Hey Mosc, how is the list progressing?
I'm about to do a model swap with Sethanon and therefore will soon have a squat force of my own. I've played against it a few times in the last 12 months and also in previous versions of the epic game. Reading through the 1.5 list I have a few questions, some are raised earlier but can't tell if you've made a decision or in what direction you want us to go?
Finally before I get onto that, is this considered Developmental? I want to take it to Dobbsy's tournament in June so a confirmation of status would be great
Stats: Goliath Mega Mega Cannon - Stats are still missing
Rapier - The range drop to 30cm makes this a difficult unit to use, the other rapier laser destroyers are 45cm At4+/AT6+ please consider this during the review. Consistency across weapon types I think is a good thing for Epic in general. I know it took a range hit in 40k but in epic and anti tank gun with 30cm range and no MW will get owned.
Tarantula - As state previously, "normally" these would be TL Lascannon (45cm AT4+ or TL HB 30cm AP4+ w/+1 FF for the TLHB is a good balance), This would be my recommendation, and makes their shooting a bit more linear in effect. Currently 2x las cannon ones on a "sustained fire" are a bit OTT for their price.
Termite - why does it need an armour and CC/FF stat? does it emerge before initiative and automatically turn into ruins and the units disembark (seems to contradict slightly with the tunnellers rules) or does it remain a unit until the unit disembarks? What happens if the Squats loose initiative and the termite unit is engaged in CC? If I counter charge I presume the unit is automatically ruins and thus the two stands get cover saves or does it fight in the enagement... Sethanon used these a couple of times and we found the rules a little clunky. A suggestion was to change it to "Termites do not cause a BM if they are destroyed for being out of coherency" - This would basically allow the squats to remain with their termites and gain a benefit of extra formation size, cover from their AV hulls and some limited support in a FF but should they choose to move away they are not unduly penalized - as they already suffer drop in units which makes them easier to break? thoughts? just seemed simpler to us.
Termite, Mole, Hellbore - what can I actually transport, I presume all INF and LV with bikes/trikes and all support weapons counting as 2 slots, what about the warlord and his exo-armour buddies?
Overlord -Sethanon and I didn't find this too bad, it did die in 1 or two of the games but it can lay the smack down. He managed to keep it somewhere where other threats caused a dilemma so I was either forced to deal with them or the overlord. I thinks it stats are close to the money, my only other thought to increase its durability if needed was to have another note in the support craft rule along the lines of: "when any unit, that is not a flyer or skimmer or AA weapon system, draws a line of fire to a support craft it must add 10cm to the range when determining if it can shoot the support craft, this applies to standard shooting and fire fight attacks." -Basically everything can still see it but it has some benefit gained by the height at which it can orbit the battle field and can levitate away from small arms etc. yet dedicated AA weapons would clearly be able to target it more effectively (bit net epic I know but I seems so much more practical)
Thunderfire - I think the idea of attached tarantulas is great and to us makes a lot of sense "fluffwise" in that the Squats would be likely to use robots for mundane protection/guard duties more so that warriors. - No issue with stats as yet, need more games with them.
Landtrain - How is LOF and range drawn? from each car's weapon or any point of the WE? - Does its Doomsday still get to fire indirect with a spotter? - Is that rad bomb still a one shot? -not by the stats reference sheet, given the model is a single missile I'd prefer a 3B MW one shot or similar that can be fired off early before closing at speed to make use of the other cars. Presently it makes you want to stay still which means any other battle cars are potentially useless. Similarly the mortar is a bit meh as well but I see its down to 50pts. As a suggestion, could this and the thunderer on the colossus become the same weapon, effectively an indirect fire demolisher (or medusa) equivalent, eg 30cm AP3/AT4, IC, Indirect. Then it won't greatly disadvantage the landtrain engine when it fires its doomsday and can be used to make a more assault orientated landtrain using these and the berzerker and dragon cars -In general I would like to use these more as I have 3 but they just don't seem as good as other options currently.
Rule: Spotter - Once I have a spotter in range, can any Doomsday cannon fire at the "spotter's target": -- A: indirectly (2x range and ignore LOS) or -- B: it only gain the ability to ignore LOS, range is still 90cm? (I ask because firstly the weapon looks like a short ranged assault gun, secondly 3BP, MW 180cm ignore LOS on the move is pretty damn good) - Does the doomsday need this ability at all? Should spotter just apply to extant weapons with IF such as the plasma & doomstorm missiles, radbomb and mortar cars?
I hope some of that is useful, I hope to get another game with the list before July.
Cheers Geoff
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