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Epic UK Update - Codex Squats

 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Fri Nov 20, 2015 5:53 pm 
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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Fri Nov 20, 2015 5:54 pm 
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Quote:
but the support craft rule without void shields...

yeah overlords are nice targets, but the opponent is probably going to have a lot of other things to worry about with their first activations as well, they can't kill everything in the first 2 activations :spin

looking foward to trying the list at some point

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Fri Nov 20, 2015 9:21 pm 
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New codex = more miniatures for the miniature god!

*This thread is great news and thanks to everybody for all the work.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Fri Nov 20, 2015 11:50 pm 
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beelzemetz wrote:
Me, I like your approach of keeping it simple very much.
What´s the reasoning of introducing Tunneler to the Squat list, but replacing it in the Tyranid list with Teleport?

Mostly because at the time we were doing the Tyranid list we were not sure we wanted to introduce the tunnelling rules. Also Tyranids can't always wait until the later game turns for their disruption elements to hit the enemy.

Squats with their specific tunneller models just seemed the best and most characterful place to have the rule.


Last edited by yme-loc on Sat Nov 21, 2015 12:09 am, edited 2 times in total.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sat Nov 21, 2015 12:51 am 
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Aren't overlords DC4? So even a shadowsword would need 2+, 2+, 5+ to break one which is less than 1/4.

I gave up trying to kill one after wasting a ton of activations trying when I faced Steve's squats in the London tourney earlier in the year :)

I think this squat list has lots of nice units in it, very few bad choices now. I envy it a bit as a tau player!

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sat Nov 21, 2015 1:02 am 
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Kyrt, to be fair I think you're dice betrayed you against my overlord, if memory serves, didn't you fail turn 2 and 3 initiative and miss a tonne of shots?

Overlords are dc3 so shadowswords should at least break them if they get a shot off (2+, 2+, 3+) but with judicious use of terrain and cowering, can usually last a couple of turns against them.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sat Nov 21, 2015 6:12 am 
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Roadkill Zombie wrote:
Onyx wrote:
Roadkill Zombie wrote:
If everything in the squat list is weak, whats the point in playing the squat list?

Please stick to what is actually commented on and it's best not to try and put words into other peoples mouths.
There are a small number of units in the Squat list that, if directly ported over from previous versions of the game, are overpowered.
Note I say a small number not everything in the squat list.

Hopefully, you'll get to play some Epic Armageddon games soon (you did mention that you new to EA) and then you can comment from experience.
I've played dozens of games against Squats and I've played many dozens of games using Disrupt artillery. That doesn't make me right but it does mean I understand the situation.



While it is true that I am fairly new to the game I was sticking to what is being commented on. Over many threads now you have been talking about how broken Mole Mortars are when they have disrupt. In one of those threads you even made the comment that squats used to have everything and the kitchen sink and you said that it was notoriously hard to balance and that it was not fun to play against. Then you went on to say that squat players will just have to realize that the squats will have to be toned down from previous incarnations if they ever hope to see approval.

So I asked you what is the point of playing squats if everything is so weak? Your opinion on Mole Mortars being just one in a long line of units you think needs toning down. I think that is pretty on topic here as my comment is about mole mortars as well.

The simple and undeniable truth of my statements is the time it has taken to get a NetEA balanced Squat list.
It's still not balanced/approved. My point is valid. You will have to accept that.

Back onto the UK list.
I am really pleased to see some of the toning down in the Uk list. Removal of the spotter rule, reduction in the Doomsday range etc.
Unfortunately, there are still issues such as the Mole Mortars, issues with the Overlord etc that cause this list to raise the bar on power creep.

It also seems that some players don't fully understand the Support Craft rule. A Support Craft is not always visible from any part of the board (as planes are). Support Craft still follow the rules for Skimmers so if a Support Craft is nearer to any intervening terrain than the firing unit, it is not visible (something thst should be fairly easy to set up in deployment).

One odd situation I've wondered about is how mole mortars attack Support Craft... :D ;)
Don't worry, not a serious question ;D

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sat Nov 21, 2015 12:30 pm 
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Great to see the Squat list! They're one of the few epic armies I don't have but I look forward to playing against them :)

I guess time will tell as to the effectiveness of the controversial mole mortars by a year or two, or whenever they get around to updating the list. I remember people here posted up internal balance complaints on the Epic-UK tyranid list (infantry too good, vehicle formations too weak, weak titans) and when they updated that list recently those issues were mainly addressed.


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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sat Nov 21, 2015 11:16 pm 
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One thing to consider of course is that it's not set in stone forever, so if mole mortar heavy squat armies start dominating the scene then they'll get hit with the nerf bat and re-balanced. However, my initial thoughts are that while on paper it looks good it's actually a red herring - personally I'd be more worried by berserker spam (it's nice to see the points on those units go up btw, and same applies to thunderfires). Time will tell though, but while I think they're an interesting and flavourable list, Biel tan they are not.

Good work though chaps, looking forward to seeing them on the table next year :)


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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sat Nov 21, 2015 11:40 pm 
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StevekCole wrote:
Kyrt, to be fair I think you're dice betrayed you against my overlord, if memory serves, didn't you fail turn 2 and 3 initiative and miss a tonne of shots?

Overlords are dc3 so shadowswords should at least break them if they get a shot off (2+, 2+, 3+) but with judicious use of terrain and cowering, can usually last a couple of turns against them.

Oh that game isn't at all useful as a reflection of the list for lots of reasons and I don't mean to imply so. Aside from the fact the game itself started badly and went downhill I mean, - it was minigeddon for one, and I had a dumb list.

Also I get the feeling squats might be a tough one for tau in general, depending on what you take of course, but not too extreme.

I look at the squat list and don't so much see broken units, as just lots of decent units. I like the cyclops - that looks a bit good if one dimensional (does it really need an extra attack to take it to 6x4+?), and the berserkers look a great cheap core formation to unlock 3 support slots. Plenty of lists have lots of nice options though and you have to see how they play together before you can gauge it.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sun Nov 22, 2015 12:14 am 
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Re: Mole Mortars

1. They can make a crap player playing defensively get a draw against a better player
2. They can frustrate a better player trying to turn a draw into a win against a weaker player

Summed up they can help anyone draw but make it harder to get a big win. Assaults generally win games at the top level, not overwatch. As previously discussed they don't like assaulting units that suddenly appear.

Liking the boost to bog standard Warrior formations - that's a chunky unit to beat in assaults and break! Sometimes the least exciting changes can be amongst the most effective....

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Sun Nov 22, 2015 1:16 pm 
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I really don't think they'll even have that much impact. 2 units can get you a land train with change, and that badboy is going to have a lot more impact in the game on the whole than some rather fragile disrupt templates. Their main effect as i see it is potentially causing a player to be more discerning with placing their objectives (i.e. not up the board near ruins), but then there's already plenty of things in the game that has that effect, such as Eldar webways.

Rob - if you're interested let's do a test game with them and see how they get on. Practical testing beats theoryhammer any day of the week :)

I'd agree on the warriors though, i think they should be a pretty decent unit now. I generally consider a list's overall capability can be gauged by it's core formations - if they're solid and reasonably priced that's where the core strength of the list comes from, not the extra frills. Also, as you pointed out on the assaults front, you have an issue with mole mortars in the fact that if you leave them with LOS (as they need it to effectively overwatch opponents before they're in B2B) they can be shot by stuff (warhounds being a prime example) to strip them off the board, and if you stick them behind (or greater than 10cm into cover) the unit will take hits itself from activating it's overwatch thanks to the templates. A really horrid player would probably even engineer it so that you take more hits than they do...


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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 26, 2015 1:14 am 
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Steve54 wrote:
Even 6BP is still only hitting on 5s against vehicles and troops in cover
L

+1 if you sustain of course...


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