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Teleporting Hell-bore, mole and termite

 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Fri Mar 22, 2013 1:35 pm 
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I used Termites in my last tournament and had good success with them. I believe the tunnelers aren't as appealing because there is this desire to have them come up on turn 3 on the opponent's half - strategically the best place for them. However, justifying the cost of a formation and the tunnelers simply to have them gone for most of the game is a difficult pill to swallow. So rather than try using a turn 2 deployment, Squat players may find themselves simply picking a different strategy.

Funny enough I was actually considering using some alternative tunneler rules where the carriages are in play, with each tunneler having a movement base underground. It would be more for non-tourney games and larger campaigns, but IMO would be more fun for Squat players.

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 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Fri Mar 22, 2013 3:12 pm 
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Interesting comments. With the games I've had so far I haven't looked at using the tunnelling rules yet. Maybe in a couple of months.


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 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Tue Apr 02, 2013 8:36 am 
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i am trying to line up a game this weekend and will try the current rules and the next game will try suggested change to get a better feel for the tunneling rules before deciding which makes more sense and would make for a better game mechanic for our little hairy dudes :)

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 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Tue Apr 02, 2013 11:56 am 
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Just a quick aside on the Squats. With their general use of tunnelling machines and basically being miners I would have thought that they were very good at navigating under ground.

As I say, just speaking up for the tunnelling engineers out there.


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 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Thu Apr 11, 2013 8:00 am 
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Any test games?


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 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Thu Apr 11, 2013 12:23 pm 
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I am curious as to why you aren't testing the Thurgrimm List with a modification on the tunneler rule. By fielding a WE-heavy / modified Thurgrimm / Demiurg list, you aren't really "testing" anything at all. Play what you like, but just realize any data you glean from your experiences are going to have nominal value on the Squat forum because we can't compare it to anything.

I do want to have a WE heavy list eventually, so maybe you would be interested in throwing some ideas out to the community on that? That would be helpful.

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 Post subject: Re: Teleporting Hell-bore, mole and termite
PostPosted: Sun Apr 14, 2013 4:44 pm 
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its good that ur willing to playtest the lists before bringing them to a larger forum like TacComm so that u have things thought out and evidence to back ur ideas...i can understand MOsc's desire to bed down the current Squat list but it shouldn't inhibit others from coming up with variant lists..it happens with other lists on the forum...i think that if we can bed down Thurgrimm's and also have ppl tinker with other ideas it is setting us up for the next step - thurgrimm list done and development of variant lists...

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