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New Squat List: Thurgrimm Stronghold 1.0

 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 4:41 pm 
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do you think this slow movement is something that could emerge as a problem in time as people learn to exploit it further?

just thinking that it seems the game was designed with infantry moving 15cm in mind and things like withdrawals and ZOC....

I await batreps with interest....

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 4:48 pm 
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kyussinchains wrote:
do you think this slow movement is something that could emerge as a problem in time as people learn to exploit it further?

just thinking that it seems the game was designed with infantry moving 15cm in mind and things like withdrawals and ZOC....

I await batreps with interest....


Absolutely. Or it could end up with the Squat player learning to avoid being exploited. That's why we playtest. When we were working on the Necrons, opponents were forced to fight for their lives as they learned to cope with the method by which the Necron deployed. In this case the onus is on the Squat player to find a way to compensate for this drawback.

There are enough people who like the 10cm move that it warrants exploring though.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 4:53 pm 
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Moscovian wrote:

Everyone, if I haven't said it explicitly enough, I would really appreciate some batreps. Full batreps are fantastic, but I also know that they are time consuming. So when you have a playtest where an issue (ex. 10cm move has caused hack downs) comes up, post a batrep summary on the forum, then detail that one problem. Maybe describe the circusmtances that led to the formations being in that position, take a picture or three, and the result of the issue. End the summary with how the game ended and what impact you believe the issue had on your game.

Specific measurements and numbers are appreciated! Stories are fun, but they help very little. "Half my formation got wiped out because I couldn't escape!" might mean that half the units were hacked down, or it might mean you lost 4 of 10 units in the assault and 1 more lost in a hack down. Pictures are helpful too.


I'm always open to Vassal games in the evenings. Not quite as fun, but the mechanics are the same and you won't be able to tell how short the Squats are :)


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 5:58 pm 
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mattthemuppet wrote:
I'm 1/8 Scottish BTW...


I should've known. ;D

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 6:25 pm 
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Dwarf Supreme wrote:
mattthemuppet wrote:
I'm 1/8 Scottish BTW...


I should've known. ;D


and 1/8 German, just to confuse things.


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 6:31 pm 
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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 6:32 pm 
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Moscovian, would you provide us with a batrep of your own , so we know what you mean? Ta.


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 6:55 pm 
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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 7:11 pm 
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Curis wrote:
Moscovian, would you provide us with a batrep of your own , so we know what you mean? Ta.


Sure. I have about six games worth of pictures piling on my camera but I've been unavoidably detained with work for most of February. Now that things are settling down, I intend to get them out here - maybe even this weekend.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Wed Mar 07, 2012 8:08 pm 
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The easiest thing for me is to caption battle report pictures in (and upload them to) Picasa. I then download the gallery's .html file and run some macros on it to generate what I post to the forum. The most time consuming part is the captions, and that usually takes only 15-20 minutes.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Thu Mar 08, 2012 6:54 pm 
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Moscovian wrote:
I doubt this will be any more difficult than Tau or Tyranids. At the end of the day there aren't too many "unifying" lists. Anything other than the final four still have endless circular debates. I'm shooting for a good, balanced, old school Squat list. If I can obtain that, I'm happy.


Hear, hear!

Also, I'll try to get some phototastic batreps soon... my group is finishing up a Warmachine league, so that kinda puts a damper on doing... well... anything else!


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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 13, 2012 3:47 pm 
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Played with the Squats this weekend vs. an IG Minervan list. Batreps coming soon hopefully but some of the issues were:
Warrior formation's inability to shoot since there was a lack of AT / lack of range.
Colossus struggled and was destroyed; smashed by a Reaver titan and a SHT Shadowsword company.
Living Ancestor - definitely we are removing the invulnerable save. I hadn't considered the implications of that on the WE.
Movement - I have to admit, it was rough knowing I could only march and go 30cm. This impacted nothing in these games, however I do believe that the arguments for upping the armament on the Warriors are stacking up.

Anyone else get some games in?

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 13, 2012 4:05 pm 
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Movement: I see that Curis’ playgroup is against it (so far those are the only voices in opposition). 10cm is a hard pill to swallow. I personally wanted to go for a 12cm move because I felt 1/3 loss in movement is too much, but given the strange aversion to numbers that aren’t divisible by 5, I went with 10cm.

I think that people have an irrational fear of the 10cm move on a unit.
Ork Big Guns, for example, move 10cm and are fantastic.

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 13, 2012 4:24 pm 
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Moscovian wrote:
Colossus struggled and was destroyed; smashed by a Reaver titan and a SHT Shadowsword company.


A Reaver and a Shadowsword company should easily pound a Colossus - that is some serious firepower! :D

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 Post subject: Re: New Squat List: Thurgrimm Stronghold 1.0
PostPosted: Tue Mar 13, 2012 7:01 pm 
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Evil and Chaos wrote:
Quote:
Movement: I see that Curis’ playgroup is against it (so far those are the only voices in opposition). 10cm is a hard pill to swallow. I personally wanted to go for a 12cm move because I felt 1/3 loss in movement is too much, but given the strange aversion to numbers that aren’t divisible by 5, I went with 10cm.

I think that people have an irrational fear of the 10cm move on a unit.
Ork Big Guns, for example, move 10cm and are fantastic.


and how much time do they spend running around claiming objectives vs. sitting on overwatch with a super zzap gun next to the Ork blitz? They're also the only formation in the Ork list that moves 10cm. Neither of those facts make Ork Big Guns a good enough analogy to claim that the objections to an army wide 10cm are "irrational".


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