Juggernaut version 2 comments here

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Juggernaut version 2 comments here

Postby mattbird » Mon May 18, 2009 2:47 pm

comments!
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Re: Juggernaut version 2 comments here

Postby big al » Wed May 20, 2009 5:29 pm

Well on the first page of the last thread, I really liked Todd's giant golem idea. I would support that more than the juggernaut. But if you want to keep the jugg, just change it to be more friendly for the army. I would make it fight instead of shoot, and not make it cost so much.
Here's what i would change it to be:
points: 250
mv 7, str 5 impacts maybe even does like D3 +1 instead of D6+1, tough 6, 4-5 wounds, 3+ armor, stubborn, ITP, immune to str 7 auto kills, and doesn't need the mini swivel gun, and since it's like a piece of seige, make some ability like all enemies charging it lose charging bonuses and strike on init (doesn't affect ASF), or something.
5 crew of obsidian guards, they get a 3+ armor for protection from the thing and a 1+ vs shooting, with great weapons, and the US of the thing goes down when it loses crew.
1-2 bull centaur mount(s), but has 1 attack with an additional impact at str 4 that auto hits on the charge
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Re: Juggernaut version 2 comments here

Postby Guy In Suit » Wed May 20, 2009 5:34 pm

That seems almost as complicated.

If we are trying to make it simple just copy the steg w/ CD crew and a swivel gun instead of a giant bow. Then its familiar to everyone and is easy to determine points values. I'd put it at about 300 or so to ensure it isn't too good.
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Re: Juggernaut version 2 comments here

Postby JoeGuardsman » Fri May 22, 2009 10:47 am

I didn't mind the Juggernaught. He wasn't too bad but the combination of Toughness 7 and Movement 6 is a little harsh. I think it gives it too much ability to choose it's opponents when even the opponents that are good at taking down high Toughness units will have a hard time hurting it.

Matt Bird didn't know when I asked him but is the Juggernaught a chariot for the purposes of Strength 7 weapons? If it is then I think you can keep the speed as then it becomes a matter of can I get my Strength 7 attack to your Juggernaught before it starts pushing me around. If it is immune to that I'd probably like to see either a speed or toughness reduction. Treeman lost his Toughness 7 for a reason also.
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Re: Juggernaut version 2 comments here

Postby Guy In Suit » Fri May 22, 2009 11:15 am

Played against the juggernaught, and think its fine as is. The ITP means you have to be careful with it, and its easy enough to break if you can bring decent static CR against it (which I couldn't :cry: )
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Re: Juggernaut version 2 comments here

Postby mattbird » Fri May 22, 2009 11:37 am

yah, we all thought it was basically good to go last night. The rules wording can be tightened up, but in concept it all works well. One suggested change was to take away all the to hit penalties for the BB, and take away the armor piercing as well.

Joe, don't forget the crew are just T4, so they are better to attack.
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Re: Juggernaut version 2 comments here

Postby JoeGuardsman » Fri May 22, 2009 12:13 pm

Yeah you are right on that. My impression of the Juggernaught in combat however was eschewed because my Yhetees got blowed up by a Daemon Eater as they charged in.
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Re: Juggernaut version 2 comments here

Postby mattbird » Fri May 22, 2009 12:19 pm

I agree it could be toughness 6.
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Re: Juggernaut version 2 comments here

Postby JoeGuardsman » Fri May 22, 2009 12:35 pm

An inch off of the movement instead of the point of the toughness is also an option maybe. Just a speed or toughness thing. Anything you take away from it brings it further from that 300 point mark.
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Re: Juggernaut version 2 comments here

Postby Matt » Sat May 23, 2009 3:08 am

Static combat res only goes so far against Leadership 10 and a BSB.
I threw a block of 25 marauders at it (to keep it from rolling down my flank), and it made a huge road block.

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