Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 138 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 10  Next

New Squat List: Thurgrimm Stronghold 1.0

 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 6:57 pm 
Purestrain
Purestrain

Joined: Sat Jan 31, 2004 6:42 pm
Posts: 3305
Location: West Yorkshire, UK
Dave wrote:
wargame_insomniac wrote:
Dave wrote:
@WI - The same thing that allows SM Scouts or Kommando to charge 30cm, their ability to sneak up on the enemy.

How well does that tie into the background for Berzerkers? Whilst I think of Scouts and Kommandoes as "sneaky", I don't think of Berzerkers in the same way. But happy to be corrected.

Cheers

James


viewtopic.php?p=436627#p436627

I saw your earlier comment Dave. That in itself to me does nt necessarily mean infiltrate.


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 7:18 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
Well it did in my mind, and Mosc bought it. What can I say other than I'm a good sell?

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 8:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 10, 2008 1:47 am
Posts: 1434
Location: State College
Living Ancestor - I'd go with 75pts and can only add to INF for starters.

Iron Eagle battlecannon - the only comparisons I can think of are the Fire Prism and Hammerhead Railgun. One is 35cm move/ 60cm shot, the other is 30cm move/ 75cm shot, with the to hit values on either side of the battlecannon. Given how few Iron Eagles there are in a unit and how much they cost, I'd say leave them as is with a view to changing range or price based on play testing.

Warrior 1/2 a bolter shots. For a race that's all about guns and BIG GUNS, having a core classic unit with such lame shooting does look out of place. At least give them one shot each, which will give the fm an extra 4 shots. I really can't see this breaking the formation.

Movement - I've played for and against the Dvergetal list a couple of times and the Squats lost each time. It wasn't because of extrahackdowns, it was simply from lack of movement. In all the games, the Squat player didn't get any deployed fms into the opponent's table half at the end of turn 3 and the only fms that made it were tunnelers, which were relatively easy to break all on their lonesome. The more mobile deployed units are easy to break and for everything else the Squat player has a very difficult tactical decision to make between shooting (advance and sustain makes little difference in terms of reaching the other table half) and running like crazy every turn just to get over the half way line. I'm sure there are ways to tailor the list around it, such as making a KoS like Squat army, but it's an incredible impediment to the Squat player. I also dislike the way that it impinges on basic EA rules (Scout ZoC and hackdown hits), although neither Morgan or I went out of our way to take advantage of that.
I can see the background reason for wanting a 10cm move, but there are other ways of limiting an army's speed (erm, Necrons can't march?). Something like a -1 to March actions would do the same thing (I dunno, Squats object to running as their little legs get tired easily?) without affecting standard rules and tactics.


Last edited by mattthemuppet on Tue Mar 06, 2012 8:45 pm, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 8:39 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
elsmore wrote:
Thanks for your hard work on this - I can see this will be the most difficult list to finalise. Ever.


Why?

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 8:50 pm 
Purestrain
Purestrain

Joined: Sat Jan 31, 2004 6:42 pm
Posts: 3305
Location: West Yorkshire, UK
-1 to March actions would be interesting.

Because as we all know squats are wasted on cross country- they are natural sprinters, very dangerous over short distances!

:)

If we took account basic foot speed then Eldar would have base move of 20cm. I would rather not see base movement of 10cm (or even worse 12cm) but would be happy with another simple mechanic that reflected their relatively slow movement.

Cheers

James


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 8:51 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
Moscovian wrote:
elsmore wrote:
Thanks for your hard work on this - I can see this will be the most difficult list to finalise. Ever.


Why?


Cause if you still play Squats after all the abuse heaped on them by GW, you've got to be a fanatic? Most fanatics have opinions. Strong ones.

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 10:06 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 10, 2008 1:47 am
Posts: 1434
Location: State College
wargame_insomniac wrote:

Because as we all know squats are wasted on cross country


they'd make awesome wrestlers though, what with their low centre of gravity. Beard might be a bit of a problem (more hand holds for opponents), but good luck getting a Squat to go bare cheeked (other than those of Scottish descent).


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 10:10 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Matt, I'm always nervous when you talk about bare cheeks.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 10:15 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 10, 2008 1:47 am
Posts: 1434
Location: State College
and so you should be :)






I'm 1/8 Scottish BTW...


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 10:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
wargame_insomniac wrote:
-1 to March actions would be interesting.

Because as we all know squats are wasted on cross country- they are natural sprinters, very dangerous over short distances!

:)

If we took account basic foot speed then Eldar would have base move of 20cm. I would rather not see base movement of 10cm (or even worse 12cm) but would be happy with another simple mechanic that reflected their relatively slow movement.

Cheers

James


Let's put this idea in the "good back-up plan" stack. I think it does have merits if the 10cm move cannot be reconciled after a healthy round of playtests from multiple groups. Although I am concerned that it creates a special rule where once there was none.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 06, 2012 11:44 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
I doubt this will be any more difficult than Tau or Tyranids. At the end of the day there aren't too many "unifying" lists. Anything other than the final four still have endless circular debates. I'm shooting for a good, balanced, old school Squat list. If I can obtain that, I'm happy.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 1:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Apr 18, 2009 10:44 pm
Posts: 63
Location: Germany
I want to add something to the 12cm movement range.

GW always used the 5 cm ~ 2 Inch conversion for people who don't have a range ruler with the correct measurement system. All WH40K ranges are multiples of 2 (well, by now, they are even multiples of 6), and as you have noticed, all ranges in Epic are multiples of 5. So the conversion is always pretty straight forward.

Ok, so by now everyone should have a range ruler with cm on it, but I still believe that's one of the fundamental parts of GW rules that should never ever be broken no matter what.

_________________
"Revenge is a dish best served with Sauerkraut."
- German Proverb


Top
 Profile Send private message  
 
 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 4:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Colonelwicked - an interesting point. I'll consider it.

--

Everyone, if I haven't said it explicitly enough, I would really appreciate some batreps. Full batreps are fantastic, but I also know that they are time consuming. So when you have a playtest where an issue (ex. 10cm move has caused hack downs) comes up, post a batrep summary on the forum, then detail that one problem. Maybe describe the circusmtances that led to the formations being in that position, take a picture or three, and the result of the issue. End the summary with how the game ended and what impact you believe the issue had on your game.

Specific measurements and numbers are appreciated! Stories are fun, but they help very little. "Half my formation got wiped out because I couldn't escape!" might mean that half the units were hacked down, or it might mean you lost 4 of 10 units in the assault and 1 more lost in a hack down. Pictures are helpful too.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 138 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 10  Next


Who is online

Users browsing this forum: No registered users and 14 guests


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