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Re: V3 Inferno Golems comments here

PostPosted: Wed Jun 24, 2009 4:07 am
by Alric
These guys are good but I think they need a better save. They might work better as 3+ save. When I have used these I like both range weapons, the Conflagration Cannon and Eruption gun, but I felt like the unit needed to be better as a melee unit for the point cost.

Also should these have the same rules for movement as Astragoth , the mechanical locomotion of 6 inches , and 6 inch charge move, always move 6 inches ?

Re: V3 Inferno Golems comments here

PostPosted: Wed Jun 24, 2009 9:36 am
by mattbird
Astragoth is a bit different in his rules/fluff, but I see what you are saying. Limiting movement to 3"/6" charge would be too limiting for them.

Re: V3 Inferno Golems comments here

PostPosted: Wed Jun 24, 2009 1:11 pm
by Alric
mattbird wrote:Astragoth is a bit different in his rules/fluff, but I see what you are saying. Limiting movement to 3"/6" charge would be too limiting for them.


I mean a 6" move , but with charge 6". Since they are large it could be 8"'s. Its more of a fluff rule, recognizing that they use mechanical locomotion. I was thinking of to use the mechanical locomotion rule to off set the ward save , say they are comparitively slow but very durable with very thick armor.

Re: V3 Inferno Golems comments here

PostPosted: Wed Jun 24, 2009 1:17 pm
by mattbird
right sorry. 6" charge is still to slow for an ogre-sized something, I think.

Re: V3 Inferno Golems comments here

PostPosted: Thu Jun 25, 2009 9:15 pm
by Matt
mattbird wrote:right sorry. 6" charge is still to slow for an ogre-sized something, I think.

6" movement, 6" charge is more of a chaos spawn speed (worse then spawn actually, but in the ballpark).

Maybe a single unbreakable model (2 for 1 rare?) may be more in line with the concept.

To be clear, I'm not suggesting using the current incarnation, making the squad size 1 and tacking on unbreakable. I'm thinking something that lands between a giant and a chaos spawn.
Maybe something like a Gourger, that is tough instead of sneaky. (S5 T5, 3+ armor, 5+ ward, unbreakable, still have weapon options).
It may work out better for people doing conversions to be able to do single models instead of whole units.


T5, good saves and unbreakable, makes the S5 attacks that much more useful; you'll get to stick around a bit and use them.

Anyhow, just an idea if you don't like how Golem units are turning out.


-Matt

Re: V3 Inferno Golems comments here

PostPosted: Thu Jun 25, 2009 11:07 pm
by Alric
As these are at 65 points per as a melee unit they are balanced stats at point cost, they fill a needed roll in the army with their high wounds along with good stats. But once you upgrade to the construct weapon to 105 points they become expensive. I understand they are a 2 for 1 , with the range weapon but since you cant shoot and hth in melee at the same time they are more of an either/or unit making them expensive cannons or an expensive melee unit. As they are now I would only use them as 65 point melee, and take the chaos dwarf unit eruption cannon upgrade instead.

Here are some suggestions..

1) Reduce the cost of the weapon upgrades. This option to keep the shooty aspects of the unit but at a reasonable point cost.

2) Have only the shorter range flame weapon upgrade, S4 -2 save, and reduce the cost of weapon. Go to a shorter range weapon and a reduced point cost.

3) Include an armor upgrade of 3+ save that comes with the weapon upgrade, and keep the upgrade point cost the same.

Re: V3 Inferno Golems comments here

PostPosted: Fri Jun 26, 2009 7:21 am
by KevinC
Here are some suggestions..

1) Reduce the cost of the weapon upgrades. This option to keep the shooty aspects of the unit but at a reasonable point cost.

2) Have only the shorter range flame weapon upgrade, S4 -2 save, and reduce the cost of weapon. Go to a shorter range weapon and a reduced point cost.

3) Include an armor upgrade of 3+ save that comes with the weapon upgrade, and keep the upgrade point cost the same.


-------------I'm happy with how the Inferno Golems are turning, though I like these suggestions. The weapon upgrade is probably going to be reduced and I agree that the flame weapon needs to be a bit better. Incorporating a better armour save as a construct weapon is a cool idea too.

Cheers,

Kevin out

Re: V3 Inferno Golems comments here

PostPosted: Fri Jun 26, 2009 8:41 am
by Larro
I have no idea how you can be happy with how the Golems are turning out at the moment. If you keep the Golems at the points they're at now, they're amazingly sub-par.

- Larry

Re: V3 Inferno Golems comments here

PostPosted: Fri Jun 26, 2009 8:54 am
by Guy In Suit
Larro wrote:I have no idea how you can be happy with how the Golems are turning out at the moment. If you keep the Golems at the points they're at now, they're amazingly sub-par.

- Larry



'Turning out' implies they aren't finished yet. Chillax.

Re: V3 Inferno Golems comments here

PostPosted: Fri Jun 26, 2009 9:56 am
by mattbird
Larry, we have already said to you and everyone else multiple times that they will get cheaper.