Well, I'm a bit late to the party, but I'll add some of my thoughts, since I have played them quite a bit over the last few years.
kadeton wrote:
If a list with two big gargants (Great or Mega) is basically a non-starter, I'd like to see the option to build a list focused around one heavily-customised big dude supported by non-gargant formations.
While I agree having both a Mega and Great gargant in the same list isn't a good option, I did run a list with a Mega Gargant and 2 Great Gargants. Surprisingly, I somehow managed to win, despite losing the Mega Gargant to the rampaging fires it suffered. Basically the Mega Gargant soaked up most of my opponents fire, allowing the other two to run amok and camp on objectives. I probably should have lost that game.
He is fragile, but I'm not sure how to fix it.
kadeton wrote:
Supa-Stompas vs Gargants
I'm not sure why you'd ever run a Gargant instead of two Supa-Stompas. (In the 3.0.5 version, the reason is clear: you're forced to. That's not a good or satisfying reason.)
Two Supa-Stompas are almost exactly as resilient as a Gargant, have double the firepower, and either cost the same (in two formations, with the advantage of an additional activation) or 50 points less (in a single Big formation).
In a list that's meant to showcase gargants, having them lose out so badly to Supa-Stompas seems like a terrible idea.
My main reason for running a gargant over two Supa Stompas is blast markers. The biggest draw back for Supa Stomnpas is the 6+ roll needed to rally once they are broken and stuck near enemy formations. In a formation of 2, once one is destroyed the other is broken and spends the rest of the game staying broken and with limited activations this is not good. Havng a gargant instead allows it to keep firing regardless of how many BM it has without being suppressed. Then when it does get broken, you only need 5+, since you get the +1 to rallying.
kadeton wrote:
Kustom Upgrades
The other defining feature of the list is the ability to modify the gargants and Supa-Stompas, as well as units of Big Gunz, with Meks. Sadly, most of the upgrades don't seem that useful.
The Megalobba is particularly egregious - since it has different special rules to the Soopagunz (it's not a MW) they can't be fired together, which means that on Supa-Stompas and gargants it's worse than useless.
I used to run a pair of Supa Stompas, both with Megalobbas and 2 Soopa Guns, for a total of 14 + 2D3 BP, which is a minimum of 16 BP - the maximum band you can get on the Barrage table. This nets you an additional 4 BM on any formation you decide to shoot at, regardless of whether you do any damage. With this you can auto break some formations, while others are pretty ineffective with 5 BM, like Leman Russ companies. It's even worse when you dump it on a broken non-fearless unit. This is why Steve's Ordinatus is rightly feared.
kadeton wrote:
I think the list could easily get away with just having a "Hitch a Ride" special rule which gives all gargants a transport capacity equal to their DC (plus Grots equal to half their DC) for free. This would also allow Mega-Gargants to gain a transport capacity - it's weird that they can't when the smaller gargants can.
The one thing I miss about the (very) old list, was the dumping off of grot as you stomped past an objective. I thought it was very cool and somewhat mitigated the slowness of the list.
kadeton wrote:
An interesting alternative, I think, would be to give all the upgrades an appropriate cost, but allow them to be taken in addition to a gargant's existing weapons.
While I think this would be awesome, I also think it would be overpowered. I played my 'Alpha Strike' list in a tournament last year, with the idea of unloading as many Grot Mega Missiles and Supa Zzap guns as I could on the first turn, before wandering over to engage what was left. If I had the option of tanking out my gargants with more TK weapons it would have been crazy.
kadeton wrote:
The Need for Speed
The list's major weakness is that it's predominantly pretty slow.
And it is this that balances everything out. I've given up on trying to get the blitz after wasting so many turns of marching gargants for three turns, only to fail the final activation. If you can plan around it and only focus on what you need to do to get 2 VP, while keeping your opponent to 1 VP, you should have a chance.