Quote: (Steve54 @ Jan. 29 2010, 15:26 )
Frankly if nobody but myself, hello_dave and, to an extent with crossover units, Frogbear is prepared to test then a lot of the more ambitious changes are non-starters
I'd just like to add to this Steve that i've taken part in the vast majority of all of Hello_Dave's playtests as the opposition.
This includes the old tac-coms rules that included the defiler varient for AA and the battle posted in the current round of changes.
Although Oblits with AA 6+ are not broken they are IMO still too good. 3 x 6+ has the same chance to hit as a Hunter and multiple oblits push this up into firestorm territory with none of the disadvantages such units suffer i.e paper armour, small fm size, none fearless etc. Although they do slow infantry fms down a bit, this is ngenerally compensated for by Retinues being able to garrison and drop pod onto the table, as well as terminators being able to teleport. When you factor in the chaos fighters it gives an army that is unbalanced in terms of composition (Few/no AVs) and has a shockingly devastating AA coverage as well as the ability to take the fight quickly to the enemy via drop pod and teleport.
As previously stated what i find most disturbing and annoying about oblits AA though is the effect it has on army composition. It becomes predominantly infantry and/or war engines which leaves a bad taste in the moth tbh as the opposition and renders a lot of firepower null and void which hardly seems fair.
I enjoyed games with the old defiler varient list but did find the armoured companies that hosted the desecrator to be a bit underpowered for their costs.
These experiences combined with discussions with Hello_Dave, after battles and over a pint have lead me to hold my current opinion.
I can see where your frustration comes from with lack of playtesting but surely what's come before and has been tested and reported on is still valid (Thinking of the desevrator here)?