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Squat Update: Thurgrimm's Stronghold 1.32

 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Feb 21, 2013 2:47 am 
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Look at the unit list on page 3. See how the Warlord's INF? That's because he's a unit. Similar to IG command squads.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Feb 21, 2013 2:56 am 
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Simulated Knave wrote:
Look at the unit list on page 3. See how the Warlord's INF? That's because he's a unit. Similar to IG command squads.


Thank You! guess i am too used to my marine characters all having CH that i missed something so obvious.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Thu Feb 21, 2013 5:12 pm 
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I did him up like the Imperial Guard's Supreme Commander. He gets his own transport too. Looking forward to hearing about your games.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Fri Feb 22, 2013 2:00 am 
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Moscovian wrote:
I did him up like the Imperial Guard's Supreme Commander. He gets his own transport too. Looking forward to hearing about your games.


thanks - will be going up against Onyx's IW next weekend - 4000pts...hopefully get some good photos and do up a proper battle report...feedback will be forthcoming :)

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 2:45 pm 
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a few questions popped into my head about the list as i was punching data into a spreadsheet for an upcoming game, please excuse my ignorance if these have been addressed elsewhere or in previous editions of the list...

- why does the Guildmaster have a worse CC than a Guild Bike? This seems odd to me seeing as the Guildmaster is meant to be a CC orientated unit with better equipment than the Guild Bike.

- Why is the Guild Trike not classed as Mounted? The Guildmaster is also a Light Vehicle and he gets classed as Mounted? both riding 3 wheeled motor bikes as far as i can tell.

- Why is the Guildmaster classed as a Light Vehicle instead of Infantry like the Guild Bike? is it because he is riding around in Exo-armour?

- Noticed Guildmaster gets Invulnerable Save and the Warlord gets Reinforced Armour, assuming both are rocking around in Exo-Armour I am curious as to why there is the different treatment if both wearing exactly the same armour and serve the same function in their respective formations.

some of these things dont seem to make sense to me in terms of consistency or have I just missed something?

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 2:57 pm 
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Moscovian wrote:
Ignore the compendium. The Tarantulas and Robots should be LVs. I was thinking about making them AVs with the walker ability, but the size on both struck me as not quite making the mark.


i see the robots as similar in size to a marine Dread with a similar role so i would think AV & walker would be fine for them...under the Demiurg list they're AV & have walker and they do very nicely like that...

one thing with the list i would like to see is the Scout ability on at least one unit, most likely the Iron Eagle/Hawk...this is entirely from a selfish POV as our local scene tends towards an obscene amount of teleporters & a fair bit of air assault...sure i have to think of different ways to counter that stuff with this list but i see most lists have some sort of scout unit so dont see why Squats are being hamstrung...the gyrocopters are made for recon so IMHO they should have the Scout ability...

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 3:00 pm 
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Frosthammer wrote:
- why does the Guildmaster have a worse CC than a Guild Bike? This seems odd to me seeing as the Guildmaster is meant to be a CC orientated unit with better equipment than the Guild Bike.


Because the Guildmaster is a single unit as opposed to three Guild Bikes per stand.

Quote:
- Why is the Guild Trike not classed as Mounted? The Guildmaster is also a Light Vehicle and he gets classed as Mounted? both riding 3 wheeled motor bikes as far as i can tell.

- Why is the Guildmaster classed as a Light Vehicle instead of Infantry like the Guild Bike? is it because he is riding around in Exo-armour?


I suppose the error is in classifying the Guildmaster as mounted. I'll remove it. From a gaming perspective, mounted only applies to infantry. The Guildmaster was classified as a LV because of the reason you mentioned - he's riding a trike and those are typically light vehicles. I'm willing to entertain any opinions to the contrary. I don't have a strong opinion on the classification either way and simply want to get it right.

Quote:
- Noticed Guildmaster gets Invulnerable Save and the Warlord gets Reinforced Armour, assuming both are rocking around in Exo-Armour I am curious as to why there is the different treatment if both wearing exactly the same armour and serve the same function in their respective formations.


You bring up a good point. I believe the early discussion was that the Guildmaster was well armored, but his trike was not. So the 4+ armor with the 6+ invulnerable save was a stat that allowed for that dichotomy. However, there is something to be said about the Trikes being faster and more maneuverable, thus adding to the armor value of the Guildmaster. I could remove the invulnerable save and then replace it with a 4+ reinforced armor. Anyone else have any thoughts on these?

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 3:17 pm 
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Frosthammer wrote:
Moscovian wrote:
Ignore the compendium. The Tarantulas and Robots should be LVs. I was thinking about making them AVs with the walker ability, but the size on both struck me as not quite making the mark.


i see the robots as similar in size to a marine Dread with a similar role so i would think AV & walker would be fine for them...under the Demiurg list they're AV & have walker and they do very nicely like that...

one thing with the list i would like to see is the Scout ability on at least one unit, most likely the Iron Eagle/Hawk...this is entirely from a selfish POV as our local scene tends towards an obscene amount of teleporters & a fair bit of air assault...sure i have to think of different ways to counter that stuff with this list but i see most lists have some sort of scout unit so dont see why Squats are being hamstrung...the gyrocopters are made for recon so IMHO they should have the Scout ability...


Anyone else have any feelings on these points? IMO the robots and tarantulas are not priced properly and Frosthammer may have hit the nail on the head. Robots for 225 or Bikes? Or Thudd Guns? I believe they are overpriced for their current stats. However making them AVs would certainly improve their value. I don't know if it makes them worth 225, but that is possible. My only concern is the size of the unit. They are depicted as smaller than Dreadnaughts, but this could simply be a scaling issue with the model, not necessarily an actual size issue. Opinions are desired from the community.

I do not like the idea of Iron Eagles being scouts. They are already extremely well armored and armed, and adding scout to them will price them higher. That in turn will create additional problems I am not ready to deal with. I could see the Iron Hawks being scouts, but that would up their price from 25 to 50 point each.

Tarantulas look like LVs to me, and they may be the best candidate for a scout unit to boot. I know we discussed them being scouts in early iterations of the list, but for whatever reason that never translated to an actual scout description on the unit. Why I am not sure; it was quite probably an oversight on my part.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 3:20 pm 
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I'm happy with the Guildmaster being a single unit and classified as LV. It also gives an incentive to take Trikes to try and keep him safe from AT shots.

I always felt that the down grade in save was again the issue of him being on his own. I'm happy to keep it as it is.


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 3:27 pm 
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I agree that at the moment I'm more inclinded to take Bikes than Robots. But I'm still early in my testing of this list so will hold back on commenting just yet. But I think that the Autonom rule may be more powerful than a casual glance my first suggest.

I also agree that Iron Eagles should not get Scout. Yes' I'd love it, but 4x 75cm Battlecannons garrisoning popped up on overwatch only to pop down behind cover after firing is going to make them expensive.

Tarantulas - again on my list to try, so no comment.


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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 5:26 pm 
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You can already put a Warrior formation with a Thunderer and Rapier upgrade as a garrison
1 x 30cm AP5+/AT5+
9 x 45cm AP5+/AT6+
4 x 30cm AP4+
4 x 30cm AP6+/AT4+

If somebody wants firepower out there, it can be done without Tarantulas. At least the Tarantulas are LVs, which every Epic player knows is a death sentence when being targeted. They move 10cm. They can't take cover against armored vehicles. And quite frankly there is a lack of other units to use as scouts. Price could be adjusted accordingly so that the formation doesn't get out of hand.

The more I think about it, the more I realize we must change the Tarantulas in some capacity because right now they are not going to be selected for any task. They can't be garrisoned because they are LVs. They won't be transported in Leviathans except on rare occasions. They won't be placed on the back line because of movement restrictions. They will be relegated to coming out of a pithead and that's pretty much it.

I am not keen on having Warriors be Warriors in one formation and scout Warriors in another. It seems odd to me.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 5:59 pm 
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I'd lean against having Tarantulas be Scouts. Scout implies a high level of coordination and flexibility to me - kind of the opposite of a bunch of mindless defense guns.

I'd also lean toward INF over LV, but that's more personal preference (and to allow for garrisoning), and I can certainly see arguments in the other direction.

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 Post subject: Re: Squat Update: Thurgrimm's Stronghold 1.32
PostPosted: Wed Feb 27, 2013 9:17 pm 
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Well, I think I can add some feedback on Robots. They are some of the first units I painted and used 2 formations of them in every game I played. they are what I consider a very cool-looking elite infantry. They come in a small formation but have much more firepower than a warrior formation.
The autonomon rule isn't overpowered, just makes a small formation a bit harder to break. Not marching works well in simulating the steady advance of the robots. I don't think they are overexpensive, perhaps but not by much.
Comparing them to bikes (or Thudd guns) isn't possible because they can't have the same roles mostly because of speed. The robots are tough weapons platforms with some protection in Close combat. The bikes are flankers/assaulters with much less shooting available.

I had noticed the lack of scouts on the list but I don't think they need them. It's a flaw in the list that adds to the character and stays with the background on the squats (don't remember a scout-type unit for these guys). I have used entire warrior formations or robots for some of the traditional scout´s roles. Neither cheap nor very efficient but works on a pinch.


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