Q1) YOUR FORUM HANDLE: stevekcole
Q2) REGULAR OPPONENTS:
Pretty much everything. I've also played against Squats with Eldar, Steel Legion, Squats and Skittari
Q3) WHAT ARE THE TWO MOST CRITICAL ISSUES PREVENTING ARMY LIST APPROVAL?
- Lose stubborn - it confuses everyone, hinders the ability to play a more fast moving attacking list (due to issues with broken units subsequently getting assaulted and wiped out. Instead just keep 1+ to rally (maybe making it +1 to rally so more in keeping with Ork/Nid etc assault or death guard/necron marshall).
- Keep spotter but reword to make clearer (Kyrt had good feedback on this) and possibly a standard 50cm range
Q4) WHAT ARE THE FOUR 'MEDIUM' PRIORTY PROBLEMS?
- AA to have a 5cm move, or be towed/entrench (with commensurate points increases). With towing the 60cm range would need to be playtested (I could see it needing to stay or being too much). Also, put an AA car on the landtrain. 75pts, (replacing mortar car), 45cm range, 1 x 4+AA, AP, AT
- Robots standardised with epic UK (they're a bit good and a bit confusing at the moment)
- A spaceship (either single pinpoint + barrage or double pinpoint) - the latter stops cyclops being mandatory in 3k list
- Rhinos/termites optional extras (5/10 points a model - makes infantry cheaper and pithead more viable)
Q5) GENERAL WISHLISTING:
- THIS ONE IS A NO BRAINER - Bikes and trikes up to 35cm move (like every other bike/trike in the game - I never got why Squats with their love of bikes and amazing engineering are slower than everyone else)
- Lose TRA on the cyclops, colossus and leviathan but keep on land train
- Leviathan in both brotherhoods and WEs
- Thunderers as separate support unit (no hearthguard)
- Rapiers and thudd guns as combined unit
- Clarity on whether land trains can 'snake', if you can they're actually a pretty damn good unit as can always be hull down by sticking the engine out and snaking the carriages back around some terrain (so you can shoot at someone with at least 50% of the unit out of sight. Currently trying this out with a triple land train list.
Maybes (ie things I've not playtested or given enough thought to)
- Change Leviathan lascannons to rapiers or autocannons to allow better synergy with warriors
- Maybe a small point drop on warriors (or boost to shooting on every model)
- Give the hellbore Self Planetfall (to represented more sophisticated guidance systems etc and make it not utterly useless) and probably buff it a bit
Q6) OVERALL ARMY THEME:
I've said before, the Squat army list currently feels like a Squat army with it's own play style. Broadly, it's somewhere between Orks and Imperial Guard. There's some nice decisions to be taken in the balance between (for me) a more boring style of play castling up with hundreds of guns or a more aggressive assault with good fire support. Lastly, the list has really good synergy between units. One of the big advantages of spotter and smaller infantry units + slow war engines is that in really encourages players to think about the army as a whole and can give rise to rewarding tactical play.
Q7) CURRENT ARMY POWER LEVEL:
I'm not a top tier player, would probably put myself in the bracket of 2nd tier tournament/club player. However, I have played 4 tournaments this year, 2 official 2 unofficial (but same standards of players). I've played as Biel Tan, Steel Legion and Squats. Finishing 1st (with 2k Squats), 3rd (steel legion), 4th (Eldar) and lower end (Squats). I've probably played 20-30 games with/against Squats in the last year or so. For what it's worth, at 2k they're a good little army and very competitive but this is mostly due to the restriction the smaller board size puts on aircraft and the war engines being great 2k BTS units.
For me, Squats at 3k are around the middle order in terms of competitive. In terms of armies I use regularly definitely not as strong as biel tann and slightly weaker than steel legion (see previous threads and below for details). However, they are shocking to face for the first turn of your first game or 2 against them (due to the volume of fire they can put out plus too many confusing special rules) - the closest comparison I can think of as an opponent is if you get alpha striked by marines or Eldar on turn one (ie you can lost the game but you need to make mistakes/get really unlucky with dice or match ups). As soon as you've played against/with them a couple of times you realise they're a bit of a glass cannon and you learn to prioritise your targets they're nowhere near as strong. Of course there are some tweaks required and a bit of depowering and uprating is needed but I'd be very wary of any move to an overall debuff at this stage. Mark's comparison with Epic UK Steel Legion is about right for me.
Please take the time to look at the other feedback threads I've run on Squats as a tournament army
http://taccmd.tacticalwargames.net/viewtopic.php?f=134&t=29645For what it's worth, this is what I think is currently the strongest Squat list playable at 3k
BERZERKER BROTHERHOOD [200]
1 Hearthguard unit, 7 Berzerker units, 4 Rhino
OVERLORD [250]
Overlord Airship
BIKERS GUILD [275]
4 Guild Bike unit, 3 trikes,Grand Warlord
THUNDERFIRE [100]
2 Thunderfire
THUNDERFIRE [100]
2 Thunderfire
THUNDERFIRE [100]
2 Thunderfire
IRON HAWK [200]
4 Iron Hawk
BIKERS GUILD [225]
4 Guild Bike unit, 3 trikes, Guildmaster
BERZERKER BROTHERHOOD [200]
1 Hearthguard unit, 7 Berzerker units, 4 Rhino
OVERLORD [250]
Overlord Airship
BERZERKER BROTHERHOOD [175]
1 Hearthguard unit, 4 Terminte Tunneller, 5 Berzerker units
COLOSSUS [450]
1 Colossus
CYCLOPS [475]
1 Cyclops
Mark on Squats vs Steel Legion - I agree with this pretty much entirely though I think Steel Legion have much better Scout units than Squats.
Mark W wrote:
Since we're talking about Squats versus the Steel Legion in terms of power settings, how about we do some comparisons,? Based on the games I've played and my views about what makes a good epic army:
Cheap effective supporting(Scout) Units
Best examples: SM(scouts and speeders), Eldar, Tau
SL(Steel Legion):4 Squats:3
Iron eagles are very good, but matched by Vulturrd. Guard get cheaper screening options and more versatility with Sentinals and Rough Riders.
Anti-Aircraft
Best examples: Eldar
Imperial Guard: 3 Squats: 3
Neither get a fast, 44+ AA squad like falcons, or effective AA WE's, but decent above average AA. The ability to take CAP fighters and slightly more durable hydras matches the Squats cheap and long range Thunderfires and great all rounded Overlords.
Air Power
Best examples: Eldar, Orks, SM
SL: 3 Squats:0
Thunderbolts and Marauders are solid, Squats have no aircraft.
Mid range firepower
Best examples: Tau, Guard, Squats
SL:4 Squats:4
Both have excellent options. The squats can possibly deal more damage whilst guard can take the hit back better, and also get some slightly cheaper mid range fire options(Shadowswords/Baneblades.)
Both are at the upper end of effectiveness in Epic in general. Squats would love tank companies and Warhounds, SL would love Overlords and Colossi/Land Trains.
Artillery
Best examples:Siegemasters,(See below)
SL: 4 Squats:5
Squats don't get anything as cost effective as Manticores+Deathstrikes for 450 pts, but are overall better due to more variety, ability to take lots of cheap artillery(Mortars/Thudd Guns) and how tough the large Squat War Engines are to take down. SL do get a spaceship though.
All the WE Artillery for Squats are excellent. Still Close.
Cheap, effective assault units
Best examples: Dark Eldar, Nids, Speed Freaks
SL: 2 Squats: 3
Squats are actually not bad here - The bikes and berzerkers with inspiring are pretty cheap, not low in numbers and effective.
Steel Legion gets a 2 for how effective Rough Riders+Commissar can be in the right situation. Neither are anywhere near the level of Speed Freaks, Nids or Dark Eldar when it comes to this.
Fast Elite Assault Units
Best examples: SM, Chaos(Terms), Eldar:Aspects, Knights
SL: 2 Squats: 1
Neither armies forte. Veterans in valkyries or the Mech Company are pretty good with a Commissar, but are still not a match for most other armies elites. Squats get a 1 for at least having War Engines that can be pretty good in an assault, if slow.
Tanking Units
Best examples: SL, Space Marines, Nids
SL:4 Squats: 3
If you want to hold an objective Squats best options are the War Engines. SL get Mech companies, large Infantry companies, Tank companies and Titans/Shadowsword fromations, all of which are expensive but can do the job handily.
War Engines
Best examples: AMTL, Skitari, Imp Guard, Squats.
SL:4 Squats:4
Neither get fast WE's that can be effective in an assault. Squats may have the upper hand in quality due to the versatility of Land trains and their WE's offering very cost effective damage and toughness for pts. SL have the advantage of being able to field an All WE list, negating the enemys AP fire entirely. (For those who read about the Exeter Entrenchment, 16 Shadowswords?)
Army wide special rules and Strategy/Initiative:
Best examples: Dark/Eldar(hit and run), Marines(ATSKNF/SR:5 Int:1), Necrons(Reanimation/Living Metal)
Steel Legion:3 Squats:2
Both have low Strategy and Initiative. Squats have the useful +1 to rally but Stubborn withdraw is a huge disadvantage for a player who knows how to play against it.
The ability to take Commisars in units of your choice is more useful than Heathguard.
Total:
SL: 33
Squats:28
Although this isn't scientific, I think it at least illustrates that Squats are not 'Steel Legion but better.'
Games I've played in involving the Squats versus the Steel Legion have also been pretty close.