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Squat/Demiurg Development Thread

 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 1:47 pm 
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Quote: (Erik M @ 11 Jul. 2008, 12:25 )

What to do:

1) Start with stats for troop stands and get them sorted.
2) Decide their respective size.
3) Add whatever additional to these as seem fit.
4) Playtest them somewhat to find some sort of balance in costs and suitable support.

Is it possible to work like that?

2, 3 and 4 have been tested and both of us see them as more or less balanced with some eventual changes to come assuming we reach concensus on the units themselves. To be honest I don't see the need for an overhaul of either list at present.

1. unit stats and any special rules will be the focus of what needs the most attention. As Jaldon and I start identifying where the differences lie, that is where the most support and discussion will be beneficial.

on a side note I have been out of my home area for the past week and really only able to post a little. When I get back we will begin to roll out the various units in logical groupings.

once we reach a playtest state we will ask everyone involved to start min-maxing and breaking the lists to define the shortcomings.

For now please playtest the lists as they are and give feedback on what is broken, it will help us a great deal if we base the discussions of what seems to be in need of adjustment.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 2:51 pm 
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Quote: (jaldon454 @ 10 Jul. 2008, 21:14 )

(A) Thurgrimm's is the early Squats before the Tyranid eradication event, and the Demiurg are the more modern present version of the Squats post eradication event.

I said it before and I'll say it again. I like this option the best. Even if it was just for the story elements that it provides.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 2:53 pm 
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Given the uncanny way my mind seems to mesh with Moscovian's, I'll also vote for plan 'A.' I also think it would be a great place to put the 'Nid list when we write the supplement. I'll even proof read and help out any other way on the writing, if y'all don't mind.

So, on with the testing!

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 3:47 pm 
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Quote: (Moscovian @ 11 Jul. 2008, 08:39 )

I understand some die hards -I won't mention any names but his name rhymes with Morf Lupeem  :tongue: - don't like the idea of the Tyranids eating the Squats, but I believe the whole thing could be appreciated more if a whole story could be developed out of it.

Who, me?  :devil: I'm sure it's no surprise that I prefer option B, but I'd rather see option A than no Squat list at all. However, whichever option is chosen, I will playtest Thurgrimm's.

BTW, where can I find the current Thurgrimm's? I can't seem to locate it.




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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 4:20 pm 
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As Jaldon and I start identifying where the differences lie, that is where the most support and discussion will be beneficial.
Fine, you do that. Don't mind us, we where just asked to help out.

Seriously epilgrim, if it was all clear, then this discussion wouldn't be, right? But all you say is that you and Jaldon shall sit down in your little corner and do the work. That puts the rest of us off, I'd say.

You've made a tremendous work on a demiurg list. Jaldon, and others, have done tremendous work on squat lists. But neither has reached concensus of this group. And if you steer thuis into a private venture of you and Jaldon it'll probably stay that way.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 5:16 pm 
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Erik, I think you misunderstand.  ePilgrim is ASKING OPENLY for your help (and everyone else's) but is identifying one area in particular as important: the areas where the two lists tend to diverge.  These could be unit stats, formation sizes, or special rules.  

I am not sure how you could be MORE involved without actually making the changes for them.

EDIT

DS, you and I are on the same page.  You still would get your choice of lists, only now there is a good reason for the change in the lists.

I do see the special rules as something that needs to be worked out too.  I still agree that the inspiring doesn't do it for me thematically but the multiple dice throwing for rallies is too powerful IMO.  I know leader was being tossed around out there along with the ignoring the -1 penalty for being close to enemy units., but there was some hesitation to do anything because you'd have to re-evaluate point costs.  In light of this porjuect possibly taking off though, a re-evaluation of everything is in order anyway.




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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 5:22 pm 
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Erik M,

Easy, there is is a difference between starting a new project and refining an established one.

Jaldon and I spent a lot of effort in keeping the Squats playable in Epic. To that end we are managing the direction the lists may take. We need to tackle the unit differences before opening this to general discussion. That is hardly the same as excluding anyone.

For a while both lists existed apart, we want to move past that and this will require more thought than our own opinions.

As far as I know every army champ and list goes through the same growing pains and development process. I hope you can show us some patience as we get set up.

Once again my apologies if my personal style seems curt or stand-offish.

Keep with is, I'm sure your opinions and contributions will be useful.

Ep

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 5:31 pm 
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Given the way most EA lists play off each other, I would say you should aim to have the unit stats similar between the two lists as well much of the organization. The difference in the lists I think should come through what's available to one list and what isn't.

It would be nice if you could agree on one set of special rules as well.

And speaking of which, did my question get skimmed over or just plain ignored? :sad:

http://www.tacticalwargames.net/forums....y264064

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 6:02 pm 
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I'm guessing overlooked. I like the idea of saves vs. hackdowns also. That seems to me like a good way to portray being stubborn in CC.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 6:02 pm 
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Neither - they don't know what their going to do unless something has been resolved quite recently.  Dave, I agree with you on your comments above.  

I throw this out to Jaldon & ePilgrim just because it is a nitpick of mine.  Skimming/fying machines (ergo the Iron Eagles) would never be used on a high-gravity world.  The one exception would be Overlords which operate off of different principles (relative weight of gases).  While they may have decided to use that technology AD (after diaspora) I make the suggestion that Iron Eagles remain off the Thurgrimm's list.  My guess is this idea will be shot down but I had to get it off my chest.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 6:08 pm 
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Quote: (Erik M @ 11 Jul. 2008, 08:20 )

You've made a tremendous work on a demiurg list. Jaldon, and others, have done tremendous work on squat lists. But neither has reached concensus of this group.

Don't make broad statements like that. If you don't like what they are doing then be specific and mention that you disagree with them but there are people that do like what both authors are doing

You != this group

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 6:24 pm 
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Quote: (Moscovian @ 11 Jul. 2008, 13:02 )

My guess is this idea will be shot down but I had to get it off my chest.

I was wondering when that was going to make it's entrance.  :laugh:

What I specifically liked about LI's idea was that it's the middle ground between normal and the Fearless ability. It thereby gives us something to judge it by.

Some might not like it because it only gives you a bonus when your formation has already lost an assault. However to me that's where a stubborn (short) individual would really shine.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 7:01 pm 
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Quote: (Moscovian @ 11 Jul. 2008, 10:02 )

Skimming/fying machines (ergo the Iron Eagles) would never be used on a high-gravity world.

Why?

Seems as if they would be perfect

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 7:03 pm 
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Fair enough epilgrim. And I might have been peckish too.

I guess what I am trying to say is that perhaps the work has to be started from scratch.
For example if small units and 5+ save equals bigger units and 6+ save (which I for one feel is more correct) and how to get the more special units incorporated etc.

Later on there's perhaps room for the discussed timeline. Pre tyranids with large formations and past tyranids with smaller and more heavy ones perhaps?

PSYou != this group
Uh? Meaning...?

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 7:04 pm 
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Quote: (pixelgeek @ 11 Jul. 2008, 19:01 )

Quote: (Moscovian @ 11 Jul. 2008, 10:02 )

Skimming/fying machines (ergo the Iron Eagles) would never be used on a high-gravity world.
Why?
Seems as if they would be perfect

Because it would cost tremendously to get them of the ground.

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