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Gargant Big Mob list development

 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Mar 09, 2015 3:15 pm 
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mordoten wrote:
Sorry, haven't done up the stats sheet yet and haven't added a note about the mekboy big boss to the force organization chart either. Will do it tonight hopefully!


Nice one thanks bud ;D


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Mar 09, 2015 8:15 pm 
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Ok guys! New version (version 3.2) is up in the OP! Please check it out and see what you think. Added reference sheet for all the units, god damn that took time to write!!

Give me you thought on the Bommer and it's cost (175)

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Mar 09, 2015 10:03 pm 
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No Drop Rock entry on the reference page, or if its not suppose to be in the list then have to delete the reference at the beginning of the army list.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Mar 09, 2015 10:22 pm 
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Ah darn! Missed that. Yes, it's out of the list.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Mar 10, 2015 3:28 pm 
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I don't know how concerned you are about polishing it up at this stage, but here's a few more typos/issues that I noticed:

List

I'm not sure a "Gargant formations always have a +2 modifier on the Mob Rule result" makes sense, per se - perhaps "Gargant formations always count as having more than ten models for the purposes of Mob Rule."

Remove Drop Roks from the 1/3 points rule.

Dere ain't s'posed ta be an 'H' in 'Uge!

Both Gargant formation extras have a capital F on For after Deth Koptas.

The Gargant Mob looks like it needs an "or" between the Great Gargant and the Gargant (or just split them into two separate entries).

The Gargant and Supa-Stompa mobs' Kustom Upgrade option should probably specify that the upgrade is added to the Gargant/Supa-Stompa.

The Loota Warband can add an Oddboy (side note: remove the extra space) to a Gunwagon unit, but can't take Gunwagons.

Orky spellin': it's generally "Fighta Bommer", "Sqwadron", "Kill Kroozer" and "Supa-Stompa" (with hyphen).

Reference Sheet

Every entry in the Armour, CC and FF columns ends in a '.' and it's really distracting.

The Bommer should either be an "Ork Bommer" or the Army List should be changed to just say "Bommer".

Other comments:

The Bommer seems like a good compromise based on the discussion so far.

Stompas are coming back in a big way! Bit sad at the loss of Big and 'Uge Supa-Stompa mobs.

I'm really liking how the list is shaping up overall. Thanks for all your hard work!

(If you ever need a hand with layout/formatting/proofing, let me know - I used to do it professionally.)


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Mar 10, 2015 3:42 pm 
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Great feedback Kadeton! Yes, i would very much need help with formatting and layout! I really, really suck at it and didn't even know how to use excel before this list.... :-)

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Mar 10, 2015 5:25 pm 
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Quote:
I'm not sure a "Gargant formations always have a +2 modifier on the Mob Rule result" makes sense, per se - perhaps "Gargant formations always count as having more than ten models for the purposes of Mob Rule."

I thought that was FAQ'd that the DC of the gargants counted in this respect.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Mar 10, 2015 7:42 pm 
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They do - it's in the normal War Engine rules. And it's even starting DC, so the regular Gargant already has +1 and the Great and Mega Gargants have the +2. It's kind of an unnecessary addition I think.


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Mar 10, 2015 11:55 pm 
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It's specifically to give a boost to gargants, in response to feedback that they should rally as easily as imperial titans.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Wed Mar 11, 2015 10:04 am 
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Fixed most of the formatting/typos that kadeton suggested. Can't get rid of the "." in the armour/CC/ff column though. If i take it away the "+" disappears as soon as i leave the column.... Anyone who knows how i fix that?

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Wed Mar 11, 2015 10:17 am 
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Okay. The updated 3.2 version is up in the OP. I will not change or add anything now (except typos/formating/wording) until we get in 3 battlereports on this version.

My thoughts for the future (not set in stone):
- Add more weapon choices for Gargants.
- Make all weapon choices 0-2 (and 1 or 2 like the gutbuster 0-1) to avoid monobuilds.
- Maybe lowering base cost of both Gargants and Great Gargants by 25-50 points (this we need to discuss a bit).

But first, 3 battle reports please! :-)

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Fri Mar 13, 2015 2:56 am 
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I agree with lowering the cost of the gargants

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Fri Mar 13, 2015 12:04 pm 
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atension wrote:
I agree with lowering the cost of the gargants


The Great Gargant is currently 25 points more expensive than one with the exact same weapon loadout in the Ghazghkull list - that needs to come down to the same level, as a bare minimum.

Get those playtests in! I can't get any hobby time at the moment because my house is literally falling down, so I'm relying on you all to git 'er done.


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Mar 16, 2015 5:39 am 
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Crap so I completely missed the gargant vs support unit restriction. I was trying to build a Supa Stompa heavy list and now I discovered my idea isn't valid. Hoping you'd consider amending the restrictions and putting Supa stompas in the gargant section with a 1:1 support ratio or even no support extra for Supa stompas as long as they aren't themselves considered support. There is precident in the ATML list with battle vs scout titans.

On that note anyone have gargant(s) (Regular or Great) to sell/trade? Turns out I may need one bad. E40K versions only.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Mar 16, 2015 8:46 am 
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atension wrote:
Just curious about your reasons for not wanting the death kannon. ATML have the volcano cannon that has better stats and is cheaper. For the most part the ATML weapons are significantly better across the board.

There are several valid reasons to remove long range weapons from an Ork list.
Anything that encourages Ork players to play in an un-Ork playstyle is not really appropriate. A 90cm TK gun does that.
There is a reason that there are no Ork weapons with a range over 60cm (Grot missiles excluded of course) and that should not be superseded/ignored here.
Just because a similar weapon exists in another list means absolutely nothing when designing a list like this. Following that logic could mean that Holofields are included as well (they are in the Eldar titan list after all).

Orks do not lack the ability to hit hard at long range. It has often been remarked that the Ghazgkull list is one of the most balanced in the game. The Death Kannon is simply not needed in this list.

On a side note, there are a lot of long range weapons being added to developing/established lists and it is bad for a game like Epic Armageddon. This game is first and foremost about maneuver and recent changes to established lists and proposed development lists is slowly taking that away (not a good thing in my book).

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