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Re: Sneaky Git comments here

PostPosted: Wed May 13, 2009 2:45 pm
by mattbird
While the gamer in me says "Yes! Make them skirmish! Make them scout!" the sensible side of me thinks that adding a combat skirmish unit to this army will really make it just too good. I do think they could be moved to Core (with stats as is), and say you can't have more sneaky gits than hobgoblins.

Re: Sneaky Git comments here

PostPosted: Wed May 13, 2009 8:39 pm
by Matt
mattbird wrote:While the gamer in me says "Yes! Make them skirmish! Make them scout!" the sensible side of me thinks that adding a combat skirmish unit to this army will really make it just too good. I do think they could be moved to Core (with stats as is), and say you can't have more sneaky gits than hobgoblins.

Go 1 step further and say you must have more hobgoblins than sneaky gits.

As a core option, it is pretty good. Just let the enemy blow through a few 60 point blocks of infantry, and suddenly as he moves into your back field, you're on his flanks.
Really, it's how greenskins flank. The center collapses and the survivors close in...

-Matt

Re: Sneaky Git comments here

PostPosted: Thu May 14, 2009 8:06 am
by Charlie
mattbird wrote:While the gamer in me says "Yes! Make them skirmish! Make them scout!" the sensible side of me thinks that adding a combat skirmish unit to this army will really make it just too good. I do think they could be moved to Core (with stats as is), and say you can't have more sneaky gits than hobgoblins.


I agree with Matt here. A combat skirmish unit in this type of army list is hardcore. Very similar to O&G Squig Hoppers, they would go from low man on the Special totem poll to an automatic unit (if not 2) in every list. Moving them to core seems pretty reasonable to me with their current rules. You could also design them similar to Skaven Night/Gutter Runners, with multiple versions. Overall I think the rules they have for bonus attacks now are very simple, easy, and even elegant. They may not be easy to use, but even without flanking/rearing, they drop as assload of poision attacks on a charge.

On a seperate note, I don't think the army entry has a listed unit strength for them. I assume it's 10+, but probably needs to be specified.

Charlie

Re: Sneaky Git comments here

PostPosted: Sat May 16, 2009 2:41 am
by Alric
Skirmishers or core.

Re: Sneaky Git comments here

PostPosted: Sat May 16, 2009 1:38 pm
by mikkjel
Skirmishing would give them a reason to be taken, IMO. They arent very cheap, and dont hit hard enough for my taste. Compared to squig hoppers: theyre not ItP (biggest change), they dont hit as hard against most stuff (2s5 >> 2s3 poison basic), they need to see what theyre going to charge and they arent as fast. Compared to squig herds, they still flee and still dont hit as hard.

Re: Sneaky Git comments here

PostPosted: Sat May 16, 2009 3:10 pm
by Guy In Suit
The army as no flyers, M4 skirmishers with two S3 attacks are NOT going to make the list over powered, and they will compete well with other specials.

I DON'T think they need to scout though, and that should make them much tamer and tactical to try and get flank and rear charges.

Re: Sneaky Git comments here

PostPosted: Sat May 16, 2009 3:23 pm
by Hashuts Scion
With regular hobs and hob wolfriders as core, sneaky gits should be special. They have one special ability: poison attacks. With two weapons, that's two attacks per regular guy, and if given command units and a 5 hob front, that's 11 poison attacks per round. Odds say, 2 auto wounds. If you want them to be more dangerous, then go with the rule as written, +1 attack if flanking and +2 if attacking from the rear really sends them up.

Now as to HOW to get them to do that, being only M4 is the question. Some of the suggestions are: 1) a free reform, 2) scout 3)skirmish. I like the idea of a free reform at the beginning of each round. It forces the opponents to think about that unit immediately if they are within a charge range. The likelihood of getting a flank or rear attack becomes more pronounced, if they get that free reform.

As far as scout or skirmish, I think a variant of sneaky gits are called for: Sneaky Git Knifers. A 0-1 unit of sneaky gits who can scout and skirmish as well as throw poison daggers. This unit was approved by GW for use in the Albion campaign. See list in Thoughts of a Long time gamer thread for the entire list if you want.

Above all, I think some sort of Sneaky Git should stay in the game.

Re: Sneaky Git comments here

PostPosted: Sun May 17, 2009 8:37 am
by mikkjel
Free reform is rather sneaky. I like it.