So input from thee Almighty Uvenlord right...
This was a fun fight, the Gargants do not feel broken or too bad. This fight could have gone ether way but the initiative roll in turn three really put an end to my chances to win.
Overall nothing really went my way this time and as usually I made some mistakes but it was a close game from the beginning to the end. I took an "old" tournament list to test the Gargants against and an assault oriented army like this (even though they had some shooting power too and a lot of MW

) made the gargants better then usually since I wanted to engage them.
Next time I will try out a little less assaulting army, and since it was a close game even with my bad dice and all I think they might need a boost before a nerf but perhaps time will tell. Against other armies I think it will be hard to win in three turns like this time, but more likely end with the "titan grind" (points in turn 4)
Perhaps the extra move and that it isn't compulsory to use might be a bit to good. I will post a little rant with some suggestions in the Gargant dev thread.
Thanks Carrotkiller for the game!