Welcome to Librarium Online!
I usually like to play unique missions, and fun things so that each game is unique, not just a clashing of armies with some terrain thrown in, and I was wondering how (if ever) people here handle a battle in the depths of a Necron Tomb.
It could be a normal game fought in a large cavern, so it's exactly the same as a normal game in practice (lame in my opinion), fought in narrow corridors and large rooms, or could have a few dozen home brewed rules (usually favouring the Necron player) indicating a home field advantage
There is also a section in the Necron Codex that talks about this, but I always thought it was fairly lame, and is dreadfully outdated by now (though the terrian section is useful)
I was considering a few options for how I'd do it, and (this applies to everything custom) assuming opponent's agreement, I'd say that we can take the Portal found at the heart of the Tomb, (see fluff on page 56 of codex). I'd say it's a stripped down monolith in function, with no guns or particle wip, no living metal, but keeps the 14 around armor, but no range limit on the portal, and can do more than one unit per turn (probably a larger disembark range to match) (but looses effectiveness as it would take the unit all the way back into the deployment zone) And say it costs about half a monolith's points, plus a little bit for the portal bonuses, maybe around 150 points?
Another thing I was thinking of was... No Phase Out!
Think about it, if the Necron army is loosing, they all portal back to the Tomb for repairs and to get more troops, but this IS the tomb! Why would they phase out, they're already here! Of course you could say that the tomb is huge and your fighting at the begining, they're withdrawing deeper, but if you're actually in the center of it, with the portal (see above) used, then that agrument is gone too, and I think they'd fight for the tomb until the bitter end.
But these are just my thoughts, have any of you thought about it? How would you make a Tomb fight feel right?
What about all necrons who fall are "reborn" at the portal, if they fail there saves. The object for the non necron would be to destroy the "portal"(lets say your portal is how the necrons draw there power/communicsate with there ctan overlords.). Also from Apocalypse rulebook the scarab and tomb spyder thing might not be a bad idea. As far as terrain a see tight corredorrs that open into giant open rooms where the necrons may pour there gauss upon the un expecting enemy. Also booby traps? Of course the attckers should get a bonus to there points to balance it out.
I thought of that too, but the problem I saw with having all failed WBBs come out the portal was that you'd have units of 1 and 2. A different idea I had (but dismissed because it made the Necron player unbeatable unless the other side got to double their points or something ridiculous) is that every Necron unit gets the special rule where if they die (or whenever they choose), the entire unit respawns (I can't remember what this rule is called, I think some 'Nids get it, and theres a special character IG that gives it to conscripts)
I like the booby traps idea, hadn't thought of that
EDIT: What is the Apocalypse thing you mentioned? I don't have that book, not nearly enough minis to play a game that huge, I have to proxy for almost anything above 1500
Last edited by Adalias; July 11th, 2009 at 20:30.
This would be an interesting scenario. But remember to take into account game balance. If you give the necrons an advantage due to "home turf", you need to somehow compensate for it to make the game balance.
An idea would be to make the "tomb" an actual structure/building similar to that of a bunker w/AV 14 armor all around and a special rule that always make it obscured if shot at from over 12" (4+ cover a la Tau's disruption pods). It is the source of the Necron's power and as long as it stands, there is no phase out. However, the necrons need to guard it diligently because if it is destroyed, phase out comes back into play. Not only that, but all Necron units lose their ability to WBB!
That would be a good fight.
PS - Oh, and to make it fair, the "tomb" is also made of the same living metal as the Monoliths and cannot be shaken, stunned, weapon destroyed or immobilised. It needs to be wrecked or exploded on the damage charts.
Last edited by jy2; July 11th, 2009 at 21:24.
Like alot of your suggestions jy2, the special rule referrers to when the tomb is awaken the lord has the power to awaken its defenses(which are scarabs and tomb spiders, each turn a dice is rolled and the new unit joins the fray, a 1 gets a scarbswarm and a 6 gets 3 tomb spiders or similar).
Also for the booby traps i recommend trying to keep them unique to necrons.
Scarab pit. Pit fall trap essentially.
The floor opens up when a model or two lands on it. The two models fall into a pit full of endless scarabs. The models stay in play for the rest of the game or until a scarab kills them. If they win combat they may attempt to escape, one at a time(lets say on a 5+ or something). Also for the remainder of the game it counts as hazardous terrain and requires a roll of 2 or 3+ to jump over. scarabs are bound to the pit.
Last edited by Ekalbs; July 11th, 2009 at 23:07.
I know you can see what’s below, but read this first before we get distracted.
jy2, it's not supposed to be a fair fight, we're supposed to win easy, the balance part is that it's not an annihilation match, they get the objectives and get out alive to win!
Also I thought about it, and checked the fluff, and decided that while it would be a good incentive, taking away WBB doesn't make sense, WBB is something the Necron does to himself, the portal only comes in when he fails to repair himself.
Anyways, inspired by the response so far (and bored today) I pulled out some graph paper and made a tomb!
My vision of what it looks like in fluff is that it's built into a cliff face, so all you can see from the outside are a pair of giant doors with the Necron sigil on them.
It's a 6'x4' table, the scale is 5 pixels to 1 inch (most things are in multiples of 2 inches, ‘cause that’s the scale I used on my graph paper ), the attacker enters through the gap in the wall on the left (shown as an interruption in the black outline, but you could decide they can dig through and can enter any room on that short edge.
The red lines are doors that open when any model within 2" decides to. And the ones going from the main hall to the portal room are extra large, impressive double doors.
The Orange ones are hidden doors that only Necron models can open, until they do so while an attacker's unit is in the room, then they can do it too since they are now aware of it's presence. (Note, you can see they're offset to one side in the doorway, they're only hidden from the side that is flush to the wall, this way they can't get in the hidden passage, and not be able to open the other door )
In the main hall, the dark gray squares are impressive obelisks, just for decoration (and cover)
The bottom objective room (lots of little light gray squares) is a prison, and the main purpose of the attackers being here. Seeing as how the attackers aren't supposed to be able to destroy the entire tomb by themselves, they win if they get in, and get out with the VIP prisoner (This won't make any sense for some races like Orks, 'Nids, maybe Chaos, but everyone else would want to rescue someone)
In the top objective room is a power generator, and whoever had an unengaged unit in base contact with it last, controls it. If the Attackers control it, then the portal doesn't work and will not be able to teleport anyone. If the Necrons control it, then it's the thing I mentioned above.
The green block is the portal on a raised platform with stairs leading up to it, it's the size of a monolith, in fact considering the doors are too thin for the monolith to go through, don't even take one in the list playing here and just use your 'lith model as the portal (or even better, if you have a crappy cardboard proxy you have lying around from before you forked over the cash for the real monolith, because it's not supposed to be exactly like one)
No Barrage weapons allowed (there’s a roof, so they'd just hit that uselessly)
No SM drop pods (I don't care that they're shot out of a space ship like a torpedo, it's deep underground with Necron armour surrounding it, or something)
If they want to take tanks (though I'd discourage it as inside a building is no place for tanks, though some walkers like Sentinels are perfectly fine as they are skinny and manoeuvrable enough to make sense), measure the models and make sure they can fit through the 4" really big doors.
On that note, large flying bases that our Tomb Spyders and Destroyers use don't fit in the 2" small doors, but the models themselves do, so I recommend measuring the model itself, not the base for whether or not they fit in.
As for deployment, I'd say Necron player goes first, using the hidden set-up rule, 5th edition rulebook, page 269, and can deploy anywhere in the portal room, or objective rooms. After that the attacker deploys, and probably shouldn't be allowed Deep strike or infiltration (though if the fluff says they teleport like Termies, it'll probably be ok)
A note on how to play it, and how it's fair: The Necron player needs to split his army to defend the portal itself, and the objective rooms, while the other player can focus on anything he wants, and overwhelm any opposition (it's like fighting against a 1500 point army with 500 points) If the Necron tries to concentrate on something, the other side can sweep around and take the undefended objectives.
To spice it up: Don't be afraid to add more terrian, try the terrain table in the Necron codex, it's got some interesting suggestions (I especially like the Power Conduit, Adeptus Mechanicus camp, and bottomless Abyss) and the primary objective (and secondary if you have a better idea) could and almost should be changed in some situations, but Hit and Run should be the focus in my mind (again, orks and nidz need not apply )
Oh and don't forget to season liberally with booby traps
Anyways, this is just how I see it, I already know what I think, this thread is about what you guys think, so any thoughts?
P.S. Sorry about the giant essay of death, I was really bored and thought about this way too much.
EDIT: Ugh, the image worked when I checked after original posting... Oh well should be fixed now, I hope
Last edited by Adalias; July 12th, 2009 at 18:39.
Uh...I don't know if it's just me, but I can't open the attachment file.
Its just his ugly picture..nah jk i like it however i think it would be neat for the attackers have to "assult" the outer doors. Personally i like it other than the fact its missing the climactic landing and assault. A similar setup with a "front lawn" would go awesome in planet strike i think! Great work! And perhaps dawn of war obolisk(where they fire gauss back)? give em hell
I'd love to do that too, but I don't have a 8' long table
I wanted an entry, but that would mean a much smaller tomb, and when I measured it out on the floor, even in the huge main hall, you could only fit about 2 units of 10 comfortably, and depending on the army *cough cough IGs Orks 'Nids cough cough*, they may have to really cram in the models and that would make it cramped. It really does just barely fit in, for any game over 1000 points at least, since you're fighting along the short table edge. Feel free to make your own tomb though, it's really fun to just doodle on some graph paper.
I do like the Obelisk turret idea, I may have to steal that...
And I guess this would make a decent planetstrike map, but I took more inspiration from Space Hulk, and Dungeon Keeper, and X-Com than anything else
well with the climactic battle out side for planet strike! but yeah i never wanted your idea(though it is great!) . As to get more models you could have them come in "waves". say a third at a time for both players(course necrons do defend three objects so idk)! For the attacker it just takes time to get from the unseen dropships to the door and for the necrons they havent completely awakened or havent gotten to the battle yet. this would allow more models over time, but will make your game substacially long. Also help yourself to my ideas, that just means im doing my job.
I love Necron fluff its so fun to work with!
Last edited by Ekalbs; July 13th, 2009 at 05:39.