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Gargant Bigmob 3.02

 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Nov 02, 2011 2:51 pm 
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Onyx wrote:
I'd happily just take Stompas as an upgrade to a Spa Stompa.


Evil and Chaos wrote:
Feel free to test them at 75pts as upgrades to Supa Stompas and Gargant mobs.


Did you want me to include some in our game this Sunday, Onyx, or just stick with V3.02?


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Nov 02, 2011 3:12 pm 
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Don't tell him what you're taking in advance dude. ;-)

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Nov 03, 2011 1:49 am 
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Lol @ E&C :D

Gorgrim - I'd stick to what E&C just suggested for now (upgrades to Supa Stompas or Gargants @ 75pts each).

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Nov 03, 2011 7:30 am 
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Is this version the one going into the Army Book 2012, E&C? Also, is this Orkamedies' GBM? It doesn't specifically mention it on the list.


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Nov 03, 2011 8:42 am 
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Yep this is the list for the Armies Book from now on, V2.x should be discarded.

It can be labelled as Orkamedies' Gargant Bigmob for the Armies Book if you like, or alternatively as Albork Orkstein's Gargant Bigmob (I'm using the list under that name in the Epic: Mechanicus supplement).

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Fri Nov 04, 2011 1:58 am 
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is the landa formation gone for good? i loved dropping kans and dreds into the heart of enemy formations.

will take a closer look and bust out my bigmob shortly.


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Fri Nov 04, 2011 2:17 am 
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landa dropped for more seperation from core list and bloodaxe variants.

You've still got the droprok which can carry more and can't get shot down.


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Sat Nov 05, 2011 5:39 am 
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How do you purchase Stormboyz for the Bommer, E&C? There's no reference in the list apart from the Transport details of the Bommer.

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Sat Nov 05, 2011 9:15 am 
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i think you can't - it's a placeholder for using the bommer in future other lists.


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Sun Nov 06, 2011 3:18 pm 
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Played against this list today.
Gorgrim took the following (from memory):
Great Gargant + free Kustom Upgrade (Gattling Kannon) + 50pt Big Kustom Upgrade (Gattling Kannon) + Mekboy Big Boss
Gargant + free Kustom Upgrade (Gattling Kannon)
Supa Stompa + free Kustom Upgrade (Gattling Kannon)
Supa Stompa + free Kustom Upgrade (Gattling Kannon)
Supa Stompa + free Kustom Upgrade (Gattling Kannon)
Loota Warband + Oddboy with Kustom Upgrade for free (Megalobba)
Loota Warband

I used the EpicUK Nid list.
My first impressions of the Gargant list is that the Gattling Kannon makes this Ork army incredibly shooty! :o
Ork War Engines were Advancing (single move and shoot) very often. This made the Gargant army feel less Orky to me. The number of MW barrages and good quality shooting was fearsome. And then when we got to the Engagements, the Gattling Kannon War Engines just got even better with all the extra FF attacks. The Orks did not make a single CC Engagement all game even when in position to do so (partly because it would have benefited me more but mostly because their FF was just so much better).

Now I'm not so worried about the outcome of the game (a 3:0 to the Gargants but we're both using new armies) as to how the Ork army played. Gorgrim played them very well and made the best of the armies strengths. Often, I just didn't really feel like I was playing against Orks though.

We did discover that broken Supa Stompas are hard work to rally (a possible good use for Stompa upgrades to build the formation up to help them rally).
The army is slow... (pretty obvious but Gorgrim has been playing Speed Freeks and Eldar recently which makes the Gargats a rude shock).

The idea of being able to teleport (Planetfall) a Great Gargant into the middle of 3 objectives (right into the opponents face after the Orbital Barrage has prepared the landing site) with no chance for taking BM's as per a normal teleport and then retaining with a FF unit of doom is an amazing prospect.

My first thoughts are to nerf the Gattling Kannon in some way. It is 50pts (or free :D ) which is not cheap but it's effects on the Ork War Engines is huge. 6 good quality shots just doesn't feel very Orky. And then factor in the bonuses for FF and the Gattling Kannon is a no brainer.
As for ideas...
4x AP5+/AT6+ with +1 FF?
6x AP5+/AT5+?
Remove the free Kustom Upgrade?

As I said, this is only 1 game so bear that in mind. It's too early for me to draw serious conclusions. These are just my first impressions. I'm really looking forward to more games against this list.

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Mon Nov 07, 2011 12:34 pm 
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Let's start by cutting the Gattling Kannon down statwise to:

4x AP5+ / AT6+, +2 FF

I'll update the file on page 1 to reflect that.

Quote:
Ork War Engines were Advancing (single move and shoot) very often. This made the Gargant army feel less Orky to me.

50-75% of my activations with Gargants or Supa Stompas are Advance or Sustained Fire actions, I'd say.

Who doesn't like having MW3+ barrage attacks popping out of Gargants? :D

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Mon Nov 07, 2011 12:41 pm 
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That's a good start.
I'd prefer to lose the extra FF attacks but let's see how this plays for now.

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Mon Nov 07, 2011 1:48 pm 
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Its main purpose is as a FF enhancement weapon, so I'd rather strip away all its ranged shots before we do that.

Quote:
We did discover that broken Supa Stompas are hard work to rally (a possible good use for Stompa upgrades to build the formation up to help them rally).

Yup, broken single Supa Stompas suffer from terrible rally rolls.


Quote:
The idea of being able to teleport (Planetfall) a Great Gargant into the middle of 3 objectives (right into the opponents face after the Orbital Barrage has prepared the landing site) with no chance for taking BM's as per a normal teleport and then retaining with a FF unit of doom is an amazing prospect.

Yup I think the ability to planetfall Great Gargants is likely overpowered and I'd like to remove it from the list.


Any other concerns before I upload V3.03?

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Mon Nov 07, 2011 1:57 pm 
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I wouldn't be too hasty nerfing the Gattling Cannon too severely. Remember most of the times it is replacing a Soopa Gun, which is a MW barrage. I'll use my GG as an example, I swapped out the Twin Supa Guns for two Gattling Cannons, meaning my MW barage went from 8BP to 2BP, so the 6BP I lost for the Gattling Cannons is two templates (and an extra BM). Both the Soopa Guns and Gattling Cannons have a 4+/5+ to hit, yet you get 12 shots with the Gattlings and at best you'd get 8 guys under the two templates.

Say we are shooting at some Leman Russes in the open as we advance, so let's compare the two;

Gattling Cannons hit 4 of them, killing 1 due to RA.
Soopa Guns hit 2.7 of them, killing 1.3 without RA.

The Soopa Guns have a better range over the Gattling Cannon, but where the Gattling Cannon comes into play is the extra FF. My Great Gargant was using two, so he had 16 x 3+FF, but that was his job. He was to get into as many engagements as he could and lend supporting fire. Onyx was right, with my list I had no reason to engage in CC, especially against Nids, but mainly because I had fields up, which would absorb some of the incoming FF attacks.

Onyx wrote:
Ork War Engines were Advancing (single move and shoot) very often. This made the Gargant army feel less Orky to me.

To me, the Gargants should be these big slow behemoths that are bristling with guns firing off absurd amounts of firepower as they stomp towards you. Now that's orky.

Supa Stompas on the other hand...I think they shouldn't be able to take two otherwise you'll have these 375 point guys running around pumping out 12 4+/5+ shots. Then again they were fairly easy to break and hard to rally.

Speaking of Supa Stompas, what happens to a Big Supa Stompa mob if one suffers a critical hit. Since his head gets blown off and is -1 to hit, what happens when you go to fire the Soopa Guns? Since both Supa Stompas have them and you combine the BP to find the to hit AP/AT, where would the -1 to hit come in?

Anyway, to summarise my Great Gargant was brutal in that game, even if he did catch on fire. The Supa Stompas were a little lack lustre and fairly useless once broken. The Lootas did nothing all game except for claim an objective. I'd like to play the same list against an armoured list or one that was tanked with TK weapons.


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Mon Nov 07, 2011 2:02 pm 
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Quote:
Since his head gets blown off and is -1 to hit, what happens when you go to fire the Soopa Guns?

All BP weapons fired by the entire formation would be at -1 to hit.

The damaged Supa Stompa could elect not to fire BP so as to avoid contributing its -1 to the barrage.

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