Hey guys, I've been mulling over the idea of using all 3 (Fimir, Abominations & Squigs) in the 2021 version of the game.
Background is obviously 1989 version came with Fimir - which while cool I always found them misplaced and that Squigs were a better fit for the geenskin tide.
Fast forward to 2021 and we now have Abominations, which - again I don’t hate, but as an amphibious creature again don’t really fit with a lot of the quest locations and greenskin tide.
So for my quests, I generally use Squigs for all instances of Fimir AND Abominations, and reserve those for specific uses.
The issue is; at face value we have 3 monsters that have identical stats that are physiologically; completely different.
Has anyone tackled this same issue and play-tested how these function side by side with new stats?
My take is to give Squigs the standard Stats, but with the added ability of "Hopping", allowing them to - within their allocated number of squares of movement, to move unobstructed in a straight line through occupied squares (including occupied by heroes') providing they end their turn on an unoccupied square.
M ATT. DEF BP MP NOTES
SQUIG 6* 3 3 2 3 *Hop
I was thinking of perhaps leave as is for the Abomination, but allow to diagonally attack with it's trident:
M ATT. DEF BP MP NOTES
ABOMINATION 6 3* 3 2 3 *May attack diagonally
For the Fimir, I'm using the Forgeworld models which are frankly HUGE, so I think beefing them up as a special encounter is a valid approach.
M ATT. DEF BP MP NOTES
Fimir 6 4 4 3 3
Thoughts/suggestions?