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New Squat List: Thurgrimm Stronghold 1.0

 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 4:22 pm 
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I stand corrected on the 'Eavy Metal point. p41 does clearly show Warrior stands without Heavy Bolters. Sorry Dave.

Image

But that doesn't support the point that HALF the stands have Heavy Bolters.

And you're still neglecting the three Warriors you need to crew the Thudd Guns and Mole Mortars when you do your maths.

Off the sprue:

- 1 Missile
- 5 Heavy Bolters
- 9 Warriors
- 1 Dedicated Crewmen
- 1 Thudd Gun
- 1 Mole Mortar

Assembled:

- 1 Mole Mortar with Dedicated Crewman and Warrior
- 1 Thudd Gun with 2 Warriors
- 1 Missile Launcher and 4 Heavy Bolters
- 1 Heavy Bolter and 4 Warriors

- 1 leftover Warrior

The sprue representation was originally brought up by you (via email February 2nd) to justify one Heavy Bolter per two Warriors. I'm using the same logic (with better maths) to justify one Heavy Weapon per one Warrior.


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 4:36 pm 
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I put forward what I did because it doesn't have anything left over, you maximize what you can build. EA allows for field artillery that has 1-2 pieces on it and up to 6 crewman, I'd rather play the Thudds/Moles crewless and get more infantry then the other way around.

Actually, that's only a half truth... I still bought some extras to make crewman for them. :P

Like I said, there's no right way to do any of this. And so long as it isn't banana flavored I'll eat candy, that's the only ratio I care about.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 5:48 pm 
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I’m going to speak in generalities for now only because I still want to keep discussion going. I’d like the list to be out on the web for a week before we get into the nitty gritty.

Let’s talk army development: I am a firm believer that an army is characterized by what its limitations as much as its abilities. Those limiters provide character and challenges that make playing Epic fun.

I am also a firm believer in starting things weak and moving toward balance from there. Sometimes we’re off on things but generally I like that as a direction. Playtesters who feel passionate about a list typically don’t whine (as much) when they lose. On the flip side, playtesting an uberstrong army against somebody who is helping you out is tremendously un-fun.

And moving forward everyone needs to remember something very important: this is a 1.0 list. 1. Not 9.5 for 12.2 or whatever. If you think anyone should be able to generate a perfect list on 1.0, get packing for dreamland.

So let’s talk some basics...
Infiltrator: infiltrator represents the ability to move forward in a charge move faster than normal troops, in other words, they double when they assault. This does not mean that they actually move faster; it means that they navigate the battlefield better than regular troops when assaulting. All units can double, and the argument that Berserkers with infiltrator move faster is flawed. Berserkers move 10cm slower than other infiltrators. We can make all sorts of comparisons, but they need to make logical sense – compare apples to apples. Looking at Wych or Warp Spider infiltrators, they move 10cm faster than Berserker infiltrators.
Although the cartoon gave me a chuckle, it is wholly deceptive (like John Stewart, lies with laughs).

Movement: I see that Curis’ playgroup is against it (so far those are the only voices in opposition). 10cm is a hard pill to swallow. I personally wanted to go for a 12cm move because I felt 1/3 loss in movement is too much, but given the strange aversion to numbers that aren’t divisible by 5, I went with 10cm.

Morgan Vening’s group has been playing with 10cm movements on the Dvergatel list for a long time now and it hasn’t been the apocalyptic description I am getting here this week. Why? I don’t know. I know it has affected the games in our group, but those impacts weren’t terrifyingly abysmal ones and they numbered between 0-2 per game. So 2/3 of the playtest groups say it isn’t bad.

So where does that leave us? We move forward with playtests. When playing the Squats and the movement comes into play, take a picture of the situation, measure it out, and go through a couple minutes of WHAT IF. What if the movement was 12cm? What if the movement was 15cm? Record those moments of the battles and post them out here.

The feedback thus far is good, but anecdotal posts can only take us so far. If the 10cm move is soooooo debilitating, we should be able to quantify and measure its impact. For example:

GOOD FEEDBACK:
Quote:
“The 10cm move in the picture below shows how the Squats were unable to retreat from the assault which they lost. 14 Ork units in this crescent shape prevented their escape and 4 of the remaining 9 Warriors were hacked down.”

BAD FEEDBACK:
Quote:
“10cm is stupid, fan-boyish, and a ridiculous idea. I hate you!”


I can already tell you I am going to field test 12cm move if the 10cm move doesn’t work, so you might as well drop that variable into the WHAT IF calculator. I do recognize however that the movement is something we need to hammer out early since it impacts everything.

Living Ancestor: Good arguments – what price would we put him at as is?

Hearthguard: costs were incorporated into the Warrior formation cost – they aren’t free. So originally the Warrior formation was 25 points less than it was with the Hearthguard unit in it. I made this change based on feedback from the group.

CC on WEs: we can change it. Lots of feedback on it, but some divergence on what to actually peg them at. I can’t imagine these beasts without some type of close-up defensive weaponry given they fought Orks for millennia.

Spotter: Why did I limit it to the Doomsday Cannon? Because frankly I hate the idea of a single spotter being tied to a single WE. The solution we came up with was pretty simple: tie it to a weapon. Is it the right solution? I don’t know, but I think works pretty well. You can still fire indirect with it and combine it with other BP attacks as long as range is taken into account. The question is whether you would or not. Combining MW and non-MW attacks loses the MW status, so this presents a tough choice to the player, one that most wouldn’t take. As they stand, I like how the Super Heavies work with the Spotters. It certainly makes the spotter easier to balance. Making them more powerful and Iron Hawks and Overlord will go up in price.

Overlords: they are support craft, so if anyone is playing this properly you will know that they cannot hide anywhere. No cover for you! They price point was 225 and I changed it at the last moment to 200 when –on my last two games- I watched them fall from the skies quite easily. I still think the price point is 200-225, but with AA in the mix and my re-evaluating the fire arcs, I need time on this one. I still want to keep the one-shots on the bombs, but that brings me to another point…

Missiles on Super-Heavies: The WYSIWYG is important to a lot of players, including myself. When it came to the Colossus and Cyclops, we counted up missiles and went on our way. However I was given –for these two WEs- a compelling argument for making them average shots. All that space that the Leviathans use for transporting troops is used for something on the Colossus and Cyclops, probably for extra missiles. So IF we were to change their armament, what would we change them to?

Notes on “all around”: WEs are typically hampered with fire arcs, so when there is a turret I included that notation. It doesn’t cost us anything and it will help some players out in the future. That’s why that notation will remain.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 5:58 pm 
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Sounds good. I wasn't sure if the "all round" thing was sinply to clarify of if the models has some strange casemate-looking gun that made people confused, that's all.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:08 pm 
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VOLATILE COMMENTS EDITED

(edit) I'd be making my models out of these:

http://www.exoduswars.com/6mm-Khazari-E ... =salesrank

(edit)

Ironmonger wrote:

Things like the Iron Eagle (fair enough on the naming convention, BTW) are what they are: VTOL with Battlecannons on the nose. Period. You can't change a unit that, well, is that unit!


They're not very consistant with the internal fluff and background of the universe as it is now though are they? Why not just call it a short barrelled battle-cannon, or a Gyrocopter battlecannon (Whatever), keep the stats and reduce the range to 45 cm for game balance and fluff reasons. Seriously the main weapon of an MBT/ Superheavy air transport/ Death wheel/ Baneblade should not be floating around on Falcon analougue skimmers. It's actually quite funny to think what would happen if a full battlecannon were to be fired from what is essentially an armoured helicopter.

(edit)

(edit)

If you want to make models look like YOUR vision of them, then model them that way. This is a discussion about LIST design.


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:18 pm 
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Moscovian wrote:
Notes on “all around”: WEs are typically hampered with fire arcs, so when there is a turret I included that notation. It doesn’t cost us anything and it will help some players out in the future. That’s why that notation will remain.


If that's your thinking I recommend you put it in the unit notes like they did for the Eldar Titans. There's no "All Around" fire arc, otherwise the Baneblade turret would have it.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:30 pm 
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No, this is a discussion touches on more than list design. Everything is based on GW models because ultimately the supplement will be GW only (see link in my sig on making a supplement). I must revolve my Squat decisions around GW despite the beautiful models available from Exodus Wars. Also, despite your opinion, there are players who (this may come as a surprise) disagree with you!

Stompzilla, I've asked you privately TWICE to tone down the attitude, but that hasn't worked. So here ya go:

Stop with the trolling or your comments will be edited or simply deleted. In addition, I'm going to ask you to edit your own posts to make them more constructive. If you can't do that, then I'll do it for you. The "yawns" and "not giving 2 sh*ts" combined with the generally terrible attitude has no place in this discussion.
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Dave, I don't know how your suggestion would even work.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:32 pm 
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There's no firing arcs on the Eldar titans. In the notes for the unit (where DC, Holofields, etc go) it says: "The Warlock's weapons may fire all round due to the Titan's exceptional manoeuvrability." So, "The X's Battlecannon fires all around due to it being turreted" or something like that. I think neither is needed though, no fire arc implies all around.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:38 pm 
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Don't you think the way I have it now saves space? I mean, if I remove that section of the datafax, it will just be an empty spot. Since most of the weapons have firearcs, I figured that one weapon description could easily be clarified.

I can't imagine how it is right now confusing anyone, but -if it does- I can eliminate it.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:44 pm 
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12cm is stupid, fan-boyish, and a ridiculous idea. I hate you!

:)

On a more serious note, the best suggestion I have seen so far in the thread was stubborn rule where Squats ignore the -1 for enemy within 30cm. That way you can keep the 10cm speed as a distinctive feature but still be playable. All other units have kept to 5cm increments for range and speed- I don't see the point of squats breaking that.

The cartoon on Berzerker iniltrate speed may be funny but it does have a point. You might argue that Howling Banshees should probably have infiltrate too but that is for another thread, and they currently don't. The question is how would the Berzerkers actually be able to move that fast. We know with the Warp Spiders that it represents their short range teleport. Short of combat drugs I don't see how the Berzerkers can charge that fast. What alternatives are there to giving them infiltrate?

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:48 pm 
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@Mosc - It's more superfluous/inconsistent with the rules than confusing. You don't write "May shoot at Aircraft" in the notes for AA weapons, or "May only hit units in LoS" for AP attacks. Weapons shoot all around in EA unless they have a fire arc.

@WI - The same thing that allows SM Scouts or Kommando to charge 30cm, their ability to sneak up on the enemy.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:48 pm 
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Moscovian wrote:
No, this is a discussion touches on more than list design. Everything is based on GW models because ultimately the supplement will be GW only (see link in my sig on making a supplement). I must revolve my Squat decisions around GW despite the beautiful models available from Exodus Wars. Also, despite your opinion, there are players who (this may come as a surprise) disagree with you!

I agree- our starting point are the squat models produced by GW. Does nt mean that we can't also suggest good proxies from EW/DRM/Spartan Games or whoever, to give alternatives to people who can't get hold of the OOP GW models.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:51 pm 
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Dave wrote:
@WI - The same thing that allows SM Scouts or Kommando to charge 30cm, their ability to sneak up on the enemy.

How well does that tie into the background for Berzerkers? Whilst I think of Scouts and Kommandoes as "sneaky", I don't think of Berzerkers in the same way. But happy to be corrected.

Cheers

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:54 pm 
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wargame_insomniac wrote:
Dave wrote:
@WI - The same thing that allows SM Scouts or Kommando to charge 30cm, their ability to sneak up on the enemy.

How well does that tie into the background for Berzerkers? Whilst I think of Scouts and Kommandoes as "sneaky", I don't think of Berzerkers in the same way. But happy to be corrected.

Cheers

James


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:57 pm 
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12cm... Eyes popping out all over the world. "Nooooo!" :P It wouldn't be terrible if you think about it - movement at 12cm, 24cm, or 36cm.

You missed my point on the Berserkers though. They aren't moving faster than Ogryns; the Ogryns can move double their normal speed - they simply cannot assault with a double move. The infiltrator special rule in a sense removes that restriction. It does not have be related to super human speed or technological advantages. Maybe they are just good at scurrying about since they are so short. :) Seriously though, we can justify it with a variation on the old fluff description. Of course I may end up changing the berserker in the end, so I don't know if we need to worry about fluffy justifications just yet.

As for the suggestions for proxies, I think it is great. I just can't do it in the supplement and I don't want to make decisions based on alternate model availability.
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Dave - I think that example is stretching it but if it has people confused, I'll take those notes out. Of course, the first person to ask if it has an all-around shot I am going to direct specifically to you. :-*

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