Quote: (zap123 @ 02 Sep. 2008, 05:05 )
My opinions only, but yup, I think they are that strong.  In the SM2 days and assuming balanced, non-abusive armies (no all drop-pod Marines, or Eldar that were all Wind-Riders and Doomweavers) rankings were pretty clearly Sqauts, IG, Eldar, then daylight back to 'Nids, Marines, Chaos, Orks.  Leap forward to NetEpic 5.1 and obviously there are a lot more lists and things aren't so simple.  Squats remain largely unchanged...they get some more stuff to choose from but their main stuff is just as good as it was.  Of the other classic list Tyranids got a huge boost, Eldar got pants'd, IG got perhaps a little stronger, Chaos is completely different but clearly better, Marines basically unchanged, and Orks....hmm...not sure about Orks...better I think.  Of the new lists, True Slann are very powerful, Tau very specialised and hard to win with, AMTL more capable but still second stringers, and then a bunch of other lists that can win with a capable player but aren't top tier. Are Squats still king of the hill...not quite so sure.  A well played Tyranid army heavy with close combat oriented Bio-Titans can really give the Stunties a hard time, and True Slann will be a tough nut for anyone, but I think if you went into a game not knowing what your opponent was playing and they dropped Squats on the table you are going to have a hard time of it.
I agree that squats are powerful and it's quite easy to build a very very strong list. I have played squats since SM/TL erra and they obviously became even stronger in NetEpic. Why:
- In SM/TL, squats transports were limited to Rhinos and tunnelers. It was expensive to carry a complete company with rhinos and tunnelers were quite hard to play as they could scatter far away from the expected target and troups could not disembark the turn they arrived. Praetorians did not had the damage table and so on... The Stubborn rule was interesting and it's still a great advantage each time a card contains more than 3 units. But Squats had a limited different units, all the characteristics fit in a single page. But squats also had poor units: warriors, berserkers, gyrocopters, small artillery...
- In NetEpic, they became more powerful:
> a bunch of new vehicles where added to the initial small list adding a lot a variety, transports, artillery, big tanks etc...
> Praetorians became harder to destroy with the damage table
> Tunnelers are better and can disembark troops the same turn they appear
> some optional rules have been added to make them more destructive (I'm talking about the one for the Mega Cannon Goliath)
> with the alternate activation, the Cyclop main weapon is easier to be pointed in the good direction
The stubborn rule is representative to the squat spirit but it's a great advantage due to the way the army is built. Why picking extra small detachment when you can get a complete company that is closed to be unbreakable ? Killing 17 stands on the 22 initial is very hard and usually squats won the game before your opponent reach the break point of the companies. Squats guild biker companies are surely the best company of the squats. Stubborn + +4 CAF + 30cm move + morale 2+ + 3 guild masters (inspirational). Usually the first CC against these guys is bloddy and if the squats loose to many bikes, they can disengage and run hiding far away to avoid reaching break point. The Stubborn rule is good but it's not represented in the cost, only in the VP  (and squat opponent will have a hard job to get them).
Here are some propositions to balance a little more the squats list in the case of the Stubborn rule does not change:
- biker and trikes detachment cost -> 250
- biker company cost -> 700
- mega cannon Goliath cost -> 200
- Goliath company cost -> 550
- Colossus cost -> 550
- Cyclop cost -> 500
- DoomAnvil Squadron cost -> 1500
Please post your comments
