Oberst Lynild wrote:
Hi
I had my first game with this list last monday, usually playing the Demiurg Consortium list. To me the difference weren't that big, but it probably has to do with my style of play and inexperience in cheesy brokeness

My 3000 pts:
1 forgers guild; 12 forgers, Warlord up, robots up
1 Artillery guild; 9 mole mortars
1 bikers guild; half trikes, 2 hg cav
1 Colussus
1 Cyclops
1 Goliaths batt; 2 Goliaths, 1 tf
4 iron eagles
Seems relatively solid and covering most of the bases. I'm a fan of a mix of Thudds and MMortars, myself, but that's more an aesthetic issue. Their effectiveness depends on if the opponent is not able to find cover (where the TG's become better), or whether the cover save is meaningless (where they're mostly identical).
I assume it was a 9/12 man Biker's Guild?
Oberst Lynild wrote:
My opponent from memory (first time playing)
1 huge mob
2 blitz brigades w wartrax
1 blitz brigade
2 big gunz
1 stompa mob w mekboy stompa
1 great gargant w sc
3 figtha bommas
Did he have any Zap guns in his Blitz Brigades? TK weapons tend to scare me a bit more when I'm playing with the big toys.
Oberst Lynild wrote:
Deployment:
I garrisoned my forgers and mole mortars in ruins near his 2 forward objectives. We always use loads of terrain, mostly hills roads and ruins, so there's plenty of places to hide and maneuver into assualt positions.
I'm not gonna go into too much detail, since it was an intro game and a long time since I've played myself. But it was a good game and we got around all the aspects - a quick game also with my opponent being a seasoned fow-gamer.
All in all, my squats performed as usual. I didn't feel any dramatic changes to my old list, although I didn't spam mole mortars and thudd guns, trying to be nice to the new guy.
I've tended to find that massed artillery looks good on paper, but even with the massed fire opportunities, an army that can get into assault quickly (particularly air assault/teleport), makes them crumple like a cheap suit. Being Mounted, means that they can't take advantage of Cover Saves, and even with the bonuses of Resolute, it's rare I had a formation survive, let alone win or have enough left to be a significant future threat.
Oberst Lynild wrote:
Goliaths are obviously taken down a notch, which is allright - they are completely broken in the other lists. The mortars bm were also missed, but the ap/at profile is fair, since they ignore cover.
One of the biggest reasons for making an alternate list (besides the three listed in the design notes), was my dislike of MW everywhere, especially on Deployment Zone ranged weapons. The Mortars were similarly changed because firstly, they were hard to balance with BP, they meant there was no point mixing unit types (which I wanted), and I wasn't completely sure that BP was justified. A Basilisk sized weapon is considered the standard for 1BP. Mole Mortars seem too small to really count, and fractionals would have just been bleh.
Oberst Lynild wrote:
It was also nice to be able to bring 2 mobile fortresses without worrying about restrictions. The support systems makes sense. Without the firepower of a couple of mf's, the squats really stand little chance in a shoot out. And since my opponent sat his gargant on his blitz objective, my mf's were free to roam the board. The cyclops delt with the stompas, and the colussus broke both blitz brigades and a big gunz mob.
I disagree that the Dvergatal stand little chance without mobile fortresses. But they definitely provide a means to take out hard nut formations like Stompas or enemy War Engines. Glad you didn't find the Support system too problematic (I hope).
Oberst Lynild wrote:
I really liked the sizeable forgers guild, perhaps taking hearthguards or thunderers instead of robots next time. My forgers sat and defended my center and all 3 objectives on my half, denying my opponent the opportunity to threaten my artillery. Usually playing eldars, I had to resist the tempation of assaulting a stray blitz brigade, which would have left my forgers vulnerable in the open. The 10cm move wasn't a issue since the forgers sat dug in tight, soaking up gargant fire.
There's been a lot of discussion regarding the speed change of the base infantry. Glad you didn't have an issue with it, but it starts to become noticeable when you lose a few activations, and have to shift position. Which was the reasoning for doing it.
Regarding the Forgers, Hearthguard aren't an option for them. This is a departure from the standard lists, but one I felt better fit the alternate background I was developing. The main change was that unlike the GW concept of Warrior Brotherhoods, and Guild being a quasi-independant faction, the Dvergatal are completely devoted to one of the four disciplines of their society, the constructors (Forgers), artists (Artificers), designers (Architects), and mechanics (Mechanics, naturally), which they also carry across into warfare. Each Clan has some or all of these Guilds, and a Dvergar devotes himself to a single discipline. Those that excel, and become masters both of their craft and militarily, advance into the related elite units. Thunderers from Forgers, Hearthguard from Artificers, and HearthCav from Mechanics. Architects graduate to the larger Goliaths. Anyway, that's how I justified that.
Oberst Lynild wrote:
My bikers didn't do much, waiting in wain for an opportunity to engage the stompas. When they were able to cc/ff some big gunz, they oblirated them and then broke under heavy fire from the boyz mob.
The iron eagles lended support fire where needed and made full use of their RA. I really like their ability to sit back and still threaten obejctives with range and move (wonder why

). Next time, I might try 8 IE's in one formation, since I'm facing massive tank and titan armies at our one day tourney in the end of this month.
The Eagle formations are a prime choice for one of my playtesters (at least two formations were fielded by him in almost every test), but I tended to keep them to a minimum, or not include them (wanting to see the army work without them). They definitely add a speedy firepower option (like Imperial Vultures), but the staying power is similarly screwed up.
Oberst Lynild wrote:
Although a quiet day at the office, this being an intro game I was able to see how the "new" profiles performed, and the feel wasn't too different from my old lists. Actually, this list plays more fair on the opponents, but then again I didn't cheese out, this being a friendly game.
I'm glad you think so. I did try to cheese out several times (large quantities of War Engines), and my other playtester did with massed artillery, but couldn't seem to pull out victories. My choice ran into problems with activations (spending 1800pts on 4 War Engines left little in other units). My opponent had issues with "OK, I've blown up my opponent pretty well.... Now, how do I grab victory?".
Oberst Lynild wrote:
I have a game tomorrow against orkz again. I'll tweak the list torwards the AT/MW side, having the future tourney in mind. I might spam artillery, but it's not really my style. Might try rapiers also but they seem vulnerable. And HG's in gorgons or termites is tempting. As an eldar player, it is sometimes hard to sit back and wait

The Hearthguard in Gorgons are a very tough nut, and make for an excellent forward push formation. And it took a couple of tries before I felt comfortable with the balance of sitting back and waiting, and pushing forward enough to secure victory.
Oberst Lynild wrote:
EDIT:
I mos def have to look at getting more activations, but squats really don't go cheap...
I've found Overlords, and/or smaller formations of Artillery can boost activation count a little. But yeah, if you want the big toys, you take a hit activation wise.
Oberst Lynild wrote:
A quick question: Where do I find rules for piercing shot?
Piercing Shot is -1 to Armour Saves (so 5+ becomes 6+, 4+Reinforced becomes 5+Reinforced), and causes Critical effects against War Engines on a 5+ (rather than a 6+).
Overall, I'm glad you enjoyed the list, and hope you'll report on any future successes or failures. There's a couple of things I've got to incorporate into the list, like listing Piercing Shot, and adding Robots to transport in a Leviathan (and maybe Gorgon). But I've been happy with the core fundamentals for a while now.
Morgan Vening