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Minevan units and organization

 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 11:12 am 
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Given the number of actual games played with the Minervans GLOBALLY has probably not even hit 30 (sadly that includes both the previous and current ACs), I'm inclined to leave the list as is.


We're somewhere around 30 with just the guys posting in this thread Moscovian, and the moment Soren posts we'll be flying past that point...

...and almost every report I've heard since your version of the list was finalised has said that Stormhammers are now overpowered.

I will probably relegate the Stormhammer to a collector's model status on the next iteration.

I am very, very strongly against this.

If this were to be an official list* then yes, drop the Stormhammer, but this is an army list for long-term collectors... when I was putting this list together there was one tank (The Stormhammer, of course) that was consistantly asked for by the community.

It is possible to balance the Stormhammer, either through modding the stats or upping the points cost.


*Ho hum.

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 1:56 pm 
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I stand corrected on the number of games, but I still remain cautious with the lack of playtesting batreps posted.  And I'm still not changing it till May 09. :blues:  

As for this being "MY version" of the list, I wish I could call it that.  I consider myself the adoptive parent of a neglected child who really hasn't had time yet to devote myself to it.  However, it's not like I up-gunned everything in complete opposition to reason and responsibility.  I tweaked up the speed on ONE unit which arguably has taken it from being an unattractive choice to imbalanced.

Scarik, the list isn't supposed to be the all flexible body of units that the Steel Legion is.  You can get a lot of variation into your list by bringing different types of tank variants which can lower your points used.  By your own admission you weren't interested in using the variant Russes so it doesn't surprise me you are finding the list rigid.  You could try running some lower cost core formations and see what that does to free things up.  It will also provide for a different style of game.  I'll post the last list I played and you can see what I mean.

EDIT: Scarik, I missed one of your posts where you hint at the fact that you have actually used the variants.

Thunderers are junk they are too slow, its never worth it to take them over Demolishers.

They are 20 points cheaper which would allow you to drop the points on your core formation (or to create a cheap tank platoon).

Destroyers are also junk, they have a TK weapon but its an AT not a MW so its of no use against Infantry. Since its Rare it gets put in with mostly stock Russes since its got a 75cm weapon you may as well use it with the other 75s to try and play to its very narrow strengths. but since its 50 points more than a 65 point Russ its crap.
Yeah, I'm gonna want to see something to back this statement up.

Exterminators... The 10 point cost break wont buy you anything in a Minervan list, you don't have access to either cheap Support formations or Support slots to put them in even when you can afford them.
You do know these aren't rare, right?  In order to take advantage of their price break you would have to buy more than one, true, but it would add up if you brought more.

I guess I'm failing to see where your Minervan lists are not performing.  Are you saying there aren't enough activations?  That the core formations aren't competitive?  Some details would be helpful here.




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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 3:27 pm 
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Quote: (scarik @ 06 Aug. 2008, 04:32 )

I've had 10 games with the Minervans now.

I've been forbidden to use Stormhammers.

My game count with minervans are sure more than fifteen, and to be honest I never used any SHT beyond SS and BB. But I would not field Stormhammers anyway (silent gentlemen agreement), ´cause they look really too good, but I cannot say anything out of a game  :)) But let me summarize some of my thoughts:

Beside that you pay 340 for 6 Conqueror tank platoon, which is really a little bit over the top if I look on their armament. But OK, I cannot take them anyway, too expensive and I lack support slots (point 2 of this post), as written in another thread. A fluffy idea could be allowing 3 for 150 of them as an upgrade to the poor mechanized platoon (which is really nice to fill some gaps). Their speed would really be a good match and it fits to armor companies to protect their footsloggers with some fast (and else really underrating) tanks. (They are really screwed against anything more armored than a Sentinel  :)) )....just a thought.....

The second and just more sad thing is, that if you want to have a decent activation cout you have to spam SHT companies and a swarm of cheap fighters. With Leman Russ companies you are unable to get anything near competitive (from activation count view). (Show me the Minervan list that has ruled a tournament, even with stormhammers they are average at best. Guess why). This is the only fearure I really hate in this list. I do not see the point harmstringing a list with such a sucking rule like only allowing 2 support formations while keeping the core formation overly expensive :sigh: . Every other list build on the support slot system has at least some cheaper core formations..... It forces me to take titans or punches of aircraft, which is for sure not the intention.


The third thing is, I will not pay 115 pts for a downgraded SS, in most cases useless (AT) tank destroyer if I can get a more powerful SS just for a few points more. LR Companies only really shine when shooting on mixed or LV formations, else you waste insane amounts of firepower. If you engage a WE, you will be better off with a Destroyer, sure, but Minervans have far better tools for that task to a much more competitive price.

only my 0,002 cent

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 3:40 pm 
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I consider myself the adoptive parent of a neglected child who really hasn't had time yet to devote myself to it.


Dude, that's harsh.




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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 4:22 pm 
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Quote: (Evil and Chaos @ 06 Aug. 2008, 10:40 )

I consider myself the adoptive parent of a neglected child who really hasn't had time yet to devote myself to it.


Dude, that's harsh.

Why?  It's no big deal - you and I both discussed a year before Raiders came out how this list was going to be the most contraversial because it wasn't playtested enough.  You personally stated on several occasions you didn't have the models or the time to do it enough justice.  Your posts on the Stormhammer indicate that most of your games with the Minervans came AFTER you handed over the reins.  

I have been no better.  I've been an opponent to the list more than a player.  I didn't give it enough time back in May when I took over.  I was in a hurry to get Raiders done and wrapped it up the best I could with help from TRC.  I suppose I could have gotten more playtesting done and waited another month, or two, or six for the project to be completed; but I made a command decision that putting things out would be the best thing to do overall.  

I still think the Minervan list is good though; I don't think it is in the shambles that some others do.  Take a look at the Eldar and you will still see problems with (just one example) the Aspect Warriors.  Warp Spiders are still the hands down #1 choice.  Why?  Because they are better.  The imbalances within the Minervans are IMO smaller than those of the Eldar and that is after years (thousands of games).

Minervans are a niche list that allows players to field lots of tanks - bottom line.  The great thing about Epic and the variant list concept is it allows players who are bored with one list to try another.  IMO it shouldn't be thought of as needing tremendous variation.

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 5:34 pm 
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Mosc a Core unit of Thunderers is 425 points, the cheapest you can get and its not a stellar unit, 6 Demolishers for 400 is a far superior formation, this one only has size but a Mech Infantry formation does even that better.

What I meant was about the Exterminators they aren't comparable to an SHT company and they cost 525 points for 10. That 100 points can't get you much in the Minervans since there's no cheap units to buy.

Also the Minervan list doesn't let you take a bunch of tanks any more than the Steel Legion does. The Minervans have the option for a 6 Tank platoon that the Steel Legion can't have, and they have the better SHTs but if the those were balanced this wouldn't be a real advantage.

A Treadhead Steel Legion would just take Vultures to back up its tanks instead of tank platoons. And the SC formation isn't a real problem simply because mechanized infantry are excellent troops to hold objectives, its a big formation and if you put the infantry in cover they become some of the best.

I won't be doing many more games with Minervans simply because I can't vary my list enough and  my opponent's don't care to deal with a WE horde.

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 7:40 pm 
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What do you want to do with the list, Scarik?  You are asking me to change something that I've committed to not change for a set period of time.  I don't think there has been enough varied input on the list (really its Soren, E&C, you, and I - FOUR PEOPLE doing most of the feedback) to really justify some changes.  I don't have batreps from anyone except Soren (and its been awhile since I've seen one of those too).  I have no idea what size games you are playing, what kind of opponents, what size boards, types of terrain, results of the games, problems encountered, etc.

It's basically a B!tch and Moan session that is worthless :_( .  Now I DO think you all have some legitimate concerns but with nothing to back them up I really can't respond past what I have.

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 9:00 pm 
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@Mosc.  You are right. I´m a lazy bi**h when it´s coming to write down reports. Shame on me...  :sigh:

New job, new city do not make it easier   :sulk:

I will get some reports on...if I am able to find all this pics and scripts  :rock:

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 9:09 pm 
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Well I don't think many people are actually playing the Minervans, when I offer to let my models be borrowed people prefer the Steel Legion's flexibility even when making a mostly tank list.

The 2 Support slots is very IG though so there's not much that can be done there.

Its a combination of lots of tanks that are interchangeable with some different points costs, I think what the list needs is another Core choice in the 350-400 range.

And since its unproductive to whine about it without sacrificing myself to the gods of playtest I want some forum supported ideas for new units.

I propose:

Move Tank Platoons to the Core - at 400 points with the ability to go down to 350 with Exterminators this unit is a viable way to save a few points and add some Support if it wasn't in the support section.

Create and Assault Company - 10 Hellhounds, Medusas, and/or Thunderers 400 points.
This solves the problem of Thunderers being a poor choice by allowing them to play vanguard to the very Fragile Medusas and lightly armored Hellhounds.

The fluff claims Hellhounds are 'fielded in the thousands' but they're not a very good option and they are hard to afford to put in the army. I've fielded about 3 since while I love them I just can't afford to increase the cost per activation of the list and actually compete.

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 Post subject: Minevan units and organization
PostPosted: Wed Aug 06, 2008 11:36 pm 
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The 2 Support slots is very IG though so there's not much that can be done there.


I could see it going up to 3 without problems in this list.


I love the idea of a Hellhound (Support?) Formation.

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 Post subject: Minevan units and organization
PostPosted: Thu Aug 07, 2008 3:45 am 
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I envision the Hellhound formation as a main battle company as counterpoint to the heavy power of the Tank company.

I support version with 6 Hounds would be nice too.

I see it as a good way to get Hellhounds, medusas and Russ Thunderers actually into the army.

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 Post subject: Minevan units and organization
PostPosted: Thu Aug 07, 2008 7:11 pm 
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I'm all for a Fast Assault Company, but not with Salamanders, a Scout Company would let the Minervans garrison if it was half Salamanders.

So 6 Salamanders + 3 Griffons could add 3 Russes a Salamander command and a hydra and still garrison.

Other than that, 300 base for that company?

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 Post subject: Minevan units and organization
PostPosted: Fri Nov 28, 2008 4:44 pm 
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Quote: (scarik @ 05 Aug. 2008, 17:34 )

E&C most of that is reasonable,

I think 10cm speed is very slow and will make Hammers March at least once a game while likely having to Double and never Engaging. but its worth trying.

I really like this list but agree with E&C the Stormhammer is overpowered, it's an awesome tank that holds it's own superbly, to the point that I will regularly take this over the Baneblade and even the Stormblade.

I've played three games with 10cm movement on the Stormhammer, it's still too powerful, sacrifice the first turns firing to gain a good position and it's a solid centre point for an army. Double and shoot in the first turn (Mostly tactics with all other SHT's barring Shadowswords) and the range creates a bit of a problem but if the enemy is close there's no disadvantage.

For the record I've now completed 27 games with the Minervans myself, 8 versus E&C 13 versus Pulsar, 2 versus E&C's brother, and the others versus veterans of Bournemouth GW. - there has to be more than 30 games worldwide!


If the stormhammer gets relegated to a collectors model I'll go into hiding.

On other points, the lack of "fillers" is a little annoying when using a complete armoured force - possibly just me because I like SHT companies.
The hounds company sounds good though I've not tried it.
The fast assault company is an interesting idea, I'll play it some and report back.




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 Post subject: Minevan units and organization
PostPosted: Fri Nov 28, 2008 4:58 pm 
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After playing against Jonluke's rather pretty stormhammers, I too can conclude that they are overpowered for their points. You'd just never take a Baneblade when they are available.

At movement 10, they're still slightly overpowered, though less so. They could certainly do with another downgrade, say losing thick rear armour or dropping to FF4+, or simply costing 50 points more than the other superheavies.

Moscovian: Just because you don't plan to edit the list for 6ish months, that doesn't mean we shouldn't start taking note of the issues in the list and suggesting solutions.




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