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Gargant Big Mob list development

 Post subject: Re: Gargant Big Mob list development
PostPosted: Sat Apr 02, 2016 1:43 pm 
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jimmyzimms wrote:
YOU RAN A 14000 POINT GAME AND DIDN'T TAKE PICTURES?

you're dead to me :P


Of course he did. Have a look at his lovely blog. In german, though.

http://zinngebirge.blogspot.de/2015/07/grillageddon-ii-after-action-report.html?m=1


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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sat Apr 02, 2016 1:47 pm 
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because I lurk his blog? (actually I should and my Yiddish is good enough to suss out the basic meanings :D )

thanks for the link!

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sat Apr 02, 2016 2:52 pm 
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Apocolocyntosis wrote:
im not sure how much real use the test was due to how things worked out


Switch sides, play a rematch.


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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sat Apr 02, 2016 3:04 pm 
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Doomkitten wrote:
Apocolocyntosis wrote:
im not sure how much real use the test was due to how things worked out


Switch sides, play a rematch.

I can do after dinner uk time today if you want to take jimmy's place and swap sides

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sat Apr 02, 2016 3:38 pm 
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Ohhh then I can lurk this time! :)

Actually flipping sides/lists is really needed in a perfect universe. Of course technically that doubles the games played and we've got enough trouble as is

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sat Apr 02, 2016 7:11 pm 
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Apocolocyntosis wrote:
Doomkitten wrote:
Apocolocyntosis wrote:
im not sure how much real use the test was due to how things worked out


Switch sides, play a rematch.

I can do after dinner uk time today if you want to take jimmy's place and swap sides



Would love to, but alas it'll have to wait until next week for my next game. 'sides, I'm not letting you shoot deathstrikes at me. ;)


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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 7:39 am 
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Kyussinchains wrote:
how about replacing it with some kind of 'flakk dakka' upgrade instead? which gives d3+1 30cm AA6+ shots, comparable to the AMTL carapace multilasers?

as I've said many times so far, I'd prefer to see the feral ork version (including the MW ground shot) as well as removing flakkwagons from the list, you could balance it by having the tower take up both upgrade slots and cost 50 points, OR include it as a weapon option rather than a kustom upgrade, that way you end up degrading the firepower of the gargant to get the MW AA shots?


I copied this sentence in from another thread. The Wyrdboy tower has beem bothering me too latly and I'm very open to change it actually. Also, as mentioned earlier, i think removing most/all extra unit options from Supa Stompas wpould be interesting too.

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 8:28 am 
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If included as a weapon option it means that supa stompas can't take them either which gives you fewer options to spam MW AA shots.....

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 8:40 am 
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Gonna try out gatling cannon spam on thursday, thinking of

G.gargant - 2x gatler, zzap, gork head, weirdboy tower, warboss
Gargant - 2x gatler, zzap, more dakka, weirdboy tower
Gargant - 2x gatler, zzap, reinforced boiler, more dakka
Supa stompa - 3x soopagun, extra armour bitz
Supa stompa - 3x soopagun, extra armour bitz
Fightas
Fightas

I have also found that the list often relies on the two template soopaguns to shoot round corners, I have certainly resorted to this in pretty much every game, I wonder how the shooting will suffer turn 1.....

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 9:14 am 
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Hey question from the last game: Can you use push em harder in consolidation moves?

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 9:24 am 
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jimmyzimms wrote:
Hey question from the last game: Can you use push em harder in consolidation moves?


No, that was not the intension of the rule.

If the woeding needs to ve clarified I would really appreciate help from someone with better english skills than me! :-)

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 2:27 pm 
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Just posting this here to help others if relevant. When I did the play-test with jimmy there were a couple of points we weren't 100% on about the gargant fire crit. I'm sure others have this sorted already, but just incase, here's a summary from the FAQ:

If you take damage from a crit you take a BM for that damage. (3.2.3)
If you take damage from a crit you roll for another crit dice to see if you crit off that damage (3.2.2 and checking with Kyuss)
If you have crits that resolve in the end phase (gargant fires) you roll to resolve the crits before rallying begins (1.14)

In our playtest I neglected to roll for extra crits on damage caused by crits :P

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 2:39 pm 
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mordoten wrote:
I copied this sentence in from another thread. The Wyrdboy tower has beem bothering me too latly and I'm very open to change it actually. Also, as mentioned earlier, i think removing most/all extra unit options from Supa Stompas wpould be interesting too.

Honestly, i think the kustom upgrades are a bit good anyway (just as the upgrades themselves, i don't yet have an opinion as to whether the list overall is under or overpowered!)

Most of them are a bargin at 25pt and i can;t think why i wouldn't ever take 2. I'd probably pay 50pt for one in most cases, 2 for 50 is great.

Could it be that gargants can take 1 custom upgrade, great gargants can take 2?

Or, that the second upgrade costs more? so 1 upgrade is 25pt ( cheap to make up for Gaze of Mork missing from Gaz gargant), second one costs +50 or +75?

(or, change the power of the upgrades to match 25pt cost)

50pt for 2 of the following 3 look best to me and too cheap in total:
wyrdboy head would be an instant inclusion on any titan , it's a bargin at 25pt. Only reason not to take it would be if you *knew* your meta never air assaulted.

boilers are boilers, extra 5cm move on 1/36 crit is nice.

power fields and extra armour are harder to cost as their proportional effect differs from a supa stompa to a great gargant, but both can be v good.

then more dakka – perhaps less attractive than the above, but this has the same effect as a supa skorcha on a regular gargant, so that's giving it a 4th weapon for just 25pt!

then transporta/head options are a bit more niche, might be good if someone makes a built that really abuses them, but no opnion otherwise.


I hope to get another test in with jimmy or doom some point next week :)

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Last edited by Apocolocyntosis on Sun Apr 03, 2016 2:54 pm, edited 1 time in total.

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 2:48 pm 
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I don't think you could cost them at 1st upgrade +25points, 2nd +50points, etc as not all upgrades are created equal. Perhaps a general surcharge system would work (1 upgrade, +0 additional points, 2nd +25 points added to the upgrade cost).

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Sun Apr 03, 2016 2:56 pm 
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kyussinchains wrote:
I have also found that the list often relies on the two template soopaguns to shoot round corners, I have certainly resorted to this in pretty much every game, I wonder how the shooting will suffer turn 1.....

and agreed on this, i was bending templates all over the place
I'd take a lobba just to get the extra template to range stretch and shoot round corners if i only had room for one barrage weapon as well next time

keen to see how gattlers perform, it's the 45cm range that puts me off

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