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Squat/Demiurg Development Thread

 Post subject: Squat/Demiurg Development Thread
PostPosted: Fri Jul 11, 2008 7:26 pm 
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The energy output alone would be reason enough, but there is the matter of safety.  A ten foot fall in a 2G to 3G world would be deadly in all probability and machines skimming along at high speeds and low altitudes (< 500 feet) would be death traps.  Hal Clement's Mission of Gravity was a novel I read as a kid and it takes these experiences to an extreme- a great (and quick) read if you can find the book at the library or at the store.  You can read about the science of it here if you are interested. Clement was certainly rooted in his science and a good writer to boot.

Overlords, on the other hand, are giant balloons that would operate in almost any atmosphere.  Falling is still a concern but they stay up because they are light, not because of raw force.

Once again, there are lots of things in the 40K universe that make no sense.  This is just one of those things I am compelled to mention at least once to say "I told you so" if something ever comes up about it. :grin:

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 1:05 am 
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Don't everybody panic here but, pssssst (whisper) the original army champions would email each other off the web to discuss army list issues without posting. Most of the time it was to toss around more radical ideas or list direction ideas which would only have caused a firestorm of posts on the forum. This would have taken away from the work being done on the list in the forum.(End Whisper)

Like it or not but both Epilgrim and I are the despot Army Champions for the Squat/Demiurg lists. Communication between us off the forum is only normal for Army Champions, but be assured nothing secretive is happening (We aren't plotting a takeover of GW or Tactical Command). But it does allow him and I to discuss the more sensitive issues, for him and I, without putting it out in the ether for everybody to see and comment on (In other words how childish can a designer get is best left off the forum).

BUT, both of us have decided to do something about the lists, and are willing to put it out there for everybody to work on. If it is decided that my Armor stat of 5+ just isn't going to wash and most of the group involved here feels that way then so be it, 5+ goes the way of the Dodo.

This is the point I really doubt that without all of you Epilgrim and I would be able to come to any kind of concensus, not that we are stupid, but it is hard to accept failings in the work you have done in competition with another who also feels strongly about what they have done. Hence we DO need all of you to push us over the edge to take the dive. Otherwise I doubt it would ever get done.

For my part I want to stick as close to the old Squat background as much as is possible, so the Iron Eagle stays as it appears on the old list and in the old background. Going forward it would also fit that the Demiurg would have a flying version of the same.

As for Stubborn as designed for Thurgrimm's, until someone comes up with something better it has to stay, but I am wide open to any suggestions. The only thought I have, and I know it was suggested but sorry I forgot who, that we limit the 3D6/2D6 roll to Infantry Only Squat Formations (Warriors, Bezerkers, Hearthguard, Thunderers).

For now it seems that 'A' is leading the pack as for army direction.

Note that without a chosen background we will not know in what direction to take the similarities/differences for both lists. However that doesn't mean that all work has to stop on the lists till that is decided. In fact it shouldn't so that when the time comes the transition work will be easier, besides the background direction isn't going to take that long to hash out.

Thanks All...............

Jaldon :p

PS I am not long winded, I just type real fast :_(

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 2:00 am 
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I figured you'd sort it out, J54 ! :agree:




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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 2:41 am 
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the Iron Eagle stays as it appears on the old list and in the old background


I knew it would. :upside: I just had to say something just cuz.

I am partial to the fiction that eP wrote for a couple of reasons:
1. It appeals to my realistic sci-fi side (i.e. no evolution in thousands of years, humans don't grow accustomed to 2G gravity worlds, they die on them, etc).  Just personal taste.
2. There is less of a chance of the fiction stepping on the fickle toes of GW.  Not that I think they would do anything but still...
3. It still leaves the Homeworlds and all of their colorful background largely intact.  The only difference is really the genetic mods and the name.  You could argue that they never adopted the name Demiurg until after the Homeworlds were eaten, perhaps because they named themselves after their strongholds out of racial pride, patriotism, whatever.

I also agree not everything needs to be agreed on up front.  When we first started batting around ideas for Raiders, we went through about a half dozen fairly good ideas for the plot before Corey wrote the outline.  When he handed that over to me it went through two rounds of changes.  I expect that -if this blossoms into a full blown project- it will take a year to build it properly.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 3:02 am 
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I knew it would.  :upside:  I just had to say something just cuz.


:sulk:  Uh Ok (Horrible excuse here just to use emoticons)

1. It appeals to my realistic sci-fi side (i.e. no evolution in thousands of years, humans don't grow accustomed to 2G gravity worlds, they die on them, etc).  Just personal taste.

All opinions help further the process ALL

2. There is less of a chance of the fiction stepping on the fickle toes of GW.  Not that I think they would do anything but still...

I had asked JJ long ago about the creation of a Squat list and GW's possible feelings about just this question. His reply, more or less, was that it wouldn't be a problem at all, with the added suggestion that Squat players could use their Squats as IG stand ins  :glare:  Basically they would prefer that they 'went away', but weren't concerned at all as long as we didn't try to claim they were official.

In some ways the Demiurg are in the same situation as it seems as if GW is sorry they ever mentioned them :whistle:

3. It still leaves the Homeworlds and all of their colorful background largely intact.  The only difference is really the genetic mods and the name.  You could argue that they never adopted the name Demiurg until after the Homeworlds were eaten, perhaps because they named themselves after their strongholds out of racial pride, patriotism, whatever.

Or that, that is the name of the only surviving Stronghold after the Tyranid eating frenzy. There are a host of roads we could take in explaining the background. Just as a side note I don't have any problems with Epilgrim's background, our problem is tying the Thurgrimm/Demiurg backgrounds together.

I also agree not everything needs to be agreed on up front.  When we first started batting around ideas for Raiders, we went through about a half dozen fairly good ideas for the plot before Corey wrote the outline.  When he handed that over to me it went through two rounds of changes.  I expect that -if this blossoms into a full blown project- it will take a year to build it properly.

A good example, thank you, also a year or more, and I do hope it turns into a full blown project.

Thanks All.........

Jaldon :p

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 9:37 am 
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"...Like it or not but both Epilgrim and I are the despot Army Champions for the Squat/Demiurg lists...."
Thank you, I wanted to hear that out loud.
Having someone distinctly in charge helps a great deal.

So...

Do we have three distinct areas to go through?
1) Stats for every squat/demiurg/"vertically challenged 2G inhabitant".
2) Basic difference between bT and aT (before/after Tyranids).
3) Army list guidelines for aT and bT.

Yes, I believe we need a work schedule.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 3:18 pm 
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Quote: (Moscovian @ 11 Jul. 2008, 11:26 )

The energy output alone would be reason enough

If we knew what they were. :-) You're trying to make a logical arguement with no real idea how the tech would work.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 3:23 pm 
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You can tell from the model that it is some type of turbine engine which operates off the principle of creating a high air pressure zone under the vehicle and a low pressure zone above it to counteract gravity - same as a helicopter or harrier or your shower curtain for that matter.  

I told you it was a nitpick.  I'm not going to cry over it.
:_(
Well, maybe just a little.




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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 4:12 pm 
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2. There is less of a chance of the fiction stepping on the fickle toes of GW.  Not that I think they would do anything but still...


Fair use, bitches!

Seriously, do we really care what GW thinks of us out here on the bleeding edge since we're the only ones doing anything with this game? They're a mini company, they don't care what we do with the minis once we have them, so long as they get their money.

And if they do we'll just call it 'Legendary Ragnarok' and be done with them  :vD

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 10:35 pm 
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:oo: Some of you boyz get pretty worked up over these short, fat, bearded guyz with attitudes ! :oh: :sus:  I got a whole bunch of'm ! Squats, Khazari, even Chaos Squats ! :D
I've got confidence that J54 and the crew will work it out. 8v)




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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 11:10 pm 
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Ah! Chaos Squats... There's the demiurg, right? Mixed up with them androids perhaps? :O

???  :whistle:  :vD

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sat Jul 12, 2008 11:43 pm 
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I've got confidence that J54 and the crew will work it out.


Now that is blind faith :ghost:

Yes, I believe we need a work schedule.

At present it is to decide which background merge to use, in this case I am assuming from your post it is 'A', and to also work on modifying the stats for both lists and/or what should be the same/different about them.

Stats for every squat/demiurg/"vertically challenged 2G inhabitant

We have those already and I don't think it would be worth it to start all over at ground zero. Besides both the Squat/Demiurg lists have been pretty well road tested it would be a waste to toss them out wholesale. Better to work on modifying what we already have, decide on merge points, TO&E, etc......

Army list guidelines for aT and bT.

It would be better to hold with the present TO&Es for both lists, modify the unit stats, and once close to concensus, move forward into the final special rules/TO&E.

The present Squat proposals are

(1) Increase the cost of the Goliath Mega-Cannon Battery to 300pts

(2) Increase the cost of the Gun Battery to 200pts

(3) Change the Thunderer Battery to 1 to 4 Thunderers for 50pts each

(4) Reduce the Army to 0-1 Spartan Upgrade of 1-8 Spartans for 25pts each

(5) Increase the cost of the Overlord to 250pts each

(6) Add a Hearthguard upgrade to the Warrior Brotherhood Lord for 50pts

(7) Give the Bezerkers a +1 CC Attack and increase the Cost of the Brotherhood to 200-225pts. The Bezerker upgrade would then go up to 125-150pts. An alternative would be to reduce the Brotherhood to 6xBezerkers and make the cost 175pts.

(8) Change the Thunderers to FF 3+, no points cost adjustment, yet

(9) Remove 'Mounted' from the Tarantula, Thudd Gun, Mole Mortar, and Thunderfire.

(10) Increase the Doom Storm Missiles (Cyclops) and Plasma Missiles (Colossus) to 3xBPMW or 4xBPMW but may them single shot weapons

(11) Increase the cost of the Bomb Battle Car to 200pts

(12) Only Warriors, Bezerkers, Hearthguard, and Thunderers get the 3D6/2D6 Stubborn roll.

Thanks All........

Jaldon :p

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sun Jul 13, 2008 1:23 pm 
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For the Demiurg the single biggest problem was the Tunneler rules. In an effort to get the benefit of cool models on the table, the rules I came up with were really clunky. I've cleaned them up considerably:

Tunnellers
Tunnellers are set up on their own table edge before the battle starts, at the same time that spacecraft are deployed (see 4.0). Any units transported in the tunnellers are kept off table until they surface. Write down the location where the tunneller will surface in the same manner that you record the co-ordinates of a drop zone (see 4.3.3).

Each tunneller formation must pass an activation test; if successful the tunneller models are removed from the table. It takes a tunneller formation 1 full turn to travel to any point on your table half and 2 full turns to travel to any point in your opponents table half.

Set up the tunnellers at the start of the turn when they surface as per the following rules; After the placing the first unit in a tunneller formation, center an orbital bombardment template over the model and place any other tunnellers in the same formation within that 12cm area. The troops carried in the tunnellers then must disembark within 5cm of their transport. The units being transported may take an action on the turn they appear.

If any enemy units are under the template, the Demiurg player must move the template the shortest distance needed to place the template without affecting any enemy models. Demiurg units may not be placed within any enemy zones of control.

Note: Tunneling requires you to deploy and activate the formation from Khthon cradles which are then removed from play at the end of the turn the tunnellers launch.

Tunnellers unlike drop pods remain on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.

Important Note on Targeting TBM: While a Tunnel Boring Machine is mounted on its cradle they count as one unit. If an armour save is failed remove the TBM and the cradle, but assign only 1 BM per casualty. On-board infantry units save as per the normal rules for a destroyed transport. Any BM accumulated prior to the launching of TBM formations are removed after they launch.

Overwatch: Formations on Overwatch can declare attacks on disembarked TBM infantry immediately after the Strategy Phase on the turn they surface.

Additional changes:

A.S.G. Sandhogs - dropped Fearless, added +1 extra attack, no point changes
Cyclops - Hellfury revised to 2x 2+ MW TK (2)
Crucible cannon (Cyclops & Crucible Battle Car) - dropped flame template, revised to 2x 3+MW, Ignore Cover.
Termite - upped armour to 4+
Spacecraft - dropped Special Rules, lowered cost to 150, 300 respectively

that's all until Jaldon & I start comparing/contrasting/unifying our unit stats...

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sun Jul 13, 2008 1:42 pm 
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Hey guys,

Would you mind creating a pinned thread with links to the latest lists in them? I would find it helpful and I'm sure others would too.

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 Post subject: Squat/Demiurg Development Thread
PostPosted: Sun Jul 13, 2008 7:37 pm 
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J54, you are the King of the Squat rules ! :D             And Erik M, not to sound like like I'm working for Exodus Wars, but Tom the owner is a big Squat fan.  8v) Or so it would appear, since his Khazari(short, fat guyz w/beards & attitude ! :fu: ) have bikes, mortars and some very cool Droids.  Sounds a bit like Demis ... ???

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