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Epic UK Update - Codex Squats

 Post subject: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 9:39 am 
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Epic UKs new Codex for our tournaments is now on the website http://epic-uk.co.uk/wp/army-lists/

Thanks to everybody who has tested, provided photos and helped with this list both within Epic UK and on Taccoms.

The Codex will be legal for Epic UK tournaments starting at the Winter Warmer in January

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 10:35 am 
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200pts for 6BP Disrupt that can hit anywhere on the board... nice! not :)

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 11:05 am 
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Great work!

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 11:10 am 
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Nice one! Expect to see these guys at a tourney soon ;)

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 11:18 am 
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Thanks epic uk. A note from us London play testers. We found the epic uk team really open to constructive dialogue about the list. They're definitely up for people engaging with the list design process and I'd recommend supporting them as they develop new lists. I think the end result is a good one

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 11:20 am 
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Onyx wrote:
200pts for 6BP Disrupt that can hit anywhere on the board... nice! not :)

combined with free teleporting(ish) base formations with built in inspiring as well :spin

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 11:32 am 
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Apocolocyntosis wrote:
Onyx wrote:
200pts for 6BP Disrupt that can hit anywhere on the board... nice! not :)

combined with free teleporting(ish) base formations with built in inspiring as well :spin

Try it. I find it very frustrating using tunnellers and Mole Mortars have had only limited affect in my games. However I know as soon as I face them in a tournament they will suddenly become the best things ever...

For the support artillery the Thudd Guns are still the most effective that I have used.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 1:36 pm 
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Just a question, mainly for clarification: there's no Squat exception to the war engine transport rules (section 3.1.3)?

Specifically the Leviathan can transport other formations (as long as they fit inside), but it is its own formation.

I suppose my question is, the Leviathan has been deliberately left off the Squat Transport box of possible 'plus transport' options?. Meaning we can't emulate Krieg+Gorgon style formations.


(There aren't many lists that have independent war engine transports - that aren't flyers/support-craft. Typically the war engine is a formation upgrade.)
(I mention this as, for example from the Chaos SM Death Guard list having to add Plague Towers as formation upgrades makes them less viable - hurts your activation count. Whereas this list seems to emphases independent transport formations... with special rules such that the bigger tunnellers become their own formations after transport. Doing some fun things with activation counts).


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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 1:47 pm 
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WOW at last!!!

Thank you guys!

Ooops, can't field Trikes anymore since I have no Bikers...

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Last edited by lord-bruno on Thu Nov 19, 2015 2:32 pm, edited 1 time in total.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 1:56 pm 
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How does the land train's DC and void shield system work exactly? I get that it starts with 4-6 DC and 2-4 shields, but the number of cars can reduce over the course of the game due to critical hits. I assume that this means the "starting" damage capacity and void shields is what changes (which affects break point, max units in base contact etc) rather than the number of cars being directly linked to the remaining DC, but do those points of damage and shields also come off its current tally? i.e. when you take away a void shield, do you remove "downed" ones first?

For example, a train with 3 cars starts the game with 5 DC and 3 shields. It loses 1 shield to shooting and then is assaulted. It loses 1 DC in close combat, which is a critical. How many DC does it have, and how many shields?
A: 4 of 4 DC remaining, 2 of 2 shields remaining
B: 3 of 4 DC remaining, 1 of 2 shields remaining (the car is taken to represent an "intact" DC and shield)

Edited because I can't count.

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Last edited by Kyrt on Thu Nov 19, 2015 4:20 pm, edited 1 time in total.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 1:59 pm 
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Yes, it was deliberately left off.

There were difficulties in pricing a Leviathan as a 'plus transport' option, along with the existing 1/3 WE and Overlords already in the list and it was decided to simplify the choices at this present time.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 2:11 pm 
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Kyrt wrote:
How does the land train's DC and void shield system work exactly? I get that it starts with 4-6 DC and 2-4 shields, but the number of cars can reduce over the course of the game due to critical hits. I assume that this means the "starting" damage capacity and void shields is what changes (which affects break point, max units in base contact etc) rather than the number of cars being directly linked to the remaining DC, but do those points of damage and shields also come off its current tally? i.e. when you take away a void shield, do you remove "downed" ones first?

For example, a train with 3 cars starts the game with 5 DC and 3 shields. It loses 1 shield to shooting and then is assaulted. It loses 2 DC in close combat, one of which is a critical. How many DC does it have, and how many shields?
A: 4 of 4 DC remaining, 2 of 2 shields remaining
B: 3 of 4 DC remaining, 1 of 2 shields remaining (the car is taken to represent an "intact" DC and shield)

Yes the DC and maximum number of shields does drop.

The answer to your question is 3 of 4 DC left and 2 of 2 shields remain.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 5:55 pm 
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Awesome! where can we find some battle reports using this list? I'd love to see some games with it being played.

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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 6:18 pm 
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Thanks for getting this list out - i'll have to give it a spin.
I like the updates to tunnellers and thunderfires and generally making the list simpler with all the other minor changes (though i wish the +1 to rally part of Stubborn was still there... :) ).

Have to say, I agree with Onyx that 6BP disrupt for 200pts seems pretty powerful (especially when i can garrison them in cover). Between Mole Mortars, Thudd guns and Robots, I can see myself taking lots of cheap Heavy Support formations.


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 Post subject: Re: Epic UK Update - Codex Squats
PostPosted: Thu Nov 19, 2015 8:52 pm 
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You can indeed garrison the mortars in cover, but that point (being 60cm from several good targets) leaves you potentially open to a turn one assault from fast units or aerial assault outside of AA cover
There's barely a unit in the game that can't beat these guys in an assault.

They are a good unit but are pretty much free VP to your opponent after doing 1-2 shots max unless your willing to take risks and screen/support them.

I've found them more effective personally as a unit that holds back and can provide extra shooting/hold an objective once your opponent has moved in to (inevitably) take advantage of their assault superiority.

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