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Discussion on Thurgrimm Stronghold 1.4 - Squat List changes

 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue Jun 11, 2013 8:45 pm 
Hybrid
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Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Or have already won heavily with out.

I'll also note that I've lost as well.


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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Thu Jun 13, 2013 8:16 am 
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Joined: Sat Apr 24, 2004 8:50 pm
Posts: 63
Moscovian wrote:
Yeah, probably. But this list is definitely not overpowered.

I agree if anything it needs some more punch. The scouts are a nice move in that direction without playing with weapon strength and unit size.
I'm looking forward to using the new list soon

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Thu Jun 13, 2013 1:43 pm 
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Joined: Thu Oct 28, 2010 6:59 pm
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I'm new to Squats, only have about four games under my belt and lost three of 'em, so the usual grain of salt and all that.

I do agree that cyclops missiles are probably useless the way they are now. Originally it was designed so the Cyclops had some anti-infantry potential to keep orks or whatnot swarming it while it did its work of dropping titans and superheavies, but 1 BP per means that if there were an option not to take them and make the Cyclops cheaper, I know I'd take it. Thoughts on MW? IC? I know both are pretty rough, but if you're looking to make the thing 500 points.

Given my previous post on the land train I can only agree with making the Land Train's armament cheaper - I know a lot of folks said it gets good beyond the 500 point range but I feel like a lot of competitive games are at 3k and can't take >500 point superheavies that aren't Reaver Titans too seriously.

Making gyrocopters scouts makes less sense to me than making the robots scouts. The army really needs some. And I reckon thunderfires are fine the way they are - it's two models that can't move with a crap armor save.

I still think Thudd Guns and Mole Mortars are overcosted by a bit, but I know that's not part of the purview of the 1.4 criteria under review. And please make moles/termies/hellbores deepstrike, right now it's just lackluster in use.

Just my two cents - you asked for people's input :) Giving it my best shot on a Thursday morning with a broken coffee machine!


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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Thu Jun 13, 2013 3:16 pm 
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Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Thanks for the comments, they seem to mainly mirror my thoughts.


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