Onyx wrote:
taiaha wrote:
Onyx wrote:
For example, why can't mole mortars just have the same stats as Heavy Mortars? 30cm 1BP Indirect.
Hi Onyx, just want to clarify - wouldn't that make them just as powerful as now, but in a different way?
Good catch!
Basically, they would be the same as they are now without Disrupt.
The point about Infantry based Disrupt is valid and very important.
Mole Mortars as they are now, don't just raise the bar... they smash the bar into pieces and stomp up and down on it.
Mole Mortars are not 30cm range...
They are 60cm (with Indirect). Once garrisoned this puts them in range of the opponents deployment zone. That is as good as the best artillery in the game whilst in cover and cheap. Any other approved army in the game has has to pay a lot more for the same ability.
I've been thinking about this thread ever since it started getting posted.
I my games I've never experienced Mole Mortars be anything other than minor annoyances that die quickly. (useful but far from OP). I've heard many a complaint about squat units (The cyclops, the Overlords, the Thunder Fires and the Goliaths sure get their fair cries of "Overpowered!") but none about the mole mortar.
But this is why we have these discussions, as different playstyles can throw up quite different unexpected units in different light.
My gut feel is still on the side that removing disrupt is necessary. Although it is a useful ability, the mole mortars don't get to fire very often before they get killed, especially if they are garrisoning right up the middle of the board as in Onxy's example.
I have to compare them to the Thudd guns. Both units hit AP on 3's and the Thudds are on average likely to give you 4 reliable hits each time, with an amazing 90cm range.
Mortars *might* be able to get four hits if the opponent bunches up that close and the disrupt ability only comes into play if they target's infantry has a substantial save, which say, against something like 4+ space marines translates into 2 extra blast markers.
If mortars got any weaker I might ditch them altogether for more Thudds. I'll tag this as a "something to look at" in my master list though.
Quote:
Listen guys, I'm not trying to rain on the parade.
Every time I've faced Squats, it just felt like everything had special abilities (ie Disrupt, MW, TK, Indirect Fire, Void Shields and more in every list I faced) that in the hands of a good player will take apart an opponent.
This is also important.
At the moment we are looking at each individual unit (or group of units) but we also have to re-take a look at the army as a whole when put together. Things that might be normal or balanced when looked at individually can become quite annoying to opponent when synergies are in play.
"When facing squats, it seems like everything breaks the rules" is a vary fair comment. I know that personally I feel the same way when facing off against other 'weird' races (necrons and eldar, I'm looking at you).
Is there too much zany in the Squat list? Pretty much everything that Steel Legion does is also in the squat list, plus Tunneler, Spotter and Support Craft.
I'm going to start a discussion about this topic near the end of this "Let's talk' phase precisely to discuss this point that Onxy has raised. At that point we might have to go through and weed out some of the excessive special rules.
Ideas and feedback about that?