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Gargant Bigmob 3.04

 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:21 am 
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Reedar wrote:
Mmmmmmm...........

I've got a game with MoK tomorrow. Was planning on running my OW list, but now tempted to try out an OGBM force instead.....


A battle report, or quick run down of what you both used and what transpired would be really nice if you got some extra time. I'm very knew to playing but i'm close to bribing some friends to play some games soon lol, so excuse my noobness to how things work.

Thx,
Blind-


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:25 am 
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Quote:
So what would you guys recommend i do differently


My Vanilla list is:-

Great Gargant
Gargant
Fightas
Fightas
Loota mob
Loota mob
Supa stompa
Supa stompa

That's 8 activations, and 2800 points which leaves me with a couple of hundred to tinker. Usually to tailor the loota mobs to whatever role I have in mind for them.

With the supas I always take the additional shields upgrade. With so few activations it's crucial to keep things alive to be of some use.
But that's just down to play style I guess. Better players than me choose the more offensive upgrades as they are better at keeping their units alive....


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:29 am 
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Hmm I will ponder this. Do you take no flakwagons because of the fighters?


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:36 am 
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Quote:
Hmm I will ponder this. Do you take no flakwagons because of the fighters?


More because there isn't usually enough points!

Against a force with even half decent air, OBGM will always struggle. Flakwagons aren't good enough to make that much difference.

But then, the whole point of a list like OGBM isn't to be massively balanced and competitive, it's more about having some fun.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sat Mar 24, 2012 5:31 pm 
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So here is the list:
One Mega Gargant
One Great Gargant
1 Supa Stompa (extra Power Field)
2 Loota Warbands (one with Oddboy the other with a Killa Kan)
Drop Rok
3 Fighta Bommers

7 activations

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Mar 25, 2012 2:30 am 
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7 activations - including an immobile drop-rok and another tied up as passengers.

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Mar 25, 2012 3:07 am 
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I probably wouldn't take shields on a unit until I had more supa stompas or gargants in a list, and I still certainly wouldn't take a mega and a great in the same list.

With only six activations on the ground, and one of those immobile, I think this list would struggle.

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Mar 25, 2012 3:07 am 
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i think activation shortages isnt a problem in this or any other titan list. you trade quantity of activations for quality (or atleast resilience) of them

a bigger problem, to me, is the fact that a super stompa has as much firepower in any non-assault situation as a gargant does, for half the price. which means that any weapon other than the gattling or megachoppa is wasted on gargants, because they're clearly better (and much cheaper) on super stompas. (add in the fact that superstompas can come in mobs of 3, and you can do some truly crazy things with BP weapons, like the 18bp MW default kit, or the 24+6d3 regular barrage formation)

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Mar 25, 2012 4:08 am 
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Sorry but activations certainly make a huge difference. Epic is about capturing objectives and out-manoeuvring the enemy, and with too few activations you can't do that.

Supa stompas have other weaknesses, like considerably poorer cc/ff, much lea's resistance to BM's, lack of mob-up when rallying, they're not core, etc.

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Mar 25, 2012 4:33 pm 
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I'm in agreement with E&C here. A wily opponent will spend his first few activations giving you either no targets, or ones that you don't want. Once you've committed your force, he'll be able to finish his remaining activations and attack you at will.

I can appreciate that regardless of what you take in an OGBM list you'll be in this situation, to a greater or lesser degree, but there's nothing to gain from making life harder for yourself!


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Mar 25, 2012 11:36 pm 
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Indeed; the game really depends upon the opponents weaponry, strategy and tactics as the OGBM is pretty much one-dimensional. All they really need to do is lumber forwards and occupy objectives while the opposition must pick the location and timing to attempt to do something about this.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Mar 27, 2012 2:28 pm 
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Ginger wrote:
All they really need to do is lumber forwards and occupy objectives while the opposition must pick the location and timing to attempt to do something about this.


I think there is a bit more to it than that. Whenever I've used my gargants I've lumbered over to engage my opponent, rather than sitting on an objective and trying to shoot him up. Once I've made a mess of his formations I then stagger over to contest/take objectives.

Having said that, in my last game I took Mr Mega Gargant, two Great Gargants and some Fighter Bombers to taste against a Mossinion list. As expected, the extremely low activation count hurt, but it ended in a 2-1 victory. The Mega Gargant wasn't too durable and ended up burning down on turn three, but he did dish out some punishment on the way. Plus he was the main focus from my opponent, so the Great Gargants were allowed to run amok.

I doubt I'd use the Mega Gargant again, except for use in Onyx's awesome Mega Battles, because to me the best thing in the list is a double Gattling Great Gargant. Those things are unstoppable (so far).


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Mar 27, 2012 2:59 pm 
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Many thanks for your thoughts Gorgrim. Any more general thoughts would be appreciated too.


------------

I have been considering the following:

- Drop Mega Gargant to 950 Points
- Allow Mega Gargants to have 4 non-Gargant formations with it, rather than the 3 you get with Gargants/Great Gargants.

How would that make you feel about Mega Gargants going forwards?

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Mar 27, 2012 8:08 pm 
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Quote:
I have been considering the following:

- Drop Mega Gargant to 950 Points
- Allow Mega Gargants to have 4 non-Gargant formations with it, rather than the 3 you get with Gargants/Great Gargants.

How would that make you feel about Mega Gargants going forwards?


950 points - Interesting move. My gut reaction was "No, too cheap for the firepower". But now I'm thinking about it, it might be reasonable. Given it's frailty in the face of a determined foe it could work. Have to say that 1050pts with 5+RA would be my preference though.

Support allocation - think thats a good move. Maybe the way of calcualating it would be 1 support formation per 4 points of DC - does that math work for the others?


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Mar 27, 2012 8:48 pm 
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Evil and Chaos wrote:
I have been considering the following:

- Drop Mega Gargant to 950 Points
- Allow Mega Gargants to have 4 non-Gargant formations with it, rather than the 3 you get with Gargants/Great Gargants.

How would that make you feel about Mega Gargants going forwards?

Hi E&C

How about initially trying it at 1,000 points i.e. 50 points cheaper. 100 points reduction sounds a bit drastic-would it be better to keep change smaller and more incremental.

Still would have option of further decreasing it to 950 points down the line if the initial reduction proves insufficent.

Cheers

James

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