Profit wrote:
Played a game vs the Squats yesterday, and we made the following observations:
*Thunderers are very, very shooty, and priced so that the warrior brotherhood with two thunderer upgrades became the BTS. I would drop their price to 100pts/4 and remove the missile launcher.
The stats were made to satisfy multiple players' desires and keep them close to old school with the 3 shots. It's a compromise. Points are flexible though.
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*At no point did the 10cm move become an issue - garrisons or transports made up for it. I would give the berzerkers a 15cm move and remove infiltrate.
It was rarely a problem for me, but other players had issues. Disappointing perhaps, but we'll be trying something else out.
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*The Overlord is crazy good for its price -six battlecannon shots and eight (one shot) BP for 200pts? Comparing to say a company of leman russ, you get three overlords for the same price, packing 18 WE-mounted battlecannon shots (almost twice of the tank company), and three rounds of fire on the level of an artillery company.
*The Goliath MC is also slightly under-priced, imho - for 450 pts you get the equvalent of an artillery company's BP (usually 600 pts), with ignore cover.
It’s a weird formation. I’ve been on the receiving end of them where they destroyed me utterly. I’ve also been able to wipe them out without them ever firing a shot. It’s a tough one to balance.
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*The land train and the collossus seems very ok to me. I'd change the cyclops critical so that it suffers a DC on 3+ when firing, or even automatically - the game is only a fem turns long, after all!
I can look at it.
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*None of us understood how to use the pithead- why emerge from the pit when you can garrison instead? If you could have more than one, it would have been more clear.
I started with two but then changed it to be more like an Eldar Wraithgate in design for the sake of shortening the learning curve. The purpose, however, is to provide a location where you can’t get shot at from. It also increases the ability to get more formations close to the enemy.
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*I would give the option to field (slightly) bigger units of robots - it's a bit unclear what their role on the battlefield actually is...!
Not sure if you wanted bigger units as in bigger robots? Or bigger formations? If it was the former, we are working on another list with more robot unit types. If the latter, we decided on formations of five based on old lists. The autonom rule makes them rather sturdy and I’ve used robots (and had them used on me) quite effectively. Why are they there? Diversity, because there is a model, BM absorption, etc…
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Overall though, great job, and we look forward to the next iteration of the list!
Thanks. It isn’t perfect, but the list is coming along. The kids are going to grandma’s next week so I’ll have time to devote to the Squats.