Ripperdactyl
LordBaconBane
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New Mega gargant rules. I like what I am seeing so far. https://www.warhammer-community.com/2020/10/07/sons-of-behemat-better-in-bulk/
Sure but this isnt exactly new. A lot of casual games dont even use terrain features or bother with objectives and it is essentially just a big brawl in the middle of the board. The winner is whoever has the strongest damage output army.I think that at tournament these giants will be dealt with relatively ease.
But honestly, they will be a real problem when approached in casual games.
There is a difference between a (let's say) skaven list made for tournaments, and a skaven list made by a not competitive player (the majority of the games between friends at the local club, i think?).
unoptimized lists can be faced by unoptimized lists.
But i don't think there will be a difference between a gargant tournament list and a gargant casual list. Those guys are hard to kill in the same way.
So, they will have an impact on casual games, and frankly i expect a lot of questions, here on Lustria, that will sound like "help! how can i beat Sons of Behemat? I've got 2 start collecting and i'm not able to kill them before I'm wiped away".
Not a fan of the mightier makes rightier rule they have. I mean, I get that they need a rule similar to the Mawtribes to make up for their low unit count but 20 (or 30 with the right tribe) for the mega gargants seems excessive. It further accentuates how little they degrade when wounded making the only way of "weakening" a gargant unit to just kill it.New Mega gargant rules. I like what I am seeing so far. https://www.warhammer-community.com/2020/10/07/sons-of-behemat-better-in-bulk/
yeah, but usually you don't face an army worth of gotreks, so wasting time with some cannonfodder to occupy him while you take objectives & actually fight the rest of his army doesn't feel so bad since you still get to do fun stuff with the rest. Whereas in this case wasting time with cannonfodder is the counter to the entire army at which point you don't get to do much fun stuff yourself.Sure but this isnt exactly new. A lot of casual games dont even use terrain features or bother with objectives and it is essentially just a big brawl in the middle of the board. The winner is whoever has the strongest damage output army.
Alot of questions “how do I beat X?” is answered by simply playing the objective game. Look at Gotrek as an example. This is really no different. How are Gargants meant to compete on Better Part of Valor or Places of Arcane Power?
yeah, but usually you don't face an army worth of gotreks, so wasting time with some cannonfodder to occupy him while you take objectives & actually fight the rest of his army doesn't feel so bad since you still get to do fun stuff with the rest.
Not a fan of the mightier makes rightier rule they have. I mean, I get that they need a rule similar to the Mawtribes to make up for their low unit count but 20 (or 30 with the right tribe) for the mega gargants seems excessive. It further accentuates how little they degrade when wounded making the only way of "weakening" a gargant unit to just kill it.
Aside from that, "grab those rocks and chuck em at something" seems like something to keep an eye on. Depending on how many gargants players manage to buff with that it could allow them to have shooting rivaling tzeentch.
Also, another way to destroy terrain, at least it's not terribly reliable. In principle this'd be interesting, especially if we used more terrain in general. But it seems like something that's useless in 90% of all games, and gamechanging in the remaining 10% whenever you get to destroy some important faction terrain.
Aside from that it's mostly fine. Seems to be one of the more thematicly coherent tomes which is nice.
yeah, but usually you don't face an army worth of gotreks, so wasting time with some cannonfodder to occupy him while you take objectives & actually fight the rest of his army doesn't feel so bad since you still get to do fun stuff with the rest. Whereas in this case wasting time with cannonfodder is the counter to the entire army at which point you don't get to do much fun stuff yourself.
Honestly, I think your complaints are a waaaaaay overblown. I mean, shooting rivaling tzeentch? Thats so outrageously exaggerated it becomes meaningless.
they would need 1500 points of giants to be on par with 1 min unit of flamers. as i said before the throw rocks ability is trash
I dont think anyone really cares about 2.500 pts matches. At least people that expect things to be somewhat balanced when 2.000 pts is the standard.Assuming we're not attacking a horde and there's no exalted flamer hanging around:
That command ability does 0.44 damage against a 4+ save on average per Gargant.
A single flamer does 0.5 damage against the same target.
You do not need 1500 points worth of gargants to equal a min unit of flamers....
Also,until a F.A.Q. states otherwise; the command ability stacks. Depending on how many CP they can pump into this & whatever other bonusses they might be able to tag onto it (battalions, artefacts, whatever). Combined with the ability to buff every gargant in range when you use the right tribe, you can pull a hell of a lot of shooting out of thin air. Potentially enough to rival proper shooting armies if it gets ridiculous enough.
For reference a random list:
- Warstopper 480 points
- 9 Mancrusher Gargants 1620 points
- 8 extra CP
- the tribe that chucks more rocks than the others
total: 2500 points
Turn 1, use 9 command points, get 18" 81D3/4+/3+/-1/D3 attacks, without any other potential buffs they might get from battalions and such (or other things that haven't been shown yet). You can probably push it a bit higher if you actually calculate the optimal combination of gargants & CP, but I can't be bothered to calculate the optimum.
I'm fairly certain that's enough shooting to rival Tzeentch for a turn....
.
oh lord you keep pushing this. fine lets do math. flamers when hitting the worst possible target in the proper faction (it's only fair you have the gargants in their faction) and with no buffs average out to 1 damage each not .5 to be specific they average out to 1-7 and can spike as high as 11 with out droping the % below 1% chance but that is unlikely all for 160 points. on the other hand 6 gargants and the general required to use the ability in the first place push you up to 1560 and do 2-9 damage spiking up to 14 but rarely.Assuming we're not attacking a horde and there's no exalted flamer hanging around:
That command ability does 0.44 damage against a 4+ save on average per Gargant.
A single flamer does 0.5 damage against the same target.
You do not need 1500 points worth of gargants to equal a min unit of flamers....
.
Assuming we're not attacking a horde and there's no exalted flamer hanging around:
That command ability does 0.44 damage against a 4+ save on average per Gargant.
A single flamer does 0.5 damage against the same target.
You do not need 1500 points worth of gargants to equal a min unit of flamers....
Also,until a F.A.Q. states otherwise; the command ability stacks. Depending on how many CP they can pump into this & whatever other bonusses they might be able to tag onto it (battalions, artefacts, whatever). Combined with the ability to buff every gargant in range when you use the right tribe, you can pull a hell of a lot of shooting out of thin air. Potentially enough to rival proper shooting armies if it gets ridiculous enough.
For reference a random list:
- Warstopper 480 points
- 9 Mancrusher Gargants 1620 points
- 8 extra CP
- the tribe that chucks more rocks than the others
total: 2500 points
Turn 1, use 9 command points, get 18" 81D3/4+/3+/-1/D3 attacks, without any other potential buffs they might get from battalions and such (or other things that haven't been shown yet). You can probably push it a bit higher if you actually calculate the optimal combination of gargants & CP, but I can't be bothered to calculate the optimum.
I'm fairly certain that's enough shooting to rival Tzeentch for a turn....
.
Right, couldn't remember what the limit on CP buying was anymore and couldn't find it quickly anywhere.I dont think anyone really cares about 2.500 pts matches. At least people that expect things to be somewhat balanced when 2.000 pts is the standard.
You also cant buy more than 1 CP.
My mistake, I forgot to take into account the D3 damage for both. It's 0,5 succesfull attacks against a 4+ save, and 1 damage for the flamer, whereas with the gargants its 0.44 succesfull attacks and 0.88 damage per gargant.oh lord you keep pushing this. fine lets do math. flamers when hitting the worst possible target in the proper faction (it's only fair you have the gargants in their faction) and with no buffs average out to 1 damage each not .5
Out of curiousity, if 18" 81D3/4+/3+/-1/D3 in a single round of shooting is mediocre? What in the world is good? That'd be (roughly) 4500 points of unbuffed flamers. I'm sure with buffed flamers you could be more efficient point wise, but regardless it should still be several thousands worth of shooting. That does not exactly seem "mediocre".Are you seriously telling me that 1600 POINTS AND 9 COMMAND POINTS shouldn't give you a mediocre shooting attack?
Out of curiousity, if 18" 81D3/4+/3+/-1/D3 in a single round of shooting is mediocre? What in the world is good? That'd be (roughly) 4500 points of unbuffed flamers. I'm sure with buffed flamers you could be more efficient point wise, but regardless it should still be several thousands worth of shooting. That does not exactly seem "mediocre".
And, again, messed up the amount of CP you can buy.
Anyways, the same holds for the more realistic 21D3/4+/3+/-1/D3, that's still a 1000 points worth of flamers. It may not be the best use of 3 CP against every target, a horde of say fully supported fyreslayers should probably shrug it off. But it should be plenty to take a good chunk out of most armies or at least annihilate the squishier support elements in an army and break their synergies. And again, it's not like the rest of the army is gimmicky just to set this up, there's no terrible sacrifices being made to get this going and you got plenty to follow up with after your opening salvo of rocks.
The little dudes count as battleline but cost 180 a piece. If you bring 3 in a single unit they fulfill your entire battleline requirement and they cost 480 (slight discount). So you can either go 3 big + 3 small in a single unit, 2 big + 2x3, 1 big 3x3 etc.Unless they have a special rule saying they don't have to field three battleline units you aren't going to for your unit of 7 in a 2000 point army.
The little dudes count as battleline but cost 180 a piece. If you bring 3 in a single unit they fulfill your entire battleline requirement and they cost 480 (slight discount). So you can either go 3 big + 3 small in a single unit, 2 big + 2x3, 1 big 3x3 etc.
If you bring 3 in a single unit they fulfill your entire battleline requirement and they cost 480 (slight discount).
3 is max.Is 3 the max size?
If so, 7 mancrushers would be in 3 separate units, meaning it would still require 9 CP to get up to 21 d3 shots.
Assuming max unit size of 3, 3 cp would give you max 9d3 shots (assuming its even stackable which i doubt lasts very long). And for 3cp, that is absolutely mediocre.

In Canas's defence the ability he's referencing allows one CPU to apply to all units within range so you could get to the numbers he's talking about in his latest post. still not good but he's right as far as what numbers you could get toI think you're mistaken on how the shooting CA works. You choose the mancrusher unit within 18''. So you'd need to spend a CP per unit, per activation. I'm assuming you can't take mancrushers in units of 9 (or 7), so even with 3 CP your # of shots is still pretty high.