mordoten wrote:
Thanks! The gargant only recieves 1 fire regardless of the number of moves it does though. But i'll use that wording with some modification!
Oh. I thought the multiple fires for further moves was actually a pretty good balancing mechanism for eg: the +15cm speed on a March (for a distant Blitzgrab or similar).
This is the list Tim and I theorised about after our game:
GREAT GARGANT [800]
Gatling Kannon, Mekboy Big Boss, (Kustom) Flakka Dakka, Ripper Fist, Mega Lobba, (Kustom) Power Fields
GARGANT [575]
2 Gatling Kannon, Ripper Fist, (Kustom) Power Fields
GARGANT [575]
2 Gatling Kannon, Ripper Fist, (Kustom) Power Fields
SUPA STOMPA [300]
2 Soopagun, (Kustom) Power Fields, Mega Choppa
SUPA STOMPA [300]
2 Soopagun, (Kustom) Power Fields, Mega Choppa
KILLA KANZ MOB (NORMAL) [150]
6 Killa Kan
KILLA KANZ MOB (NORMAL) [150]
6 Killa Kan
FIGHTA-BOMMERS [150]
3 Fighta-Bommers
---
The Gargants are all cheaper than normal (so we can squeeze extra activations in), all the WE's have extra power fields (so shooting is less likely to damage them before they reach Engagements), and there are (theoretically) too many WE targets to stop as they rush into Engagement range (using their 20cm charge moves to get into CC when they do).
The Gargants and Supa-Stompas move into Engagement range for the next turn if broken (which is easier than normal due to their 20cm charge speed) and use their bonus plus the re-roll to rally in the end phase. The Kans are there to hang about on objectives and act as stalling activations on turn 1.
This is the basic tactic Tim used on me with his less-optimised list and I couldn't kill things fast enough even with a turn 1 mistake by Tim that left a Gargant 2mm within Gatling Reaver (Field Stripper) and retaining Plasma Warlord (Hull Melter) range. I suspect my standard all-comers Guard, Marine or Ork lists would be in serious trouble facing this style of list.
Can't draw a million conclusions from one game of course.