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Squats: Thurgrimm Strongholds 1.6.1 (Finally!)

 Post subject: Re: Squats: Thurgrimm Strongholds 1.6.1 (Finally!)
PostPosted: Wed Sep 13, 2017 3:28 am 
Brood Brother
Brood Brother

Joined: Wed Jan 07, 2009 6:17 pm
Posts: 119
Location: Toronto, Canada
I got in another game with 1.6 list on the weekend vs Paradox's Guard.
My list was:
Warrior +Thunderfire +Warlord/Grand warlord +Extra troops
Thunderers +Thunderfire
Berserkers +Robots
Overlord +AA
Overlord +AA
Land Train +Mortar +3 Berserker cars +AA

Paradox took:
Regimental HQ
Mechanized Company (but he accidentally left behind the Chimeras)
Infantry Company
2x Shadowswords
2x Manticores
2x Warhounds
2x T'bolts

We didnt write up a full batrep, but the game ended in a 0-0 draw after turn 4.
On my side, I found the Gyros to be very solid as usual - probably my favourite unit for the price. One of my Overlords got into action and was deadly against the Regimental HQ with the 4BP IC. (first time they have survived long enough thanks to terrible shooting from the Shadowswords). I positioned and used my Land Train poorly - too cautious of what the Volcano Cannons would do to it. It mostly hid and fired the 4BP MW using Spotter with Gyros and Overlords, but failed to do any significant damage.
Of the rest - Bikes and Goliaths died before they could activate, and the Brotherhoods all failed enough activations to get themselves killed or be stuck at the wrong end of the board. AA didnt manage to kill any of the T'bolts. I've found the AA imbedded with Brotherhoods to be much more difficult to use effectively than standalone formations.
Paradox rolled poorly for his WE armour saves (and 3 crits killed a Warhound and Shadowsword) and couldnt hit anything with the volcano cannons. He made great use of his reach to kill off smaller formations and keep an activation advantage. It was a really close game and I think it could have gone either way if we'd played turn 5.

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