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Squat Update: Thurgrimm's Stronghold 1.32

 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Mon Apr 08, 2013 10:48 am 
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It's two cars minimum. Otherwise taking 4 Land Trains with either a Dragon or Berserker Car would become the norm in 3k lists even trumping 4 Overlords.


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Mon Apr 08, 2013 3:29 pm 
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It's poorly worded - it should be 2 - 5 cars. I'll fix it on the next iteration. Thanks for your work on this, btw.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Apr 10, 2013 4:47 pm 
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No need to thank me, I enjoy being able to at least help out with this since I haven't been able to contribute any playtesting after moving cities.

Anyways the updated 1.32 file has been finished and sent to Adam.

Thanks to everyone who are driving the squat development forward.

cheers


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Apr 11, 2013 12:59 pm 
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I played a 5000 point game vs the Orks over the weekend, with my opponent resigning at the end of Turn 2. More to follow, but I agree that the Land Train cars need work. I'd like to keep the armament pretty close (if not unchanged) to what we have now, but instead adjust the pricing on the Mortar Cars and Rad Bomb Cars. Suggestions are welcome on these as well as the Tarantulas and Robots. I'd like to roll out a 1.4 soon.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Apr 11, 2013 2:32 pm 
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The current reason that I don’t like Rad Bomb and Mortar Cars as attachements to the Land Train are for the simple reason that the main weapon on the train is nulified losing its MW if fired together with either of these. Though, I have no problem with taking a Land Train + 3 Rad Bomb Cars for 500pts as this would make a good BTS Blitz guard plus I can fire 4 BP indirect for three turns. However you are more likely to see me taking a Colossus instead at a saving of 50pts.

I would like to see if we can look at pricing all the Cars at 50pts each and lining up the abilities of the barrage weapons to being the same. With this in mind and to start the process off I would like to suggest changing the Rad Bomb Car weapon stats to 1BP MW One Shot. This could then be used in conjunction with the main Cannon to increase the BP of the shot getting the extra template.

I would then follow this through with the Seige Mortar to change that through to 1BP MW with possibly a range decrease, but dropping the slow firing.


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Apr 11, 2013 2:39 pm 
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The Rad Bomb we can pretty much do whatever with, but I'd like to keep the Siege Mortar with the same stats as it's IG counterpart if possible; I'm not sure how to justify a Squat Siege Mortar being MW status yet an IG Siege Mortar not having MW status, especially with so many weapons on the list being identical to Imperial Guard.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Apr 11, 2013 4:33 pm 
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Moscovian wrote:
I'm not sure how to justify a Squat Siege Mortar being MW status yet an IG Siege Mortar not having MW status
The same way that we say that they have Mega and Doomsday Cannons - protection of technology. But I understand your concerns.

I look forward to the revisions to the list, but please don't make too many as I think that it is close, if not there, already.


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Apr 11, 2013 5:02 pm 
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Tiny-Tim wrote:
Moscovian wrote:
I'm not sure how to justify a Squat Siege Mortar being MW status yet an IG Siege Mortar not having MW status
The same way that we say that they have Mega and Doomsday Cannons - protection of technology. But I understand your concerns.

I look forward to the revisions to the list, but please don't make too many as I think that it is close, if not there, already.


Agreed. That's why I wanted to try to stick to price changes for the most part.

The matter of the Robots change to AV status seems likely. I dug into this a lot and apparently Robots and Dreads are virtually identical in size - they even swap parts. I managed to procure the GW metal robots and indeed they are close in size to a Dread.

Tarantulas... The big thing I'd like to test is keeping them as LVs but having them be scouts to fill that gap, then price adjust them accordingly.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Apr 11, 2013 11:04 pm 
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I like the idea of Tarantulas being scouts. LV seems reasonable also, but that's just a guess since I haven't used them in a game yet.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Fri Apr 12, 2013 11:15 am 
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And I sold my tarantulas last year because I never used them :{[]


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Fri Apr 12, 2013 11:54 am 
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Don't worry - there may be a resin solution out there. :)

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Fri Apr 12, 2013 12:02 pm 
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Meaning the FW ones? I'm considering building my own using the old plastic Eldar Wraithlord lascannons and other bits.


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Mon Apr 15, 2013 6:18 pm 
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had a game against Scions of Iron yesterday, 5,000 pts each.

My list:
Warrior Brotherhood
+ Thunderers
+ Warlord & Grand Warlord
+ Rhinos

Warrior Brotherhood
+ Thunderers
+ Warlord
+ Rhinos

Berserker Brotherhood
+ Berserkers x 2
+ Mole Tunneller

Iron Eagle
+ Iron Hawk

Iron Eagle
+ Iron Hawk

Bikers Guild (incl 3 trikes)

Bikers Guild (incl 3 trikes)

Robots

Robots

Thunderfire

Mole Mortar

Tarantula

Colossus
+ Living Ancestor

Cyclops

Overlord

Goliath Mega-cannon (2 units)

-----

Ended up in a 2-0 victory after 5 turns (Blitz & Take & Hold). It was a fairly brutal affair, besides an untouched enemy warlord, at the end most the remaining formations on both sides were heavily depleted.

down to the feedback...

- the more i use the Goliaths the less likely i will continue to use them as they currently are...its either multiple formations of them or none at all. The reach is great but in general they dont seem to do much against armies with decent saves in particular...my one change to the formation would be to exchange Ignore Cover for Macro Weapon, otherwise stats are fine.

- used robots as AV at the current points and seemed to be balanced - one formation got eaten by termies in combat in the first turn and the other formation lasted the game although mostly because it spent part of the game having to reposition as the battle was fast & furious on the opposite flank to which they were deployed...

- thunderers as an upgrade for the warriors are fantastic!

- there was a discussion about the Thunderfire, there was an opinion expressed that perhaps it should be LV instead of AV. I can see an argument for LV as its not really an armoured vehicle, more a towed AAA piece - similar to the Hydra platform in the Death Korps of Kreig list, which is LV.

- used Tunneller for the first time...first impression is that seems a bit hit & miss. Yes i was a bit unlucky that my Mole happened to pop up near an enemy formation, but with the low strategy rating of the Squats its almost a guarantee that ur opponent will react to the formation before u get a chance to do anything about it...and not even sure using teleporting rule would necessarily make it better...need to rethink tactical use of tunnellers and give them some more games before bedding down a firm opinion...

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Tue Apr 16, 2013 9:16 pm 
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Thanks for the batrep! Tunnelers are best in one of two strategies... A medium to large formation on turn 2 or a small formation going after the blitz.

Any chance you'll be playing against a different army any time soon?

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Apr 17, 2013 4:17 am 
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thanks for the tip re tunnellers :)

i had a large formation of Berserkers (10 units) in a Mole appear near the blitz but the marine armoured formation that was near that location hadnt moved all game so instead of coming up in open space the Mole appeared just outside their ZoC and got pasted - i debused the infantry but the marines had Helios land raiders and he won the strat roll, so i got barraged into oblivion (well not everything died, but most of the formation was dead)

i will try to get a game against a non-marine army in the next couple of weeks, gonna have another game against iron warriors soon as Onyx is their Army Champ so he wants to play test them more as well....in that game i am thinking of using Tarantulas with Scout and increase cost to 200pts for the formation...

with Tarantulas, are ppl running a mix of Lascannons & Heavy Bolters or all the same type of weapon for the unit?

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