Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 91 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next

Gargant Bigmob 3.04

 Post subject: Gargant Bigmob 3.04
PostPosted: Tue Dec 20, 2011 1:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Latest version of the Gargant Bigmob list.

Changes:
Removal of Tellyportas rule (Teleporting Gargants).



People can test it and report on it if they'd like to convince me to bring it back, but without testing I'm not going to leave it in.

In addition, feel free to test Stompas at +75 pts each as Upgrades to Gargant & Stompa formations, but again I'm not going to bring them back without testing.


Attachments:
Gargant Bigmob 3.04.pdf [378.17 KiB]
Downloaded 566 times

_________________
Currently doing a plastic scenery kickstarter
Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Dec 20, 2011 1:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Played a game under 3.04.

My list used:

Great Gargant - 850
- 2x Soopaguns (5BP), Lifata Droppa
- Wyrdboy Tower
- Mekboy SC


Gargant - 650
- 2x Soopaguns (4BP)
- 1x Zzap Gun


Supa Stompa - 325
2x Soopaguns (4BP)
1x CCW


Supa Stompa - 325
1x Soopagun (2BP)
1x CCW
1x Zzap Gun


Warband - 175
- Zzap Oddboy - 50


Warband - 175
- Zzap Oddboy - 50


Drop Rok - 200


Fighta Bommer Sqwadron - 150


Total - 3000pts
Activations - 8


Opponent: Jonluke's Minervan Tank Legion.

Turn 3 was a draw but going into turn 4 I had an obvious win after the first few activations so we didn't play it to its conclusion. Probable margin of victory would have been around 3-0.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Dec 20, 2011 2:36 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
I was going to suggest some serious stress testing of the tellyporta before going much further. The multi-supastompa formation seriously ramped up the number of points you could drop beginning on turn 1.


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Dec 20, 2011 2:40 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Gotta agree, I don't see that rule being all that balancable.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Tue Dec 20, 2011 7:07 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jan 19, 2007 6:31 pm
Posts: 1077
Location: surrey uk
k. So I had another game with the Gargants vs Carlos and his Knights last night (see http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=21265&start=28)

My list was rather different to the last one (http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=21729&start=3)
- but I wanted to continue with the Mega Gargant so

Mega Gargant
Gargant
Loota Warband with BattleFort with Bigga Generatas, Flak Wagon, and a Nob
Loota Warband with GunFort with Bigga Generatas, 2 Battlewagons
3 Fighta Squadrons

that's only 7 activations with only 4 on the ground!

where my last army pretty much maxed out on activations it was slow
so this time i went for speed while sacraficing 1 activation to do so.
The plan, obviously centred on keeping the four ground activations alive for the third turn. I'd have to hope to get the initiative on the second turn though otherwise I wouldn't be able to make any progress at all

objectives

carlos set up his blitz roughly in the right and the two objectives in my half on his far left, virtually on top of the centreline

mine blitz whent opposite his, a bit further to my lift. The objectives in his half I placed on the left also, between a hill and some woods - Notabably a million miles away from the objectives carlos had placed

deployment
carlos had his knights strung out in a long line across the board, with bunches for the left, centre, and right sectors.
his 2 arty fomrations on his blitz in some woods

mine where bunged in a all in the left third of the table. Lootas right at the back, behind a hill and in their transports.

1st turn (not unnecessary in order)
used artillery to and long range shots to knock down some power fields on my gargant and put his fighters on cap shooting down two fightabommers as they came in to bomb the arty, More fighters came in to bomb the arty with one formation having a go at the imperial fighters.

Knights on carlos's left moved towards the objectives that I was totally ignoring
Knights on the right moved into the woods to stand in the way of my ground army
Some knights moved through some trees and one tripped over on a big root and went down
One loota warband moved forward on my extreme left and stopped behind some woods
gargant and MG advanced generally. The MG towards the woods - the garant further right to defend that flank and have a shot at the knight who's friend had tripped over.
Carlos's warhound swung round from his left heading towards my army on his right
My other loota warband pretty much stayed where they where over my blitz, simply disembarking from their vehicles


2nd turn - I won the initiative
MG smashed into the woods with 2 formations of 4 knights lurking there. Shot the lot, not doing much damage but putting a hello of a lot of blast markers on them.
The loota warband moved in to assault one of the the formations not many deaths on either side though the MG killed two with it's supporting fire. Blast markers and being outnumbered did the knights in though, they broke (quite rightly considering)

The gargant on my right flank list the last of it's shields and started to pick up blast markers - from all quaters. It engaged the single knight cutting it down but in return picked up more blast markers from the warhound and it's massive flamers broke, deciding to perform a tactical retreat and bolster support for the defence of my blitz.
At the end phase though it rallied

3rd turn I won the initiative again
there where still 4 bothersome kniights in the woods infront of the MG and lootas , so the MG opened fire on sustained fire, sending the knights packing.

Carlos's knights on his left flank moved back left to (re)claim the objectives all the way over there for Take and Hold

Rather than stand and fight, my gargant played tactics (some would say cowardice) to Marshal and retreat behind the hill onto my blitz. The lootas there again did little - just marshalling themselves. They where both steeling themselves to take whatever came from the right flank,such as the warhound and be unmovable

Fighta bombers dropped bombs here and there - mostly to lay blast markers or waste activations

finally the lootas in the woods - path now clear of knights, mounted up and marched towards carlos's blitz.

final score 2:1


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Jan 05, 2012 3:00 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jan 19, 2007 6:31 pm
Posts: 1077
Location: surrey uk
Sooo I had a game with Radek Last week - same army as in my last post.

Radek was AMTL
2 * Reavers
3 * Warhounds
Thunderbolt Squadron
Maurader Squadron

titans had a real mix of weapons and upgrades

I won't give a detailed run down of what happened: Basically the Fighta squadrons achieved Air Dominance in turn one, destroying all Radek's Aricraft.
One warband advanced while another sat on my blitz soaking up hits and mashalling the whole game. Mega Gargant faced down two Warhounds who where harrasing one of my warbands, breaking them just by looking at them
A battle between a Reaver, Gargant and warband occured near the centre of the table with a Gargant double, Warband engage with Gargant support doubly whammy. The reaver (his BTS) developed a reactor leak but this was successfully shut down by the capable crew.
One warhound was finally felled by fighta attacks but could not shift the now repaired Reaver, sitting on the blitz, clearing blast markers and raising shieds.
Gargant was broken and down to 2 DCs by the other reaver and so decided to retreat and help the warband on my blitz from the warhound menacing it there. The third warhound disapeared way off to claim an objective on my right with the second reaver claiming the left.

1-0 to radek at turn 3 - we ran out of time so decided to call it a draw

casualties

Radek
2 thunderbolts
2 maruaders
1 Warhound

Some boyz, grotz, a nob and a battle wagon

So much firepower slung around and so little death!


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 12:48 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 20, 2010 6:12 am
Posts: 1331
Location: Australia
so i am converting up a gargant bigmob for a tourney in a few weeks and i just now realised something

Mekboy Big Boss
Every Gargant Bigmob army must include a Supreme Commander called a Mekboy Big Boss. The Bad Ork Bikerboy is a free unit; you don’t have to pay any points for it and it can be added to any Mega Gargant or Great Gargant.

is this intended to force me to take a great or mega gargant? the question was answered by not-the-AC earlier, but it'd be good to get a proper word. cause my build process only makes gargants, and i cant change that to include any great or mega gargants. as much as i'd like a great gargant to put my supcom in and blitzguard with it, i cant do that, aesthetically, without way more work than i can currently spare (and trust me, a "gargants only" army comes with plenty of other problems, making a viable BTS without making a bunch of them is hard enough as it is. i'm currently leaning towards a transporter gargant with a bunch of kans in it, cause i have a nice pile of the old tinboy models at hand)

i would very much like to suggest a change in wording, to allow the supreme commander to be taken on a regular gargant (but to require it be included in the most expensive type of gargant in the list, like the old days, so the mega gargant if you have one, great gargant if you dont, and if you've neither, a gargant. perhaps for more simplicity, make it go on the most expensive unit in the army. it forces the BTS/Supcom thing, but surely the mek is going to want to sit in his shiniest toy)

failing that, can we please ditch the "must" part? i'd much rather have a supreme commander, as the model is already being built, and i'm pretty sure i'll need that reroll, but if need be, i'll settle for a legal army list some other way

_________________
~Every Tool Is A Weapon, If You Hold It Right~


Top
 Profile  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 1:02 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
If you do not take a mega or great gargant, you do not get a SC. This is an intended feature of the list.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 1:22 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 20, 2010 6:12 am
Posts: 1331
Location: Australia
and what is the reasoning behind this "intended feature" ?

AMTL can have a pure reaver-based army (which will, i imagine, be a fair deal better than a pure gargant based one, certainly more flexible in both list building and play) but you dont see it all that often (and its completely ok when you do)

if the purpose of the list is, as you once said, to encourage the use of gargants, why are you forcing people to take an incredibly expensive formation? thats just going to drive them to also take more super-stompas and other non-gargant formations in order to have activation and targetting flexibility (not to mention that super stompas are significantly better at non-assault roles than gargants, or infact probably even assault roles due to the fact they have twice as many free gatling kannon upgrades and still come in at 50 points cheaper for the DC)

i suspect the majority of players would take a great gargant or mega-gargant in their list for added survivability of their BTS (as well as a more durable guard for the blitz, and a safer place to put their supcom)
so you're really just punishing the people who are trying to make thematic and interesting lists. do you really think that a relatively fringe list like this can afford to be alienating the more fluff-driven player base?

would you consider allowing gargants to purchase the mekboy at 50pts? that would still encourage people to take the big things, without crushing the effectiveness of those who dont, or cant.

also, great gargants are pretty lame, weaponloadout-wise. not only do they have less options than a gargant, they have less guns, which means they will have less use for the interesting Kustom upgrades. forcing people to take them makes for unsatisfying list designs and probably, skews underperformance stats for playtesting. (i wonder why all the battle reports i've been reading have lists of mega gargants, gargants, and then super-stompers and/or filler units?)

are great gargants really supposed to have 2 'big' weapon choices (choices which add up to being at best, on par with the default super stomper at a third of the price? shouldnt they have 3?)

_________________
~Every Tool Is A Weapon, If You Hold It Right~


Top
 Profile  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 10:26 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
The reason The limitation is there is because I inherited it from the older versions of the list. I'm not adverse to changing it.

I don't understand your objection to Great Gargants mind you, as they are awesome.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 10:49 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 20, 2010 6:12 am
Posts: 1331
Location: Australia
i feel that it fits the feel of the list best if you simply say, the supreme commander is a free upgrade, but it must go on your most expensive formation (as thats how orks used to work)
not to mention, it allows the list more flexibility in army selection, especially in smaller games

if you want me to pay an extra 50pts for the privledge of putting him in a gargant, i'll do that too (infact, that helps make a BTS option without having to use transports)
i'd just like to be able to use my army without handing my opponent the game (or restricting myself to snappas, choppas, and gattling guns)

great gargants, as they where written, where awesome. i'd take them if i had the modelling options available to me (and in time, i may have) but the current version of them is terrible
sometime in the last year or so, while i wasnt watching, the great gargant went from having;
a gaze, 2 big guns, a soopagun, 1-2 twin soopaguns (3bp each) and 0-1 liftadropper,
to having
a gaze, 2 big guns, and either 2 twin soopaguns (3bp each) or 1 soopagun (2bp) and 1 lifta dropper

so they've lost an entire weapon (and thus. an entire weapon slot) and also gone up 50 points in cost since then.
points cost change, i think is fine, but the loss of the weapon bites. even still, i'd probably take one in my list to be my boss, cause of the extra DC worth of firepower, and shields, but the loss of weaponry is a confusing blow. i'd much rather they have simply become 3 normal soopaguns at 2bp each for the same effect but more flexibility in kustom upgrades (unless they can trade their big guns in, in which case, i think thats probably too good and should be addressed)

i'd also quite like to have the option to trade out for a choppa (for list symmetry more than anything else. my current "supcom" loadout is Gargant, Choppa, Choppa, Transport* (and some kans in its belly)) so it'd be nice to be able to make a great gargant with the same loadout

i'd also like (while i'm wishlisting, territory which i've started to stray onto) some sort of firefight 'flamethrower' weapon cause orks like fire, and flame weapons are fun to make

oh, and i still think the name should be changed back to orkamedies gargant big mob ^^;

(*transport is more for the +5cm speed, which being a pure CC monster, he desperately needs. the kans are to make him the BTS instead of sharing it with most of my army)

_________________
~Every Tool Is A Weapon, If You Hold It Right~


Top
 Profile  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 10:59 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Where are you getting this reduction in great gargant weapons and points cost increase from?


The gattler weapon could easily be represented by a flame type weapon.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 11:40 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 20, 2010 6:12 am
Posts: 1331
Location: Australia
the 2.0 army compendium and the core rulebook both have the 3 weapons
the current cost (850) and the stats with less guns come from the newly released compendium. and apparently have passed the vetting process, cause i asked about them at the draft stage, and if any change was made, it was to change the others to the reduced guns on the OGBM list

_________________
~Every Tool Is A Weapon, If You Hold It Right~


Top
 Profile  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 11:43 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
The cost has always been 850.

Any reduction in guns is a typo.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Sun Jan 08, 2012 11:48 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 20, 2010 6:12 am
Posts: 1331
Location: Australia
well thats a relief
now if we can just get me a supreme commander by the 27th :3

_________________
~Every Tool Is A Weapon, If You Hold It Right~


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 91 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net