mordoten wrote:
Huh? I only have the version thats in the Compendium. Do you have a link for the other?
It's listed in
this thread - I wouldn't recommend it since it adds severe restrictions to army building, but some of the rules make more sense so it's a handy reference. It also adds stuff like AA versions of Big Gunz that are pretty neat.
mordoten wrote:
To be honest I view the Mega Gargant something of s fun feature more than a viable choice. Much like an Imperator Titan in the AMTL list. But I'll look into it if you guys are interested in using it of course! At a first look it's hard to see what can be changed. A points drop would make it to close cost-wise to the Great Gargant. Any suggestions?
One that E&C bandied around for a while was changing the armour from 4+ to 5+ RA. That would be a decent starting point, I think. (Honestly, my preferred method would be to drop the cost of the Great Gargant because that thing is waaaaaaaay overcosted, but one step at a time.)
mordoten wrote:
I'm thinking abput moving the Transporta upgrade to a kuston upgrade instead of a Big Kustom one. Not sure it is worth 50 points really. But why would you have to abandon the AA protection? You can have both transporta and Wyrd boy tower upgrades at the same time? Maybe i'm mising the point here?
Hmm, I was under the impression that each Gargant could have only one Big Kustom Upgrade. Am I confused?
mordoten wrote:
Well, like in the AMTL list you want to have a few cheap activations too. 2-3 units of fighta bombas will probably feature in most lists to get an activation count above 6 activations. Don't want to stop that since it it needed to make the list competetive. I find it hard for any list to do well when its under 8 activations no matter how strong units it has...
Yep, not dismissing cheap activations, they're essential. I just think there should be more to encourage people to have those cheap activations be ground troops - units of fighta-bommas are a bit of a crutch, and they don't fit particularly well with the theme of the list.
mordoten wrote:
You're more thean welcome to point out any weird findings! Thats just helpfull to me. Right now I'm only finding the Tellyporta rule a little bit odd...
I find lots of them weird when Oddboys attached to Big Gunz units take them (Transporta, lol). I went through some of them in my other thread, but I'll have another look through when I get the chance.
mordoten wrote:
I'm not sure that would be so great because it would make stompa mobs a non viable choice. Why would anyone take a stompa mob if they could take a supa stompa and then add some stompas to it? I would like to see stompas being used in this list on their own and not just like an extra BM-collector to other units.
I'm even thinking about costing them as low as 200 for 3 and then+50 per extra after getting some feedback from Kuyssinchains...
Cheap Stompa mobs would be a great feature of the list! (Cheap Stompas in all the Ork lists would be nice too...)
I think the reason people would take Stompas alone even if they were also available in a Supa-Stompa mob would be the cost - a 200-point Stompa mob would be great for padding out activations, while a 400+ point Supa-Stompa with Stompa friends would be a rock solid armoured unit. (Of course, given the choice between a unit of three Stompas or a unit of four Fighta-bommas, most players would probably still pick the Fighta-bommers.)