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Gargant Big Mob list development

 Post subject: Re: Gargant Big Mob list development.
PostPosted: Thu Aug 06, 2015 10:06 pm 
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I got a 4k game in tonight, unfortunately being pressed for time meant we didnt have time to take pics and notes, I took:

Great gargant - 2x lifta droppa, twin soopagun, reinforced boiler, weirdboy tower, mekboy boss
Gargant - 2x twin soopagun, ripper fist, boiler, weirdboy
Gargant - 2x twin soopagun, lifta droppa, boiler, weirdboy
2x stompa - 3x soopagun, boiler
Stompas - 2 kanz
Lootas - 4 big gunz, oddboy
2x formations of 3 planes

MikeT took:

Mech guardians
Foot guardians
Mechanised aspects
Warp spiders
Avengers+dragons+reapers
2x vampire
3x falcons
Fire prisms
3x rangers

Game ended as a clear points victory to me after four turns.... reinforced boiler is a no-brainer, my great gargant marched turn 1 and plonked himself between the t&h objectives, he spent the rest of the game blasting stuff to bits, my super stompas took a hammering, and with them only rallying on 6's when enemies are nearby are effectively out of the game.... the extra blast marker from the 6bp really makes all the difference, especially when you're hitting on 6's and 7's, coupled with the boiler speed boost means you can really cover a lot of table in blast markers, nothing felt too potent, it was a tough matchup for the eldar really and even when they won engagements it was a pyrrhic victory as the formations were badly mauled and often broken afterwards while the gargants only lost a couple of dc at most.... it was a fun game and my first time ever with orks

My one thought is that D3 weirdboy tower shots is too good, especially when you can stack a few towers in overlapping bubbles like I managed, I prefer the 45cm single shot version which already exists in the feral ork list, other than that, really like how the list is shaping up :)

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Fri Aug 07, 2015 1:22 pm 
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Seems like the boilers are an essential upgrade. Best keep an eye on that, it'd be a shame if it was the only way to play with them

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Fri Aug 07, 2015 1:32 pm 
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epic is about movement, the list would struggle if it had a massive activation disparity AND everything had a 15cm move.... it made a difference a couple of times, meant I could single to get an angle round terrain without having a shooting penalty, it also directly affected two engagements which I wouldn't have been in range for with 15cm move so yeah, in my book they really are needed, it also meant the GG got into the other table half on his first march which meant he had an extra turn of sustain-firing

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Fri Aug 07, 2015 5:18 pm 
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Thanks alot for the feedback KIC!! Awesome to have someone playing the list and then giving feedback! Very much appreciated. I'll have to try out the wyrdboy tower myself and see how it feels. Taking that instead of shields on a offensive gargant is a gamble though since it can never recover it's shields. Yes, it's more protetced against air assaults, but with less shields more vunerable to ranged fire...

Kyrt wrote:
Seems like the boilers are an essential upgrade. Best keep an eye on that, it'd be a shame if it was the only way to play with them


I do think that it is needed though. As KIC pointed out the list already have a disadvatage of few activations, something that is a big deal in this game. Being very slow and out activated would cripple the list from being competetive, which i would see as a failure on my part.
Yes, the boilers are a no-brainer for offensive gargants, but defensive ones would probably take extra shields and wyrdboy towers instead.
Some options might not ever be used, but thats nothing unique for this list (librarians in SM lists anyone...?)

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Sat Aug 08, 2015 7:26 pm 
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I think I wasn't clear: I wasn't suggesting the option shouldn't be in the list if it is an essential upgrade, I meant that if something is an essential upgrade then it calls into question why it is even an upgrade... If the list would be "crippled" at 15 move, then why have a list that is crippled by default? If the only way to win is to upgrade the speed, shouldn't they just be faster? Or something in between, like let all the gargants risk being immobilised on a 1-2 to get an extra burst of speed.

However I am only saying it's worth keeping an eye on, similar to how we are concerned if every marine list has to have 2 warhounds in it. But if there are other occasions when you wouldn't take this upgrade like mordoten says, then it isn't an essential upgrade at all.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 8:46 am 
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Ah thanks for the clarification Kyrt, then i get it.

I don't want to add base speed toi the Gargants since that would make their baseline stats different from gargants in other ork lists.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 8:52 am 
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on the topic of 'defensive' gargants, I think that in general with this and any titan list, that attack is the best form of defence...

the extra speed from the boiler is really important in being able to cover your own objectives as well as hunting down enemy units trying to hide, you could maybe get away without it on your T&H sitting great gargant, but I'd put it on all gargants and supa stompas unless I knew my opponent was likely to go ultra air-heavy, or bring a dozen shadowswords... ;)

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 9:36 am 
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I'd agree - to me it's units like Stompas and maybe even Loota mobs which should be being relegated to blitz guard, the big guys should be all going forward and putting pressure on the opponent's objectives.

Boilers are imo a given for each, and after that it really depends - i think if you're running more than 1 supa stompa then the Head of Gork/Mork is a no-brainer, as otherwise the supas are going to really struggle to rally, and past that probably either something to increase combat potential or the AA upgrade perhaps. The only thing with the AA mind you is that it's quite a small interdiction zone, and really you want to be encouraging people to try and attack the titans! for me FightaBommas are probably better in an AA role given their overall versatility, and even then as a list i think they can survive moderately well without it.


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 9:54 am 
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from the new version of the list, the head of gork appears to be missing from the reference sheet?

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 10:02 am 
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Aww, hopefully it hasn't been removed from the list, that was imo the second most useful upgrade available!


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 1:04 pm 
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Is it? It's not supposed to be missing! Let me check later today!

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 4:27 pm 
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yup, missing from the weapons and upgrades sheet....

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Tue Aug 11, 2015 6:26 pm 
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kyussinchains wrote:
yup, missing from the weapons and upgrades sheet....


Fixed now, sorry for that! And thanks alot for spotting it!

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Aug 17, 2015 6:22 pm 
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Gargant time baby!

So I'm putting together a few test lists now, is there anything specifically that needs to be play tested?

If not expect to see a bit of general feedback soon!


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Aug 17, 2015 10:41 pm 
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Hello! Great to have you onboard! Nothing special comes to mind right now other than maybe trying out the wyrdboy tower and supa-scorcha. Also still interested in how double great gargant builds works.

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