychguard), but it is all to buy time for their gun lines to get to work IMO. They are a hard nut to crack. Getting around reanimation protocols is a tough issue for me.
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Post by Eric formerly Eric on Apr 24, 2018 7:08:12 GMT -6
I hate to give away the secret but monolith+ ctan deciever....
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zyggy
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Posts: 242
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Post by zyggy on Apr 24, 2018 7:39:33 GMT -6
Deciever's grand illusion does indeed fix the monolith's problem quite handily, though 600 points for a two unit strategy is a bitter pill to swallow.
I still don't use him for army lore reasons, but mechanically If you want to go all out on your alpha strike, that jerk of a C'tan can't be beat.
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doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Apr 24, 2018 7:41:18 GMT -6
Yeah I hear that one a lot, but I'm a death shard till I die guy. The Deciever is just a little too rappy.
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Post by Eric formerly Eric on Apr 24, 2018 7:56:02 GMT -6
Yeah I hear that one a lot, but I'm a death shard till I die guy. The Deciever is just a little too rappy. Nothing a little greenstuff can't fix right? He's def weird looking though. Sure it's 600 points but the deceiver is still great for mortal wounds and combat, while the monolith still has some decent damage potential. And it can get you a T1 charge. Who doesn't love that? The other t1 charge combo is deceiver with nemezor. You bring oberyn and 10 lychguard in near nemezor and bring the pain.
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doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Apr 24, 2018 8:29:58 GMT -6
I am honestly a huge fan of the Alpha strike change, so even if I was willing to pay 600 for the combo I would be unlikely to utilize it unless I felt it was absolute necessary. With that cost I'm fairly unlikely to
No judgements for folks that do, you can bet your ass I'll be jumping Boyz in turn 1, but it's just not really the way I like to play Necrons.
That said I reserve the right to find it completely necessary once I play a few games. Lord knows I have 0 experience with Crons in 8th
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Post by Eric formerly Eric on Apr 24, 2018 9:10:41 GMT -6
Oh yeah totally. Just saying it's a good way to utilize a monolith. Otherwise, id go with a tesla vault instead. That thing is nasty.
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zyggy
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Posts: 242
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Post by zyggy on Apr 24, 2018 9:18:16 GMT -6
8th ed necrons have a lot of strategic choices open to them, so the alpha strike is one option of many, if perhaps a particularly potent one. I personally still like it since I'm running Mephrit and it ensures that -1AP gets relevant real fast, but Mephrit's still potent with or without teleporting.
Next 2k game I get I'll try floatslogging the monolith to see how it performs. Effectiveness aside, it's still the iconic necron vehicle and just feels cool to field.
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Post by Eric formerly Eric on Apr 24, 2018 9:49:19 GMT -6
Totally. I'm also thinking a nightscythe monolith combo could work. Monolith stays in your deployment zone/midfield, scythe races down to your opponents zone.
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doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Apr 24, 2018 10:14:10 GMT -6
Totally. I'm also thinking a nightscythe monolith combo could work. Monolith stays in your deployment zone/midfield, scythe races down to your opponents zone. I have seen some very effective uses of the monolith this way. It sits in the middle as a giant fire magnet, troop transport, charge deterrent, and heavy weapons platform. Give it a spider for support and it can be absorb more than enough fire alone to justify its cost. The fly characteristic gives it a uprising amount of versatility.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on May 25, 2018 7:09:06 GMT -6
I built a Monolith because they look amazing.
Is there any way that I can justify it's use for it's point cost? I have considered throwing it up front with a unit of Lych Guard and Flayed Ones on reserve as the ultimate charge barrier/front line advance.
I could use the Deciver trick with that, but now we are talking over 25% of my list points, and I don't love making lists around a single gimmick like that.
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Post by Eric formerly Eric on May 25, 2018 7:27:28 GMT -6
But its a good gimmick, and it's fairly hard to stop. Idk, i haven't played against a monolith since the faq though.
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Post by Nick P on May 25, 2018 7:37:11 GMT -6
I mean the monolith still puts out a ton of damage and is still super hard to kill - its basically a landraider, which are seeing a decent amount of play right now just as a gunship let alone a transport. So I think the monolith falls squarely into that bucket - take it for the cool factor and for the tough as nails gunship it represents, use the transport ability as a secondary bonus that you may or may not use.
I think the transport option works best when you also have a night scythe or two as well, so you have options as far as where units pop out. We're lucky in that we don't have to say "hey this unit is in this night scythe, or that night scythe, or that monolith" - we just have units nebulously on a tomb world, and they can pop out anywhere, so it really creates a target priority issue for your opponent.
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