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Gargants v1.02 vs LatD (REDUX) v0.3

 Post subject: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Fri May 17, 2019 10:52 am 
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Got a game in last night against dptdexys and his lost and the damned, I took the following:

GARGANT [725]
(Kustom) Extra Armour, Mekboy Big Boss, Snappa, Gatling Kannon, Mega Lobba

GARGANT [650]
2 Grot Mega Missile, Mega Lobba

GARGANT [650]
Mega Lobba, Soopa Zzap Gun, Gatling Kannon

SUPA STOMPA MOB [375]
(Kustom) Extra Armour, Mega Lobba, Gatling Kannon, Soopa Zzap Gun

SUPA STOMPA MOB [300]
Soopa Zzap Gun, Mega Lobba, Gatling Kannon

FIGHTA-BOMMERS [150]
3 Fighta-Bommers

FIGHTA-BOMMERS [150]
3 Fighta-Bommers

dptdexys took something close to the following:

DAEMON POOL [140]
Greater Daemon, 6 Lesser Daemon

COVEN [385]
Daemonic Pact, 11 Cultists, Daemon Prince (Arch Heretic), (Slaanesh), 2 Technical, 5 Land Transporter, Chaos Hounds

COVEN [325]
Daemonic Pact, 11 Cultists, Demagogue, (Slaanesh), 2 Technical, 5 Land Transporter

COVEN [325]
Daemonic Pact, Demagogue, 11 Cultists, (Slaanesh), 2 Technical, 5 Land Transporter

COVEN [325]
Daemonic Pact, Demagogue, 11 Cultists, (Slaanesh), 2 Technical, 5 Land Transporter

SLAANESH SCOUT TITANS [275]
Questor

SLAANESH SCOUT TITANS [225]
Subjugator

SLAANESH SCOUT TITANS [225]
Subjugator

SLAANESH SCOUT TITANS [225]
Subjugator

SLAANESH DAEMON KNIGHTS [275]
4 Daemon Knights

SLAANESH DAEMON KNIGHTS [275]
4 Daemon Knights

I only managed a single pic (attached) which was well into the game

I managed to reduce the subjugator threat to a single one who took 4 DC off my BTS gargant, but thanks to the prodigious number of dice rolled in support fire from the two neighbouring gargants, I won the big combined engagement on my BTS gargant.

In the end of T4 I had managed a very satisfying kill ratio, for the loss of 6DC on my BTS gargant and a single fighta bomber, I had destroyed 2 subjugators, a questor, 7 daemon knights, reduced two covens to a handful of stands and wiped out everything in his BTS barring the daemon prince who wisely elected to flee and hide where none of my TK weapons could see him

I had taken the T&H objectives in the centre and finally managed to destroy the screening knights covering his blitz objective, however the only gargant in range was my BTS, down to 4DC (thanks to the extra armour upgrade) and with a blast marker and no re-roll I was not confident of his ability to march to the blitz, so I opted to double and scream 'push em arder ladz!' which caused two fires.... you can imagine how much I laughed in the end phase when I rolled snake eyes for the fires, caused two additional ones and the gargant went up in a mighty explosion, snatching a winning draw from the jaws of victory.... I'm not even mad, that kind of crap is meant to happen to gargants, and after my obscene luck all game, it was only right that I exploded my gargant and cost myself the win

Thoughts

OGBM - list feels good, the mega lobba is brilliant, it gives you the two templates you really need while only taking up a single weapon slot, and as you're usually needing 6's and 7's to hit, the lack of MW doesn't matter that much, I felt it was a well needed shot in the arm for the list, firepower wise

The grot missiles were fantastic for me, I managed to hit with all 4 in a volley which immolated a subjugator before it could get stuck in, and the gargant had a mega lobba to keep shooting and then mostly ran around getting involved in engagements

The supa stompas having access to all the gargant weapons makes them pretty damn potent, especially as a lucky roll with extra armour means you can potentially have a 7DC war engine with comparable firepower to a gargant stomping around for a little over half the price of a regular gargant..... maybe they should have a weaker 'lobba' weapon option which is just 3BP.... or maybe they're fine, after all I've played one game so far with the new list!

LatD - List is done IMO, it's just great, I really love the hordes of cultists and vast amounts of daemons they can spit out..... everyone should work to get it approved, it's great and I love it


Attachments:
IMG_20190516_194951.jpg
IMG_20190516_194951.jpg [ 907.9 KiB | Viewed 3290 times ]

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Fri May 17, 2019 12:34 pm 
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Thanks for the report.

I agree with the redux list. This is ready for approval/modification approval.

I will be interested in Dptdexys thoughts on facing this list. Playing with it is fun IMO.

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Fri May 17, 2019 5:46 pm 
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Very enjoyable game, I can see this being a popular army at events.

I do agree with Simon on the "extra armer" upgrade.
d3 extra DC feels too good for 75 points as along with the extra DC and survivability it brings you also get a unit that is harder to break and gains assault/support bonus of CC/FF attacks and better chance of outnumbering and less chance of being outnumbered. I'd go with 1DC for 50 points.

The only other thing that felt wrong was the Snappa, 1st strike weapon for Orks just does not fit for me.


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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Sat May 18, 2019 1:46 am 
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The end of that game is exactly the kind of thing we thought hoped would happen with the special rule; awesome.

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Mon May 20, 2019 1:41 pm 
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If dropping the extra DC upgrade to just +1, I'd sooner suggest just dropping it and not having it in the list.

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Mon May 20, 2019 4:19 pm 
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I think it's one of those things where it's prohibited from being spammed by being a 75pt upgrade in a very low activation list, but there is always the risk that you roll max DC for each one which makes the list quite swingy....

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Mon May 20, 2019 5:07 pm 
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Yeah. At 50pts for +1 DC it was an auto-buy, so I tried adding some randomness & extra cost, but it's clearly still a problem. Best dropped I think.

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Mon May 20, 2019 5:13 pm 
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yeah makes me think of the original EA guard lists of random number of commissars. probably for the best (at least now)

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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Mon May 20, 2019 5:26 pm 
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Gargant
Gargant
Supa Stompa
Supa Stompa
Supa Stompa
Supa Stompa
Fightas
4x extra armer upgrades and 50 point left for other upgrades

This has the possibility of 6 near Gargant class titans being on the table with all having Gargant class weaponry.

The only solutions I can think of other than the +1DC option is to limit it to a 0-1 choice (not a fan of that) or only allow the 2 big class of Gargants to take it and then possibly put a negative effect in with bonus' (maybe if he Gargants gain 2 or 3 extra DC it disallows them from using the push em arder rule due to weght).


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 Post subject: Re: Gargants v1.02 vs LatD (REDUX) v0.3
PostPosted: Mon May 20, 2019 7:31 pm 
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dptdexys wrote:
Gargant
Gargant
Supa Stompa
Supa Stompa
Supa Stompa
Supa Stompa
Fightas
4x extra armer upgrades and 50 point left for other upgrades

This has the possibility of 6 near Gargant class titans being on the table with all having Gargant class weaponry.


That list is illegal, in OGBM the planes are included in the support slots unlocked by the gargants so two gargants limits you to a hard maximum of six activations

Quote:
The only solutions I can think of other than the +1DC option is to limit it to a 0-1 choice (not a fan of that) or only allow the 2 big class of Gargants to take it and then possibly put a negative effect in with bonus' (maybe if he Gargants gain 2 or 3 extra DC it disallows them from using the push em arder rule due to weght).


I think making it gargant-only would limit the swingy element with the supa stompas, not sure about special rules negating other special rules... I always find it suspect when that happens

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