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Gargant Bigmob 3.02

 Post subject: Gargant Bigmob 3.02
PostPosted: Tue Oct 18, 2011 3:46 pm 
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Okay then, so here's the settled Gargant Bigmob list that I'd like to see tested going forwards.

If we can test it enough, it'll be going into the Epic: Mechanicus supplement I'm working on.


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Oct 19, 2011 12:50 pm 
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Test? You mean actually play a game?

ohhh, I dunno...


Clarifications how Loota mob oddboyz work are good - cover all of the situations I can think of (though I'd assumed they were only going to get the minor custom bitz)

Wait a minute - a load of formations have gone!

You took away the stompas! sigh.

But seeing as I didn't actually notice on the first or second read through, maybe it doesn't matter.
Same for the snappas.

Drop-roks and bommers have gone into the air limit - probably good.

Back up to three formations per gargant? any reason?


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Oct 19, 2011 12:55 pm 
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Back up to three formations per gargant? any reason?

I don't think that non-Gargant formations were the ones causing the problems in the past, really.

Plus, I wanted to allow players to play "mad mek" armies more easily.

Quote:
Test? You mean actually play a game?

Yup. If noone else tests, then all the decisions will be mine. :-p

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Oct 19, 2011 1:01 pm 
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God Dammit - you know the nearest payer to me is in Singapore.

(unless TRC's wife actually did take that job in Cambodia)


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Oct 19, 2011 10:29 pm 
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Loota Warbands don't fit in transport very well - 9 units, and 2 gunz which can only be transported 1 per vehicle. Is this something to intentionally slow them down or increase their cost, i.e. either footslog, buy extra transport or dump an infantry unit? OGBM is arguably the best list to have Fortress Mobz in, because of the plethora of WE targets to soak up multi-TK shots. It seems a shame to make them hard to field.

Oddobyz + Kustom seems a bit wonky. Without the inherent restrictions on mixed barrage types, the free upgrade to MegaLobba seems like an extremely good choice - 2 templates and a shot at +1BM - not quite "no brainer" but definitely strong. Megachoppa Oddboy? Infantry Wyrdboy Tower? Those are just... odd. ;)


Oh, and maybe I'm just a pervy old grognard, but the "Snappa ... ass weapon" sounds like something that would turn up on a questionable web search. :o


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Wed Oct 19, 2011 10:59 pm 
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Loota Warbands don't fit in transport very well


I noticed this too - presumed it was intentional(?). My preference would be to drop 1 Big Gun, as this way the mob would fit into a BatFort nicely.
Failing that I think an even better Loota mob would be 6 boyz and 2 killa kans... Nobz and Boyz/Grots can be upgrades to the mob, fits nicely into a BatFort, and it fits the theme well too. Not sure on points cost though?


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 1:18 am 
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madd0ct0r wrote:
You took away the stompas! sigh.

From everywhere! :'(


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 3:42 am 
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You got Megadreads which are more flexibel equipped than Stompas but else very comparabel.

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 6:44 am 
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Obvious Answer with the Lootas is to give the Oddboy the transport upgrade, so he can carry two Boyz when he rides in the Battlefortress. :|


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 8:04 am 
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nealhunt wrote:
Loota Warbands don't fit in transport very well - 9 units, and 2 gunz which can only be transported 1 per vehicle. Is this something to intentionally slow them down or increase their cost, i.e. either footslog, buy extra transport or dump an infantry unit? OGBM is arguably the best list to have Fortress Mobz in, because of the plethora of WE targets to soak up multi-TK shots. It seems a shame to make them hard to field.

It was more a side-effect of wanting to change the Warband composition than an intentional drawback.

A Gunfortress + 1 Flakwagon would carry everything nicely, though.

Quote:
Oddobyz + Kustom seems a bit wonky. Without the inherent restrictions on mixed barrage types, the free upgrade to MegaLobba seems like an extremely good choice - 2 templates and a shot at +1BM - not quite "no brainer" but definitely strong.

Aye it does look strong.
Perhaps the MegaLobber could have a note to say it's only D3+1BP if given to an Oddboy, or similar?


Quote:
Megachoppa Oddboy? Infantry Wyrdboy Tower? Those are just... odd. ;)

Very Mekky, right? :-P

I wanted to bring out that "Mad Mek" theme in a simple manner, and allowing the Oddboys access to the Upgrades seemed a good way to do that without overturning the whole structure of the list.

Personally, I think adding a Power Field Oddboy to a Gunfortress might prove popular. Just a pity you can't add one to the cheaper Battlefortress.

Quote:
Oh, and maybe I'm just a pervy old grognard, but the "Snappa ... ass weapon" sounds like something that would turn up on a questionable web search. :o

I'll see about changing that. ;-)

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 4:17 pm 
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Hey E&C,

Two quick Q's. First up, any reason that Loota warbands can't take additional Big Gunz? Including two in the default formation doesn't give it a massive firepower boost, but slows the whole formation down. Which in turn starts pushing you down the (relatively) expensive transport option route.
If Gargant and Stompa mobs can take them in unlimited quantities, I can't think of a reason that Loota warbands shouldn't be allowed them?

Next Q: Is the Battlefortress correct at 110pts? It's 115 in most other lists IIRC. Not that I'm complaining mind!

Cheers
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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 4:43 pm 
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Q1 - I'll make them available in the next version, good point.
Q2 - Uhhh, oops. :-)

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Thu Oct 20, 2011 4:49 pm 
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Q1 - I'll make them available in the next version, good point.

Cool, cheers

Quote:
Q2 - Uhhh, oops. :-)

Bugger!


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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Fri Oct 21, 2011 9:13 am 
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The references to Killakans are they in there for crosslist continuity purposes? As I don't se them in the actual list.

- F -

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 Post subject: Re: Gargant Bigmob 3.02
PostPosted: Fri Oct 21, 2011 9:21 am 
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Nuglug wrote:
The references to Killakans are they in there for crosslist continuity purposes? As I don't se them in the actual list.

- F -

Gargant formations and Supa Stompa formations can take Killa Kans as upgrades.

Also, in the next version of the list I'm thinking that The basic warband formation will be:

6 Boyz, 2 Grots, 1 Nobz
and:
2 Big gunz OR 2 Killa Kans

Kans and Dreadnoughts will also become available to the warband formation as upgrades.

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