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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: Mon May 13, 2013 12:32 pm 
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I'm going with no scouts, and just use sacrifical stubborn formations in the same role.

Sacrificial isn't really the right word, but can you imagine a brotherhood who'd sworn to protect the thunder-fires backing off in the face of danger?

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Mon May 13, 2013 1:12 pm 
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Sorry I should have posted in this thread not the Poll thread.

I've now had a few games using this list and I wish to back the idea of scouting robots.

We really need something to screen our thunderfires that thunderhawks have no fear of.

I can't understand why some think thunderfires are overpowered. They are an easy to destroy as they are static and not parented to another unit which can screen it.

Robots do seem to cover fluff and also gives a reason to take them. I'd imagine the Robots being sent a head to collect data such as hostiles and soil/mineral samples.

At first I liked the idea of scouting Iron Hawks. But I prefer to have them move in an offensive rather than defensive position which I use scouts.

Make Robots Scout and you kill two birds with one stone.

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Last edited by dubhgilla on Mon May 13, 2013 11:12 pm, edited 1 time in total.

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Mon May 13, 2013 1:47 pm 
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the idea of an army not having scouts just seems ridiculous to me...to say the Squats would just sit there and let enemies attack them without any warning repeatedly seems stupid...if it was the case then they deserved to be Nid'd to death...they were traders...all trading peoples send out representatives to scout out new markets and also gather information on the land/space that they operate in...i would imagine the Squat convoys crossing the harsh terrain of the Homeworlds having outriders, either on bikers or in gyros to warn of not only approaching enemies but to keep an eye out for natural events that may impede or threaten the convoy, especially on worlds so environmentally hostile...

even advanced technologies cant give u the whole picture and u would send out warm bodies to confirm information and get eyes on target so to speak...

i dont mind robots as scouts but my preference would be for an iron hawk formation as previously mentioned or iron eagles get scout if u dont want to create a new formation...

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Sat May 25, 2013 3:42 pm 
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Quote:
#3. Thunderfire Pricing and Armament: Currently the stats are at 0cm move, AV, 5+ Armor, CC - , FF6+, 60cm AA4+, 75cm AP3+/AT3+ Twin Battlecannon. Two for 100 points.

So, are the Thunderfires too good? Too inexpensive? Both? Neither? One player commented “Man, I would take about six formations of those and place them everywhere!”


Well, they are very good and cheap. Some 8 of them camping at Blitzkrieg make that thing nearly invicible. They remain on overwatch, shoot on flyers and kill them. And they are also a very good guard for it against tanks and for a lesser degree, infantry.

Quote:
Unless there is a really good reason, I would like to stay with the two battlecannons because that is what they were armed with originally. But should they be un-twinned (changed to 2 x AP4+/AT4+)? And what of the AA shot? Should they be changed to 45cm? Should they be LV status? Should the price be upped to 125 or even 150?


Yes, BC should remain, wether twinned or not, doesn't matter too much IMO. No, AA shot should remain at current level. I don't see this model als a lv. So go for price at 150 IMO. If it is to much, this is easy to fix to 125.


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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue May 28, 2013 10:13 am 
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Regarding scouts, I had a battle vs Codex Astartes this weekend. The Land Speeder formation is one of my most feared opponents, and I cannot see why Squat robots can fill a similar role (though more resiliant, less mobile).

Points-wise they match (you could even give the robotic pf MW), numbers match, move/armor differ, but scouting autonoms could make sense fluffwise.

Just thoughts.

/Thomas


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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue May 28, 2013 3:06 pm 
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Despite the poll results, I am entertaining the Iron Hawk formation as scouts. It may be one of those things that appears on 1.4 and disappears on 1.5, but I'd like to give it a whirl.

I'll have 1.4 ready for this weekend.

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue May 28, 2013 3:13 pm 
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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue May 28, 2013 4:26 pm 
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sounds good :) looking forward to 1.4 - even been thinking about alternate models for Iron Hawks to separate them from my Iron Hawks...just this old fart needs it as simple as possible on the board :)

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue May 28, 2013 6:34 pm 
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Paint is a remarkable thing. I was swayed by the argument about the Feral Orks using the same models for two different unit types, and I reckon if it can work on a list riddling with tiny stands of infantry, it can be done with Iron Eagles and Iron Hawks.

As for the other changes, any feedback anyone has on the Squats is best to be given now. I understand that reading more than two paragraphs makes some folk googly-eyed, but both your patience in reading through these potential changes and input is appreciated.

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Wed May 29, 2013 2:09 am 
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true painting them differently does help and my current iron hawks are using different flying bases as well...another way to differentiate...

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Wed May 29, 2013 11:37 pm 
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I replaced my Iron Eagles with Exodus Wars Valkyries mkII and bought Valkyries Transport for Iron Hawks at the same time. Works well and the models are much better than the old GW ones.


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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Thu May 30, 2013 2:13 am 
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I love the Valkyries.

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Wed Jun 05, 2013 8:27 pm 
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i did the same. They look much better then the old squat metal vehicles for sure


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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Thu Jun 06, 2013 1:41 pm 
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Moscovian wrote:
Despite the poll results, I am entertaining the Iron Hawk formation as scouts. It may be one of those things that appears on 1.4 and disappears on 1.5, but I'd like to give it a whirl.

I'll have 1.4 ready for this weekend.

Good to hear. You of course realise that half the people voting no to scouts have lost badly to Squats in their previous Uber list?

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 Post subject: Re: Discussion on Thurgrimm Stronghold 1.4 - Squat List chan
PostPosted: Tue Jun 11, 2013 7:46 pm 
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Yeah, probably. But this list is definitely not overpowered.

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