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Gargant Big Mob list development

 Post subject: Re: Gargant Big Mob list development
PostPosted: Mon Feb 29, 2016 9:18 pm 
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kyussinchains wrote:
Yeah that is how I would have envisioned it, something along the lines of:

Special Rule - "push em 'arder ladz!"

the crews of gargants are always itching to get their giant creation stuck into the fight, stoking the boilers with extra fuel and turning every dial up to eleven, this has the desired effect of making the gargant faster, but risks damaging the machine in the process, to the orks crewing the gargants, the risk of causing a massive explosion is well worth the chance of getting stuck in to a real good scrap!

whenever a gargant takes an action involving movement, the player may opt to add an additional +5cm to each move, however each time this ability is used, the player must roll a dice after each move, on a result of 1, the gargant takes a point of damage with no saves allowed, in the same way as a failed dangerous terrain test, the player may nominate before each move whether they are using the ability

I think that should cover it?


I've actually used that rule (for reinforced boilers) every game, and it works well I think. Sounds like a good addition to the list.

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Mon Feb 29, 2016 9:27 pm 
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well, with this iteration, reinforced boilers would allow you to reroll the test which would make them more reliable, but not entirely so...

I think some games to trial whether making a single test regardless of how many moves you make, versus making a test per move would be in order..... as the ability could potentially take 3DC off +3 potential crits in a single move if you had particularly horrendous luck!

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Mon Feb 29, 2016 9:57 pm 
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kyussinchains wrote:
the strength in numbers rule doesn't apply here as you need to have more than 5 models/DC for the bonus I'm afraid

freeing up the boiler upgrade slot may mean more gork/mork heads get taken which helps the stompas rally


oh wow... geez.. always played it that way.. :o
i think i need to apologize to my buddy. but i dind'nt occur wrong to him either..

luckely i only have one in my list..

thanks


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 Post subject: Re: Gargant Big Mob list development
PostPosted: Mon Feb 29, 2016 11:51 pm 
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test per move gets my vote, with reroll for boilers.

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Tue Mar 01, 2016 12:22 am 
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Yes, test per move. Or else it's almost like we just made the gargants faster with very little drawback...

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Tue Mar 01, 2016 9:31 am 
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Uploaded a new version of the list with KIC:s wording for the "push em harder ladz" rule... Thanks for the help!

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Fri Mar 04, 2016 12:14 am 
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Got another game in versus EUK saim hann tonight, it was pretty brutal

My list

Great gargant - boiler, weirdboy tower, 2xtwin soopagun, zzap, warlord
Gargant - weirdboy tower, extra armour, 2xsoopagun, zzap
Gargant - extra armour, more dakka, 2x soopagun, zzap
Supa stompa - extra armour, 3x soopagun
Supa stompa - extra armour, 3x soopagun
Planes

His list (approx)

Twin scorpion formation
Mounted aspects
Shining spears
2x wild riders
2x falcons
Nightspinners
Nightwings
Wraithgate
Avatar
(Possibly something else)

I got some pics which I'll upload, honest!!

The general gist was opposite to the last game, the speed boost was very useful, I ended up with a few points of damage but had decent ground AA and also the extra armour came in very handy, turn two was the crucial point, I won strategy and my great gargant engaged and destroyed his aspects and an intermingled falcon formation, the twin template soopaguns were great at shooting round corners and hitting the small formations trying to hide.... overall the list felt like it had a shot in the arm, although my opponent is a little rusty with his eldar....

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Fri Mar 04, 2016 12:57 am 
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Thanks forbthe report mate! Next week i'm playing with list also!

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Fri Mar 04, 2016 1:00 pm 
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I also forgot the +2 to rally on the stompas which might have made a big difference in the game last night....

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Wed Mar 30, 2016 12:10 pm 
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I played against older revisions of this list, so this is theoretical. But, after looking at this list, I have still some concerns which I dont like:

- The "More than ten rule" - makes it so much easier to rally them. AMTL pays for that in points, Orks get it free. Leaves a sour taste. Proposal: Remove all together or change to the weaker one of the two.
- "The Boilers", now for free not costing an upgrade slot. Would vastly prefer if there was any kind of drawback to this. The "one in six" rule is a start I guess, but with so many DC and fairly "thematical" crits like fire, its hardly a drawback most of the time. Of course, there can be a time when it hurts, but most of the time, not. Proposal: Remove Boilers completely or let it remove a weapon option or make it D3 damage

What I like:
- Removal of Flag/Gunwaggons on Gargonts! Thumbs up! Would also vote for any non-15cm units to be removed on the SupaStompas cause they can be used in a similar way (not that great like the bigger boys, but still), ie. contest bubbles or anti air satelites.
- List is actually more restricitve as it feels at first.

What I am unsure about:
- Why no SupaStompa in the Stompa Mob? Its fairly thematical, aint it? Plus Ghazgkull has it too.
- You can avoid the Gargants pretty good and go very low on Gargants actually - my example list has 9 flyers, two SupaStompas, three cars full of inf - but only two Gargants. I get it, that you want to be pretty restricitve with flyers - which is a good point. But my impression was, that the list should focus on the BigBots, right? So perhaps changing the "unlocking 4 slots" to "unlocking 3 slots"?

Example list I would field:

Gargant (475) - 2x soopa plus zzap (150) Warlord (free)
Bommers(150)
Bommers(150)
Bommers (150)
Loota-Fortress Mob (265)
Gargant (475) (1x Megalobba, 2x Gatling) (100)
SupaStompa (275)
SupaStompa (275)
Loota-Fortress Mob (265)
Loota-Fortress Mob (265)

2995 pts, with plenty of options left to spice things up. Would probably double gargants and stompas first two rounds, including boilering, lootas in background, initiating ff engagnements. Anti Air/ Artillery done by bommers.

As for myself, I played against Orks hundreds of times as there is a regular opponent in my club playing Ghaz, and another who played an older version of the BigMob before no one wanted to play against the list (and only the list!) anymore. I also played Orks for at least a year exclusively and still take em out from time to time.

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Wed Mar 30, 2016 12:29 pm 
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Hello Largo!

Thanks for your input! I think you've misred the list compostition a bit. It's the Mega Gargants and great gargant that unlocks 4 support slots. Garganys only unlocks 3 support/air slots each. So with 2 gargants in the list you could only have 8 activations in total. Thats similar to the AMTL.

As for your other thoughts:

Taking away additional units from supa stompas is something I've had in mind too. But I want to try thoose shenanigans myself first before i change anything on that issue.

The boilers just got changed to their current state. And I've yet to manage to play a game with them working that way so far. I do understand it's a big change from before. Until i've tried them for a couple of games (or anyone else sends me reports of them) i will keep them. A big problem of the list is the speed and the way the boilers worked before made them auto-include (which i see as a bad thing). D3 Hits seems like a pretty harsh drawback to be honest, but still better than losing a eweapon (which would demand book-keeping during the game and introduce a mechanic that doesn't exist in the game)

That the Mob rule is too strong is the first time i hear to be honest. Problems is without it the Gargants that are expensive units would rally on 4+/5+ (being 8DC and thus getting +1 on mob rule). Supa-Stompas would rally on 5+/6+ which also is really difficult. In an army with few activations that kind of rallying could be very devastating. In most of my games the Supa stompas break pretty quickly and remains broken the rest of the game. Giving them the +1 for mob rule like you suggested could be a middle ground.

Yhanks again for constructive critisms. It would be great to get a report from you field a list with the right composition and playing with the shenanigans you see possible.
I can understand if your opponents doesn't want to face the list with a faulty composition because it takes away one of the lists drawbacks (low activations). Maybe you could persuade them to try again?? :-)

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Wed Mar 30, 2016 1:08 pm 
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Ah okay, that actually makes a lot more sense. I don't know how I always mix composition up with this list.
With "loosing a weapon" I meant before the game. So Boilers are free and stay like they are, but you loose wepon options, that was the idea. Not "each 1 "destroys" a weapon system", I agree on the bookkeeping.

Thanks for beeing open to ideas/criticism

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Wed Mar 30, 2016 1:18 pm 
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I love this discussion. THIS is how open development works.

[sorry needed something positive today :) ]

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Wed Mar 30, 2016 1:42 pm 
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Largo_W wrote:
Ah okay, that actually makes a lot more sense. I don't know how I always mix composition up with this list.


Well, english is not my first language so it can be the wording that is messed up.

Largo_W wrote:
With "loosing a weapon" I meant before the game. So Boilers are free and stay like they are, but you loose wepon options, that was the idea. Not "each 1 "destroys" a weapon system", I agree on the bookkeeping.


Oh, sorry. Now i get it! So they would give up some firepower for faster movement? Hmmm, interesting!

Largo_W wrote:
Thanks for beeing open to ideas/criticism


When it's presented in a specific and mature manor as this i would be very foolish not to listen! :)

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 Post subject: Re: Gargant Big Mob list development
PostPosted: Wed Mar 30, 2016 5:02 pm 
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I'd be hesitant to lose firepower for the extra movement.... the firepower of the list is far from being on par with AMTL/Fir Iolarian, and the big stuff is far slower as standard

also let's not forget that ALL points of damage can cause crits, and when gargants crit and catch fire, they have a habit of getting out of control fast

I'll test out some lootas in forts in my next game, but I can see them being isolated and destroyed, especially as without shields or reinforced armour, forts are pretty easily destroyed, and as that is the case, you need to keep jumping the orks out which reduces the threat range significantly....

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