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The Squats: Reloaded

 Post subject: The Squats: Reloaded
PostPosted: Sat Feb 07, 2009 11:51 pm 
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hmmm. intriguing. I'm not sure how useful the iron hawk would be due to formation coherancy.
I suppose popping up would improve it's line of sight though

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 Post subject: The Squats: Reloaded
PostPosted: Tue Feb 10, 2009 2:13 pm 
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Hi Curis,

thanks a lot for your report.  :))

On the Squat list, can't really find any glaring faults. It's on a par with an IG list, very tough, very numerous and packing heavy firepower. The style difference is the Squats are slightly more mobile and slightly more armoured, where the IG are less armoured but have more long-range and indirect firepower.


Well, that's good to hear.  :)

Hearthguard take up two slots in a transport.  Warlords and Living Ancestors also seem to have the bulky Exo-armour represented by their 4+ reinforced thick rear armour.  Should they take up two slots in a transport too?

For this game I assumed they did, and bought an extra Rhino for my Warrior Brotherhood.

Well, I must admit that the question never came up before. I'd have said they only take up one slot, though, mainly because the Leviathan transport capacity is 16, i.e. 2 full Brotherhoods. If Warlords and Living Ancestors were to take up 2 slots each, it would become impossible for a Leviathan to carry 2 Brotherhoods.

Just consider that the Warlord or Living Ancestor is the only one wearing an exo-armour, its bodyguards are just wearing some kind of "artifact" armour or using forcefields (hence the RA).

Thunderfires

50 points for a 10cm 2x AA 6+?  Considering you can take so few of them in an army (only one in a Grand Battery, one in a Goliath Battery or  trio in  a Thunderfire Battery) it means Squats have quite poor AA protection.  Especially if you don't want to spend your precious war engine allocation on Overlords.

As you pointed out, air inferiority should be a weakness for the Squats, and I realize that Thunderfires are inefficient. I think they're on the same level as the AA guns from the Baran Siegemasters army list, though. 2xAA6+ is equivalent to 1xAA5+, even better with the (small) chance of scoring 2 hits. And they're cheap. For 100 points you can have 6xAA6+ shots, not too bad IMO.

Colossus

I really like the rules for the Iron Hawk not taking blast markers.  Good work.

Thanks. I was afraid people would try killing the Iron Hawk just to add 2BMs on the Colossus.

It seems you used the 3.2 version (with the Grand Battery in support instead of core formations). It is the latest version, I just forgot to mention the update here (use the link on the first page).

Thanks again for the report and comments, please keep them coming (please post your batrep in the appropriate section, though, it will make things easier for further discussion).  :))

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 Post subject: The Squats: Reloaded
PostPosted: Mon Feb 23, 2009 3:14 pm 
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New version of the list. It appears I was a bit optimistic in naming it "final version", so now it's just v3.4.  :laugh:

List available HERE.

Changes made:

SPECIAL RULES

- New version of the "Obstinate" rule : less random and not as potentially strong as the previous rule. Funny thing: after I came up with the "+1BM for breaking", Flogus pointed out that the Elysian list has a similar rule. Great minds think alike, it seems.  :))

ARMY LIST

- Only 2 Support formations per Core formation in the army (instead of 3).
- All 3 units choices for the Grand Battery now cost 150 points.
- The AA Battery now costs 150 points.
- The Warlord and Living Ancestor now cost 100 and 75 points (respectively) and are now longer mutually exclusive. 0-1 Warlord per army but it is now possible to have 1 Living Ancestor per Warrior Brotherhood.

UNITS

- Warlord gets Supreme Commander.
- Living Ancestor loses Supreme Commander and its MW CC attack, but remains Inspiring.
- The Mole Mortar is no longer a 1BP weapon, but an AP5+/AT5+ weapon with Ignore Cover and Indirect Fire.
- Thunderers reduced to FF4+.
- The Leviathan, Colossus and Cyclops all lose 1 Void Shield.

Hopefully this list is more balanced and still pleasant to play with and against. Comments welcome as usual.  :))


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 Post subject: The Squats: Reloaded
PostPosted: Sun Mar 08, 2009 10:38 pm 
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Question about the Land Train

It reads

"The land train must Choose(and only one) of the following Options: 2 Additional Battlecannons, 1, Siege Mortar, 1 Firethrower, or 1 rad bomb"

So does that mean it can have one Car attached (2 if you go with the Battlecannons) or does that mean you can choose 1 of each, no duplicates (which makes more sense considering the point cost)

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 Post subject: The Squats: Reloaded
PostPosted: Sun Mar 08, 2009 10:53 pm 
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It means 1 Locomotive + 3 Gun Wagons + 1 additional wagon (may be 1 more Gun Wagon, or 1 Mortar Wagon, or 1 Dragoon Wagon, or 1 Bomb Wagon)

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 Post subject: The Squats: Reloaded
PostPosted: Mon Mar 09, 2009 12:49 am 
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Quote: (Flogus @ 08 Mar. 2009, 21:53 )

It means 1 Locomotive + 3 Gun Wagons + 1 additional wagon (may be 1 more Gun Wagon, or 1 Mortar Wagon, or 1 Dragoon Wagon, or 1 Bomb Wagon)

What is the reason for the land train being as limited in it's selection as it is?

Is it power, points value, or something else?

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 Post subject: The Squats: Reloaded
PostPosted: Mon Mar 09, 2009 8:45 am 
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Quote: (bmans5 @ 08 Mar. 2009, 21:38 )

Question about the Land Train

It reads

"The land train must Choose(and only one) of the following Options: 2 Additional Battlecannons, 1, Siege Mortar, 1 Firethrower, or 1 rad bomb"

So does that mean it can have one Car attached (2 if you go with the Battlecannons) or does that mean you can choose 1 of each, no duplicates (which makes more sense considering the point cost)

It means the Land Train is always composed of:

1 Engine (1 Doomsday Cannon, 2 battlecannons)
3 "regular" Battlecars (3x2 battlecannons)
+
1 option: either 1 regular Battlecar (+2 battlecannons) OR 1 Mortar Battlecar (+1 Siege Mortar) OR 1 Dragon Battlecar (+1 Firethrower) OR 1 Bomb Battlecar (+1 Rad Bomb)

... for a total of 1 Engine and 4 Battlecars.


What is the reason for the land train being as limited in it's selection as it is?

Is it power, points value, or something else?


It's for simplicity's sake, mainly. There used to be a Land Train with all sorts of options, with each individual car adding DCs and Shields, with special rules for firing/moving/being shot at, etc.

At first I thought it was important to have a fully customizable LT but in the end, it raised too many questions, even from people who were familiar with the list. It was also too difficult to balance properly, so I decided to give it one "fixed" profile with a few options to represent the less common battlecars. It is now the Squat equivalent of a Warlord (in terms of cost and power).

While I understand it may seem too restrictive, it's on the same level as what's been done with Titans and Gargants. I know not everybody will agree, but I think it's much simpler and much better that way.





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 Post subject: The Squats: Reloaded
PostPosted: Mon Mar 09, 2009 1:02 pm 
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On the landtrain is there some sort of modelling or usage code that you use for which battlecars are being used as I'm sure I'm not alone in having a landtrain with a mix of cars that represent the 1 of only versions.

I'm guessing tell the opponent or the last car is the special one.

I'm still undecided on which list to use (this or Demiurg) but I quite like what I've seen.


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 Post subject: The Squats: Reloaded
PostPosted: Mon Mar 09, 2009 2:01 pm 
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Quote: (arkturas @ 09 Mar. 2009, 12:02 )

On the landtrain is there some sort of modelling or usage code that you use for which battlecars are being used as I'm sure I'm not alone in having a landtrain with a mix of cars that represent the 1 of only versions.

This was also one of the reasons for a fixed profile: you don't really have to worry about model availability. You don't even have to tell yout opponent which car is which, as they're not individualized, they're all "abstracted" in the profile. It's also OK if you only have 2-3 cars.

Theoretically, you could even use/scratchbuild a Land Train that looks more like a huge mobile fortress brimming with guns (something akin to the Capitol Imperialis, for example) than a "proper" train. Think of it as a Titan with weapons options.





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 Post subject: The Squats: Reloaded
PostPosted: Tue Mar 10, 2009 10:40 am 
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Just tried the 4K game with SM.
2 x Warrior Brotherhood
2 x Berserker Brotherhood
2 x Grand Battery
2 x Bikers Guild
Iron Eagle Squadron
Thunderer Battery
Leviathan
Overlord Squadron
Colossus

Overall Hojyn did a good job, his army list is well developed and here are some opinions from us.

1) All inf unit are OK, except we dont have any commander at all.
2) The SHT with DC4 and Shield2 both me and my opponent are considered that are balanced except Leviathan is a little bit cheap.
3) Our AA gun (Thunderfire) is a little bit weak compare with others army like hydra or hunter. However I do agree your points of view, Air assault should be squat weakness.
4) Stubborn special rules are a little weak. I do like the concept about extra counter to break. However, just 1 extra counter seems not enough, for the whole game I played, it only happened 1 time that the extra counter do help. Also I think I am not able to rally my army at all. What do you think if the stubborn also can ignore "the enemy units within 30cm" that -1 modifier ?

I didnt try land train or Mega Cannon yet. But I agree that treat the land train as a titan with weapon option and use free planetfall as the tunneling rules, it can minimize the complaint from your opponent.


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 Post subject: The Squats: Reloaded
PostPosted: Tue Mar 10, 2009 4:13 pm 
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Quote: (bern @ 10 Mar. 2009, 09:40 )

Just tried the 4K game with SM.
2 x Warrior Brotherhood
2 x Berserker Brotherhood
2 x Grand Battery
2 x Bikers Guild
Iron Eagle Squadron
Thunderer Battery
Leviathan
Overlord Squadron
Colossus

Overall Hojyn did a good job, his army list is well developed and here are some opinions from us.

Thanks for the comments, Bern.  :))


1) All inf unit are OK, except we dont have any commander at all.


Is this really a problem? Should Squats have a wide access to Commanders and thus be able to do combined assaults?

This doesn't "feel" right for Berserkers, because they are... well, berserk, so IMO they don't listen to orders much. They just want a good fight.

It doesn't feel right for Warriors either, because they're not really assault troops. And if you really need a Commander, you can take a Warlord.  :;):

2) The SHT with DC4 and Shield2 both me and my opponent are considered that are balanced except Leviathan is a little bit cheap.

Well, if you take a Leviathan for tranpsort, you're taking a risk by putting many eggs in one big basket. And if you just use it for it Doomsday Cannon, you're paying for transport space you're not using.

Do you think it's too cheap because of the Doomsday Cannon? Sure, a 120cm, 3PB MW weapon is powerful, but the Leviathan is slow, relatively fragile and its other weapons are far from overpowering. 350 pts feels about right, but I may be wrong of course.

3) Our AA gun (Thunderfire) is a little bit weak compare with others army like hydra or hunter. However I do agree your points of view, Air assault should be squat weakness.

Well yes, let them have a weakness.  :laugh:

What did you think of the Overlord Squadron? Was it any use during the game? The AA guns have a 45cm range, by the way, I just noticed there's a mistake in the Overlord's datasheet (the summary sheet is OK, though).

4) Stubborn special rules are a little weak. I do like the concept about extra counter to break. However, just 1 extra counter seems not enough, for the whole game I played, it only happened 1 time that the extra counter do help. Also I think I am not able to rally my army at all. What do you think if the stubborn also can ignore "the enemy units within 30cm" that -1 modifier ?

This has been suggested on the epic_fr forum. I'm not against the idea, but I'd rather have special rules that are a little weak than too strong.

Out of curiosity, who won the game? And what was your opponent playing?





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 Post subject: The Squats: Reloaded
PostPosted: Tue Mar 10, 2009 5:46 pm 
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Out of curiosity, who won the game? And what was your opponent playing?

My opponent playing his space marine army
I lost the game because I forget his thunderhawk and moved my units out of the main objective. Otherwise I will hv advantage on Turn 4.

Is this really a problem? Should Squats have a wide access to Commanders and thus be able to do combined assaults?

This doesn't "feel" right for Berserkers, because they are... well, berserk, so IMO they don't listen to orders much. They just want a good fight.

It doesn't feel right for Warriors either, because they're not really assault troops. And if you really need a Commander, you can take a Warlord.
Actually, thats not a problem and I do forget that Superme Commander are also commander.

Well, if you take a Leviathan for tranpsort, you're taking a risk by putting many eggs in one big basket. And if you just use it for it Doomsday Cannon, you're paying for transport space you're not using.

Do you think it's too cheap because of the Doomsday Cannon? Sure, a 120cm, 3PB MW weapon is powerful, but the Leviathan is slow, relatively fragile and its other weapons are far from overpowering. 350 pts feels about right, but I may be wrong of course.
I just treat Leviathan as anti-tank weapon, the transport is just a bouns to me. Ofcoz its far from overpowering, but I just think its cheap. With 350 points I can have a super tank with 3BP MW weapon and 6 AT4+ attack.


What did you think of the Overlord Squadron? Was it any use during the game? The AA guns have a 45cm range, by the way, I just noticed there's a mistake in the Overlord's datasheet (the summary sheet is OK, though).
Overlord is nice, but before I just think the AA gun only have 30cm, So my opponent just keep avoiding them. So its a good news for me that they have 45cm range.

This has been suggested on the epic_fr forum. I'm not against the idea, but I'd rather have special rules that are a little weak than too strong.

Yes, but I think I need try few more time on the list to see whether the special rules is a little bit weak or just USELESS hahaaa.
BTW I will try land train / Cyclops and the mega cannon next week. Please wish my opponent is luck, as they will need it ^^.





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 Post subject: The Squats: Reloaded
PostPosted: Mon Jun 01, 2009 12:08 pm 
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Hi Hojyn,

I've been enjoying using your Squat list these last few weeks.  I've got a few comments:

1.  Robots are listed as infantry, but have the Walker special rule.  Should they be armoured vehicle, light vehicles, or infantry (in which case they shouldn't have the Walker special rule)?

2.  The Tarantula is mounted, but the Mole Mortars and Thudd Guns aren't.  Should they all be mounted as they're artillery pieces?  Or is it intentional?

My version's dated 23/02/09.  Is there a later version?  Your link on the front page doesn't have your files there any more.

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 Post subject: The Squats: Reloaded
PostPosted: Tue Jun 02, 2009 10:01 pm 
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Ahhh, I assume you've taken the list down as now Kharhadrim's Stronghold has been rolled up into COMPENDIUM 2.0_EN.pdf.

Still got the infantry/walker robots though, and Tarantulas as mounted and not the Thudd Guns and Mole Mortars.

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