I went through every Squat thread I could find and then compared all the suggestions and complaints against what we have now. The following
should be a comprehensive list of items that could potentially change. It doesn't mean they are all going to change, however. I included some items only because they were concerns of others, not necessarily mine.
The post is long, so be patient, read through it, and discuss as necessary. It is actually seven areas, even though it looks like twenty-five.
#1 Scout Deficiency
#2 Overlord Pricing / arc modifiers
#3 Thunderfire pricing / armament
#4 Cyclops missiles
#5 Robot changes / pricing
#6 Land Train Issues
#7 Tunnelers
#1. Scout deficiency: There are only three real options for scouts at this point: Tarantulas, Iron Hawks, and Berserkers. Please let me know which you see being the better choice.
Berserker Option: 5 Berserkers, 1 Hearthguard + Transport for (175 or 200?). 15cm, 6+ Armor, CC4+, FF5+. Scout.
One concern is pricing. 175 is the same price as before and I was convinced the Berserkers were pretty well priced. Are they going to be too well priced? At 200, are they too expensive? Comparing them to SM Scouts at 150 points, the Berserkers have worse armor, no ranged shot (except from the Hearthguard), and no TSKNF.
Another concern is having a Scout as a Core selection. I’m not sure what to do with that.
Tarantula Option: 5 Tarantulas at (175 or 200?). LV 10cm, Armor 6+, CC5+, FF5+(6+), 2 x AP5+ 30cm or 2 x AT5+ 45cm. Scout. Autonom.
Concerns seem to be centered around them just not fitting properly as ‘scouts’, that they don’t control area like thinking troops would. Also, price would need to be determined. Scout would make them better choices, but were they overpriced to begin with? And are these things Infantry or LV? The big concern with changing them to Infantry is that they would need to be based either with Squat infantry (which I didn’t want to do because of the whole autonom thing) or base them 3 to a stand.
Iron Hawk Option: A suggestion to make the Iron Hawk unit a scout was proposed. I don’t have a problem with it, but would it make the unit worthy of a price bump? You see it is already priced at 25 points. So giving it scout is going to make it an almost guaranteed purchase, but 50 points might be a bit steep. And is there any real benefit to this single unit being a scout? Should there be an Iron Hawk formation?
#2. Overlord Pricing: These were changed to 250 each, with 225 for each additional. The question remains though if this price change was enough to balance the Overlords. It was also suggested that the stats be simplified to show three battlecannons with a left arc and three with a right arc. It will make getting a firing solution
slightly more difficult for all six battlecannons because you could only bring all six guns to bear on the target if it was pointed dead on, but I am fine with that. It would be more realistic and the only noticeable effect will be for sustain fire orders.
#3. Thunderfire Pricing and Armament: Currently the stats are at 0cm move, AV, 5+ Armor, CC - , FF6+, 60cm AA4+, 75cm AP3+/AT3+ Twin Battlecannon. Two for 100 points.
Concerns: The unit was designed around the WYSIWYG concept with 2 Battlecannons (twinned) and one AA gun. I personally have not seen an abuse of these units, but given some of the feedback I recently got, I promised I would post the concerns.
So, are the Thunderfires too good? Too inexpensive? Both? Neither? One player commented “Man, I would take about six formations of those and place them everywhere!”
Unless there is a really good reason, I would like to stay with the two battlecannons because that is what they were armed with originally. But should they be un-twinned (changed to 2 x AP4+/AT4+)? And what of the AA shot? Should they be changed to 45cm? Should they be LV status? Should the price be upped to 125 or even 150?
These are all concerns that were generated by only a few players, but their opinions could easily be representative of a larger concern. So, is anyone else seeing the Thunderfires as abusive? Changing the AA range might seem reasonable, but then again there is a law of unintended consequences. By reducing the range, players will be tempted to field
more Thunderfires. It already feels like an obligatory formation to take (often two of them), so what to do?
#4. Cyclops Missiles: Are the Cyclops missiles superfluous? Right now they are 90cm 6 x 1BP each (one-shots), indirect fire. A suggestion has been made to have them changed to AT shots (AT2+ or AT3+) and losing the indirect fire. Finally, I am considering lowering it from 5 shields to 4 shields.
I’m not keen on losing the indirect fire only because these are
missiles mounted on a 45 degree angle. Clearly the design was to have them fire indirect. But the thought process of making the Cyclops more of a WE hunter is a decent enough suggestion to warrant further discussion. Personally, I like the Cyclops, but I will admit the missiles have had negligible impact on my games. Is the Cyclops too inexpensive as is? Currently it is 475 and I have committed to sending it to the 500 point mark. Will that do?
#5. Robot Changes: I am changing them from LVs to AV Walkers. With the price at 225, however, does the Robot formation look any more attractive compared to the Bikers Guild at the same price? Do we need to lower the price on the Robots to 200, even with the AV walker status? Do they need a price bump to 250 or 275? Once again, take a look at the other 225 point formations (Bikes and Thudd Guns) and honestly ask yourself if you think the AV Robots are better, worse, or similar in value.
#6. Land Train issues: After reviewing the cars, I agree that there is a problem with the prices and/or armament on the Mortar Battle Car (currently 75 points) and Bomb Battle Car (currently 100 points).
The Rad Bomb is a one-shot 4BP disrupt weapon for 100 points, but Tim is correct that few people will bring it because the Doomsday Cannon (MW) fired with the Rad Bomb will cancel out both special rules and leave you with a 7BP regular shot. Now that is a decent BP load, but not for 100 points and not for 1 shot.
Suggestion #1: 1BP MW. Remove the one-shot (there could be other bombs in the car). It ends up being a BP boost to the doomsday cannon that will increase it to 4BP, adding that well desired extra template. Price? 50-75 points?
Suggestion #2: 4BP MW One-shot. Would that be worth 100pts? More? Less?
I’m taking other suggestions.
Mortar Battle Cannon is currently armed with 45cm 2BP Indirect Fire, Ignore Cover, Slow-Firing. It was modeled off the armament for the Imperial Guard Bombard.
Suggestion #1: Remain as it is, but with a price drop to 50 points.
Suggestion #2: Model it from the Imperial Guard Griffon instead. Heavy Mortar 30cm 1BP Indirect Fire. Heck, it can even come with a Heavy Bolter as well (30cm AP5+). What would this thing be worth? 50 points? 25 points?
Suggestion #3: Something new. This is always a last resort for me, but I can see why this car would need to be changed. Some sort of 2BP 45cm Indirect Fire, allow it to fire every turn. What would such a car be worth? 100 points? Imagine a Train with 6 of these cars (12BP, not including the Doomsday Cannon). That would be a 800 point Land Train, 8DC, 6 shields, firing a maximum of 15BP 90cm, plus 2 Battlecannons. At 75 points this would be 650 points.
#7. Tunneler issues: While I acknowledge there is something to be done here, the discussion on this has been minimal with no clear path to take. That means a 1.4 list would come out with the full understanding that a 1.5 list with Tunneler issues addressed would be a guarantee. Hopefully people will begin discussing this in earnest.
Other small clean-up itemsRhinos: Will change the transport to reflect that it can move 1 Mole Mortar. It won’t affect this list but it could affect other Squat lists.
Guildmaster: As he is remaining a LV, I will remove the ‘mounted’ description.
Land Train Car Allowance: It should be 2-6 cars.