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Squats: Thurgrimm Stronghold v1.5 DRAFT

 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 04, 2015 4:37 pm 
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hi all, just wondering what exactly is the "pithead"

is it an actual model and what does it do?

owner of a new squat army just trying to get my head around things

thanks

John

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 04, 2015 5:47 pm 
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You would model it as an objective, as it replaces one in your half of the table. The thing to reference it to is an Eldar Wraithgate.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 04, 2015 6:20 pm 
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I'm just making one. Mostly barrels and a sort of rudimentary lollypop stick move shaft (trying to chanel mid West prospectors)

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 04, 2015 8:22 pm 
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It is for all intents a dwarven version of the Eldar wraithgate and follows those rules. It represents the top of the mine (the entrance is called a pithead) which would be a realistic thing to have on a planet.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 04, 2015 9:24 pm 
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cool, a fun feature! is there a min/max size base ? or maybe a pic of a nice example?

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Thu Feb 05, 2015 12:34 am 
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No pics of models I am afraid. As for the base size, that would really be limited to the interpretation of the rules relating to the size of objectives. I've seen some objectives 3 inches across! Just as long as there is some decision (ex. measurement is to the center of the objective) you should have broad latitude on the creation of the pithead.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Thu Feb 05, 2015 12:40 am 
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We always play from the centre of the objective (Or the back centre in the case of the blitz).
This covers the array of objectives from small tokens, to larger dioramas


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Thu Feb 05, 2015 2:35 am 
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Dioramas... I think I have one or three of those.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Tue Feb 10, 2015 3:42 pm 
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Quick question about transport, forgive me for my noobery, but if I have a squad of 18 stands can they go in one hellbore and a termite, or does it have to be nine termites?


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Tue Feb 10, 2015 4:55 pm 
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In your example I would say that you have to fit a full formation in the Hellbore so no it would be only Termites and Moles that you could mix and match.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Tue Feb 10, 2015 7:24 pm 
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What if they like to put their feet up?

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 11, 2015 7:12 am 
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Cheers. How about 2, 8 stand units sharing a hellbore?


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 11, 2015 9:30 am 
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Reading the wording and being pedantic I would say no, again a full formation must fit into the Hellbore.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 11, 2015 10:07 pm 
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What wording are you being pedantic about? Isn't it common to up two formations in one WE transport? Like 4devs and 4assault in a thunder hawk. Have I been getting things very wrong or is there something else about the Hellbore that I'm missing?


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed Feb 11, 2015 11:43 pm 
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Was not trying to be pedantic but The no.extra spaces bit. Re-reading the hellbore appears to be an exception.


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