Thanks Bill.
Moscovian wrote:
Seems like Black Templars have been an army of choice for the Squats to fight against in your group. Any idea how many games they've played against them and their win/loss ratio? How would tkae compare against other armies played?
They've played Templars three times now (lost to Templars 1-2 Turn 3 21st Feb, and an unrecorded game on the 24th Jan). From memory, they're undefeated against Chaos, about 50/50 with Epic UK Necrons and vanilla Marines. First outing against Tau tonight.
Moscovian wrote:
Obviously you didn't bring an Overlord, but if it were equipped with an AA shot (even a mediocre one) would that have changed your mind about bringing one?
I've struggled using the Overlord even with the old Thurgrimms, and the French list. It's the 15cm barrage that's difficult to get in range and I'm not mad-keen on it either Spotter or Support Craft.
Would've loved to take them with an AA shot, just so I have something mobile that can shoot at planes. I did have one in my draft list on Sunday, but I swapped it out at the last minute twiddle.
On the subject, I'd simplify the autocannon to 3 shots all-around, ditch the Small Bolter Array (it's represented anyway with the Firefight stat).
Moscovian wrote:
On the 10cm/15cm move, did you go through and try to figure out what the outcome would have been with a 15cm move with the engagements? If not, what do you think would have been the outcome? How much would it have impacted those assaults (and game)? Just looking for some insight beyond the batrep.
Curis wrote:
Here's the first instance where the 10/15cm movement comes into effect in engagements. An extra 5cm of movement have seen would double the number of Warrior stands (4<8) in the engagement. A 15cm engagement move is pretty slow, 10cm is terrible. This is an aspect of the 10cm move that isn't mitigated by free Rhinos (unless you want to start the turn in them). If Stomp had been a bit cannier on the drop, he could've reduced this engagement to just the Rhinos.

Curis wrote:
At this point the Squats were also teeing up actions for the Warrior Brotherhood on the centre-left. With no AT at all they are powerless against almost the whole flank - Landing Craft, Land Raiders, Thunderhawk. They could launch a clipping engagement with a 10cm move, or (with a 15cm move) launch a much more reasonable engagement with an extra 4 stands in combat. They don't activate yet, but were considered.

Curis wrote:
The Squats grumble in frustration, measuring the engagement range of the formation, noting again the 5cm movement would let them mount one that's halfway decent.

Instead an under-strength formation of Trikes double and nip round the back to crossfire the pesky Devastators. No casualties.

But the Warriors continue the crossfire, even though they're heavily suppressed with Blast markers they manage to kill the last two stands. Their 10cm move gets them a little further forward to objectives, though part of it is spent jiggling the formation to stop the Thunderers being suppressed.

Three times. First time I decide to launch it anyway due to strength of supporting fire. Second time I decide to activate something different. Third time I decide not to engage but shoot instead with a different formation.
Moscovian wrote:
In this game, it seemed like hack downs weren't a problem as they related to the 10cm move. Is this correct?
Yeah. Though that's becuase Stomp didn't launch any engagements against any of the Warriors or the Berserkers. No opportunities for it to come up.
Moscovian wrote:
If the Hellbore could move, what would you have done with it? Theoryhammer time.
It would've trundled forward to sit within 15cm of the Templar objectives to cause Turn 3 issues, and lend support fire to its Warriors. I'd have also used it launch engagements with the Warriors in support fire.
Moscovian wrote:
I am coming around on the Warrior armament. The lack of range and AT shots is a pain for them. However, deciding to change their armament can't be done in a vaccuum. If we change their movement to 15cm, many of those concerns will be mitigated.
I suggest a first step of moving Warriors to one whole Autocannon, and Thunderers to two (with no Heavy Bolters).
Moscovian wrote:
What were the thoughts on the Colossus from player and opponent?
Way too good for its points, especially in firefight. Drop to DC4. Drop the Bolter Arrays. Increase speed to 15cm to match Baneblades.
Moscovian wrote:
Thunderfires died like in most games. Do you think that two formations of 3 each would have served you better? Explain. My own experience with them is that, despite their great battlecannon range, they are better placed in the rear as a back-up for holding the blitz.
Undecided. At the moment I'm expoloiting their price point to keep a competitive activation number, and also having something to garrison a bit forward, rather than relying on them for AA. I dislike keeping them on the Blitz as it means your opponent can get the Blitz and knock down the AA in a single move.
The option to increase them to three would be nice. You could also consider letting them attach themselves to the Goliath or artillery formations.