Tactical Command
http://www.tacticalwargames.net/taccmd/

breaking OGBM 3.0
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=21469
Page 1 of 1

Author:  madd0ct0r [ Sat Oct 01, 2011 11:54 am ]
Post subject:  breaking OGBM 3.0

So, I'm going to try and break the OGBM 3.0 list.

list is here: viewtopic.php?f=83&t=21447&p=414148&hilit=ogbm#p414148

This is not about fun, it's about finding the cheesiest, most gnarly and unfair army possible with the current list.
If that army is still balanced and fun to play against, that's a good sign.

So, the basics:

First obvious list jumps out: 3 gargants and one Mega-Gargant. No fancy extras.

40DC on the table, plus powerfields (15 +3D3 + D6 = 23 on average)

Damn hard to extract teeth* from, damn hard to suppress before it's reduced most of your force to stunned and broken formations. Possibly fun to play against in the 'race against time' way.

*sorry, victory points.


Next: 2 support formations per gargant.

Taking the gargant as a good place to start, for a 3k army you're looking at two main options:

3 gargants with 1050pts left over for up to 6 formations and/or upgrades.
With 6 supporting formations that's an average of 150pts per formation.
With 5 it's a bit more respectable: 210pts each
I think you could reach a reasonable activation count of not entirely popcorn with that.


2 gargants with 1650pts left over (for 4 support formations and upgrades)
so. not exactly a small nippy list, but plenty of space for kustom bits and really heavy hitting blocks ( 9 stompas? 4 supa-stompas! mmmmmm)

You'd probably be slightly worse off here then above, since you'll be out activated left right and center, collecting BM's faster then you can paint them and doing so on blocks that simply aren't as tough or as resilient as a gargant.
Your firepower will drop off faster, you'll still have trouble with board control.

Good modelling opportunities though.

Author:  madd0ct0r [ Sat Oct 01, 2011 11:55 am ]
Post subject:  Re: breaking OGBM 3.0

Kustom Bitz:

I'll start with the supa-stompa. It's not a core choice, but it's as shooty as a gargant at half the price.
As the smallest, cheapest thing that can take them kustom bitz have the biggest relative effect.

What roles are we looking to fill with this mini shooty gargant?

First is a blitz guard. Second a mid-table support role. Third a flank line breaker role and finally whatever else seems apparent.

The bitz we are swapping is a soopagun. We'll keep the soopagun / megachoppa swap open for now.

Kustom Bitz:

bigga generators – bonus powerfields. No help against assualt, but a bit more resiliant to shooting. Maybe helpful in a mid field role.

More dakka in this case, double your attacks in a firefight! Good if you intend on getting into a firefight, or intend on discouraging one. Line breaker?

Gatling Kannon same as above, but not quite as good.

mega lobba compared to the origional supa-gun, add more, but weaker BP.
Good for mass killing, maybe in a support role or as a prep to line breaking.

snapper basically, an anti-termie assault device. Good insurance for a blitz guard?

mega choppa take two and go titan hunting. Expect to be shot to bits instead though.


BIG kustom bitz:

grot missiles obvious use for the blitz guard

transporta in this case, you get a much more expensive, but only slightly better battle fortress that can transport AV. For a supa stompa, I'd say not.

wrydboy brilliant AA umbrella. Cheaper AND much better then two flakwagons AND it leaves you all your other weapons. Only don't take if you don't need any more AA or if you really must take a different big bit.



Onto the gargant:

remember it also has the option of swapping a supagun for a mega choppa OR a supa Zzap gun.

bigga generators actually maybe more useful here then the supa-stompa. More TK shooting might be expected as most wouldn't assualt you without softening you up a bit.

Mega lobba, more dakka, gatling cannon not so useful if you've taken the native Zzaap gun. Otherwise, the mega lobba might have a use for supressing large formations.

mega choppa, snapper make all other WE back away nervously. Coincides nicely with the ork's engage and double bonus.

BIG bitz:

grot missile – combine with Zzap for overwatch fun.

Transporta: maybe worth it for the speed bonus alone. Dropping off some lootas on an objective or claiming a flank are nice bonuses.

Wrydboy tower – good insurance policy if points are available.

Author:  Evil and Chaos [ Sat Oct 01, 2011 12:01 pm ]
Post subject:  Re: breaking OGBM 3.0

My eyes are open. Note that I do intend to introduce some sort of negative penalty speciAl rule to prevent playing for draws as with the amtl ongoing discussions.

Author:  madd0ct0r [ Tue Oct 11, 2011 10:58 am ]
Post subject:  Re: breaking OGBM 3.0

Well, unlike ad-mech titans, damage done to a gargant stays there - sheilds don't pop back up in the 3rd turn.

I tried going through the army force list, tackling each unit in turn and looking at what it could do and wether it was a good way to do that role.
That got quite complex.

But something specific did start to stand out at me.

Air-drops.

There are three options for airdrops in the 3.0 list:

landa – 3dc bomber that can land with infantry
Drop rok, 3dc planetfall that can land with infantry and snappas
Kroozer – can tellyport anything in, even a mechanized mob.

All of these are their own formation, and all need a second dedicated formation for the airdroppees. The drop rok and the kroozer won't do anything on the turns before they come in, and the kroozer won't do anything afterwards either.
Remember that activations are limited, but why do we want more formations in the first place?

Ideally, you'd want the same number of activations (or more) then the opponenet to allow you to react to and counter his plans. Other wise he can just fire artillery for the first few activations and then run rings around you once you've run out. It's a neat mechanic that's important to epic's balance.

BUT in this case, hiding an a formation or two, or six is possibly worth the loss of flexibility.

you're out numbered anyway. You HAVE to take gargants thus you will almost certainly have less activations then your opponent anyway. I'm not sure, but I think going from 2 down to 3 down is less painfull then going from 1 up to matching. Assuming each gargant breaks a formation a turn, you should be able to count how many activations you can afford to be outnumbered by.

the formations on the board (the gargants) are tough, and hard to suppress. Even if everythings being poured into them the first turn, they can take some punishment and soften up the enemy.

your smaller formations can then come in later, when they can make a big difference – taking/contesting objectives, breaking or finishing off a weak formation ect.

so maybe an airdrop heavy list could work.

Possibly sensible themes I'm looking at now for lists:

All gargants – no weak point, no mercy.
Big death air – see above
DC saturation – looking at supa stompas and transportas and fotressess
Orktillery gunline – they can't claim objectives if they're dead.

Author:  Evil and Chaos [ Tue Oct 11, 2011 11:02 am ]
Post subject:  Re: breaking OGBM 3.0

Note that I definitely want to remove the Landa for 3.1, and I'd like to remove the telleyportas too if the community would support that (I'm re-introducing the "Mad Mek" theme in other ways).

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/