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Gargantua Bigmob changes

 Post subject: Gargantua Bigmob changes
PostPosted: Thu Feb 02, 2012 10:12 pm 
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Just trying to catch up on some of the changes to the army lists. I was looking at the Gargant list and had a few questions

1) Was Orkamedies dropped as the named character to distance it from Armageddon?
2) how does the list play without the Grot attack rule? Are controlling objectives an issue?
3) I assume that ,out of the structural changes to the list were done to make it possible to play the force without so much conversion? Especially since the OGBM list was meant to come with additional releases


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 Post subject: Re: Gargantua Bigmob changes
PostPosted: Thu Feb 02, 2012 11:06 pm 
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As the AC I'll see if I can answer your questions:

1- the bigmob list is set to go into an Epic supplement that is not set on Armageddon, so a new character was required. It also helped mKe a clean break with the old list version.

2 - The old Grot attack rule was found to be unnecessary and somewhat overpowering. WE lists are plenty fine at ground control.

3 - indeed yes that was part of the rationale; since we're never going to get "crawler" models, giving Gargants a way to effectively become "crawlers" was the next best thing.

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 Post subject: Re: Gargantua Bigmob changes
PostPosted: Thu Feb 02, 2012 11:16 pm 
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pixelgeek wrote:
1) Was Orkamedies dropped as the named character to distance it from Armageddon?

I think it was mainly because the closest thing to a big release will be in the fan supplement E&C is building, and the new name fits with the background fiction in that.

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2) how does the list play without the Grot attack rule? Are controlling objectives an issue?

Yes, and that's intended. Killing them is so hard that players thought the rule was unnecessary. AMTL is faster and lighter, but still has a structural balance problem in the GT scenario because they can park on objectives and force tie-breakers, which they win disproportionately. Gargants are almost as good at it.

Quote:
3) I assume that ,out of the structural changes to the list were done to make it possible to play the force without so much conversion? Especially since the OGBM list was meant to come with additional releases

Yep. The kustom bitz allow the core gargants to take on the same roles as the cut units, at least in a general sense.

That said, I do have some reservations about the functionality of the Transport upgrade. I think it's worth the points in the abstract but the higher base cost for a transport unit may make it a poor choice in a list hurting for activations. The "Gargant + Transport" version of the Krawla is quite a bit more expensive (considerably more firepower, better FF). I've relied on a number of people who have said the added movement upgrades were a huge advantage, worth a lot more than the 50 points in the old list. I very much want to see some playtesting on it.

==

Edit: E&C beat me to it.


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 Post subject: Re: Gargantua Bigmob changes
PostPosted: Thu Feb 02, 2012 11:51 pm 
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Thanks guys


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