ortron wrote:
As an example, 3 Gorgons and 30 stands assault an enemy formation. Assuming the DKOK player can arrange it such that the gorgons are the 3 closes to enemy forces even after counter charges etc, then:
Just fyi, the 30 stand 3 gorgon option of the old list was removed from this one, and a 3rd gorgon can't be taken in the revised list.
Regarding the maths, in an ideal world every model in the unit would get to Fire Fight, all enemies would be in assault range, gorgons would always be at the front, and all hits would be taken on reinforced armour. In reality, this snippet from a recent game is more reflective of what the unit looks like on the charge; the unit is usually too large for everyone to get in range, the 2nd gorgon doesn't make it to the front unless the opponent was really accommodating, and some hits go on men and some on the vehicle.
Quote:
DK: The Death Korps launch an assault! Some of the men started outside their gorgons and are left behind, but a massive wave of men and machines still crashes upon the Tau.

The Death Korps fire 16 firefight attacks, scoring 4 hits and killing 2 Tau. The tau kill 3 Krieg in return, leading to a drawn combat as the DK outnumber the enemy and have an inspiring Commissar, but had entered combat carrying blast markers. The sides roll dice to decide the outcome of the drawn battle.
That doesn't mean they aren't good at their assaults; they have only 1 job and they are great at it. It does mean the unit's performance is less likely to match their ideal mathhammer outcome than many smaller, faster ones.
Quote:
I think a change of the critical to "destroyed, all units inside 5cm takes hit on 6+" would be the easiest. Then there would be a viable tactic to employ against the DKoK for everyone else. Also it would give them a drawback when taking gorgon upgrades (and no, limited shooting capabilities is not enough of a drawback in a assault orientated game).
Thanks for the suggestion, it's been made in the past but I honestly believe it would have a far worse affect on the performance of this unit than the usual 'Crit=Destroyed' result. The reason for that is the gorgons are infantry carriers that actually carry infantry in order to function, so this would be a "Crit=Destroyed Warengine + 10 infantry stands + hits on units within 5cm".
The drawback you are after still exists without it needing a crit to trigger it however. As one of the few units in the game that actually carries its infantry inside it, the formation has an almost unique vulnerability to antitank and lance, and especially to TK.
Snippet from the same game:
Quote:
VT: The Tau activate two massive Tigershark AX1-0 aircraft, which scream in low and hit the furthest Gorgon from the DKOK's defensive Anti Aircraft guns. The titan killing firepower of these aircraft destroy not only a Gorgon, but also 8 stands of infantry inside it, placing a total of 12 Blast Markers on the formation at a stroke!

So it is still possible for a general with ranged anti-tank to usually large amounts of casualties, but I think the revision's crit is sufficient: "Critical = The Gorgon is Immobilised and D6 infantry inside the Gorgon take a hit. Further Criticals destroy the Gorgon."