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DEATH KORPS: Revision V1.3

 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Fri May 15, 2015 11:29 pm 
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Onyx wrote:
esadous wrote:
Can someone take a crack at explaining why Deathriders have less attacks for the same points as regular Rough Riders?

Better armour save and larger formation (for the core choice) and now better Fire Fight.

It has been widely discussed over the years that the Steel Legion Rough Riders are a little too good for the points they cost but not enough to warrant a change to a finished, balanced list.



Thanks! I assumed as much, just wanted someone else to say it :)


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 Post subject: DEATH KORPS: Revision V1.1
PostPosted: Sun May 17, 2015 8:16 pm 
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Just a thought, the silo stats are growing on me, I reckon DC2 is probably sufficient really Doesn't the fact it's a War Engine mean it can't garrison though?

Edit: scratch that, zero move overrides that - still liking the new stats...


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Sun May 17, 2015 10:29 pm 
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Great work Matt and mostly good changes! I'm just back from the Epic tournament at Lincon in Sweden this weekend arranged by Mordroten. I played DKOK so I know a bit about how they play and that a revision is necessary. I played with the original list but “handicapped” myself by only taking 2800 pts and two instead of three infantry companies. I won the tournament anyway. But it was fun and exciting. This kind of show that the list was to cheap and dangerous to begin with!

Regarding the changes:

Gorgons

Mostly good. I would never ever take the mortars for 50 additional points though. Maybe 25? I’m still more in favour of the Gorgon taking an extra DC than becoming a worse transporter, though that is more because of fluff than balance I guess…

Great idea with removing the Gorgon for 30 stand companies BTW! The foot sloggers might need additional boosts actually. Maybe heavy stubbers?

I am a bit doubtful about lowering CC to 6+ for the inf for that exact reason, it will hurt the foot sloggers too and without Autocannons they are plain worse than all other guard infantry without the CC bonus. No biggie though.

Death Riders

I am still for the simple version – make them as all other rough riders. I would also cost them at 300pts and no more. Then they might possibly be able to compete with the Gorgon companies and they lose the extremely useful scout rule after all… I am willing to try your version out though. Also I will confess that I have played them with 6+ armour all along, but on the other hand they did not do much for me in the tournament at all…

Actually adding a cavalry platoon upgrade at +10 RR at 150 pts might be an interesting idea.

Support

Generally good changes.

Engineer Formation will need something more to distinguish them or be dropped I think.

Death Strike
Great! Almost exactly what I wanted! Will now playtest this version. In the tournament the enemy never really attacked it at all because it was too though. Now it is weaker but fires of the missiles quicker. I think it maybe could retain FF 4+ but no biggie.

The special rule sounds really interesting. I hadn´t thought of the possibility of firing 2 missiles in round 3… Could be shorter though: [] Special Rule: "T-minus five to launch... ": Deathstrike Missiles are Single Shot, and the Deathstrike Silo may never fire more than one missile in turn 1.

Playtesting will commence!

Ps I think I need more Rough Riders now…


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Sun May 17, 2015 10:33 pm 
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Oh and another thing: I think that the Trojans for the art and AA should definatley be + 25 points!


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Sun May 31, 2015 8:25 am 
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I don't think the heavy tank platoon needs the drop in points. If you want it to be a more viable choice over the Leman formations you might want to consider increasing the cost of the Lemans formations. As Partisan mentioned he won a tournament playing with a 200 point handicap. I mean 6 Leman russes at only 280 points is mind boggingly cheap for what you get. Not only are they cheaper but they also make marine tanks look like paper cars with spring propelled weapons. There seems to be crazy power creep in several of the developmental IG lists.

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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Sun May 31, 2015 8:36 am 
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atension wrote:
I don't think the heavy tank platoon needs the drop in points. If you want it to be a more viable choice over the Leman formations you might want to consider increasing the cost of the Lemans formations.... I mean 6 Leman russes at only 280 points is mind boggingly cheap for what you get.


If you have a closer look you'll see that the way a player purchases Leman Russes is to buy the thunderer hull and then upgrade it to "Leman Russ" for additional points. For example:

Code:
Tank Platoon
Six Leman Russ variants (0-1 of which may be a Leman Russ Vanquisher) 280 Points
5 Leman Russes +100 points
1 Vanquisher +50 points
= 430 points


So it would be 430 points for the 6 tanks, rather than the 280 one might assume at first glance.


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Sun May 31, 2015 1:32 pm 
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Haha oh... and that's why you don't comment on things when your temporarily insane from sleep deprivation and drunk on cough suppressant. I may be missing something again all together obvious but why would anyone take 6 lemon rus variety for 430 points when they can get practically the same firepower and toughness from the heavy tank platoon for only 300pts?

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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Mon Jun 01, 2015 2:33 am 
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atension wrote:
Haha oh... and that's why you don't comment on things when your temporarily insane from sleep deprivation and drunk on cough suppressant. I may be missing something again all together obvious but why would anyone take 6 lemon rus variety for 430 points when they can get practically the same firepower and toughness from the heavy tank platoon for only 300pts?


The quickest way to answer that comprehensively is to repost something I wrote for an earlier discussion. Please note that this is based on the Macharius' previous cost of 350pts rather than the reduced price, but it should pretty clearly demonstrate why their is interest in making a change.

Matt-Shadowlord wrote:


This is the Super Heavy Performance guide I made a while back, and it compares a wide range of tanks based on how many kills they might be expected to do against a range of targets.
They are all based on how many of that sort of tank you can buy for around 2400-2500 (so for example 38 Leman Russes = 12 Baneblades = 7 Macharius Platoons)

The best characteristics are marked in Red (eg the Shadowsword's 90cm range), and very good characteristics are marked in Orange (eg the Macharius tank's 75cm range).

Image

What this chart shows about Macharius tanks is that they have good long range firepower (bettered only by Shadowswords and equalled only by Leman Russes), but the only thing they are competitive for when you factor their costs in is killing unarmoured infantry (eg Guard) out of cover less than 30cm away from them - hardly a role anyone is looking to fill. Even there, Exterminators and the super-generalist Leman Russes beat them.

At first glance they look like a decent all-rounder, but they're pretty mediocre for their cost. There might be only one time they are ever better than Leman Russes: in assault, when all the leman russes have an enemy in base contact, the Macharius could use WE rules to do a Fire Fight attack each.

And that's the Math behind why I never use them. :D


I will update the chart with the 300pt unit when I have some time. I wouldn't be surprised if they end up around 325 as a fair cost.


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Mon Jun 01, 2015 4:25 am 
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What are the weaknesses of the list? I've been looking into the list more closely as one of my opponent is looking to put up a force in the near future. I've yet to play against it but am curious about strategies that work well against it. It seems to have formations that can perform every function very well and as a whole has no real deficiencies.

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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Mon Jun 01, 2015 6:44 am 
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Compared to other guard lists like Steel Legion, it is considerably weaker in terms of long-ranged fire power. The lack of Manticores is a very big deal, and none of the core formations have good long-range shooting (especially since I've made Mortars cost +50pts), while SL might take 10 Leman Russes or 3 Super Heavies as core. The infantry have appallingly bad shooting, where a SL has 1 Autocannon per 2 stands, Krieg get 1 Stubber per 20 stands.
They also lack mobile Anti-Air, having no ability to attach Hydras, and instead get LV platforms.

Compared to more recent guard lists like the Minverans, they're more complicated to play and easier to clip, and again lack the many of the best long range firepower units and mobile AA upgrades.

In a nutshell, they are an assault list that gives up a lot of the usual guard advantages at range in order to be good in combat. They've historically had some under-costed or over-powered units, but with all the unit and price changes I think we're now close to the point where this list would have to be chosen by people who think it suits their playstyle rather than by people who want a rock hard list.


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Mon Jun 01, 2015 7:10 pm 
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Matt-Shadowlord wrote:
Compared to other guard lists like Steel Legion, it is considerably weaker in terms of long-ranged fire power. The lack of Manticores is a very big deal, and none of the core formations have good long-range shooting (especially since I've made Mortars cost +50pts), while SL might take 10 Leman Russes or 3 Super Heavies as core. The infantry have appallingly bad shooting, where a SL has 1 Autocannon per 2 stands, Krieg get 1 Stubber per 20 stands.
They also lack mobile Anti-Air, having no ability to attach Hydras, and instead get LV platforms.

Compared to more recent guard lists like the Minverans, they're more complicated to play and easier to clip, and again lack the many of the best long range firepower units and mobile AA upgrades.

In a nutshell, they are an assault list that gives up a lot of the usual guard advantages at range in order to be good in combat. They've historically had some under-costed or over-powered units, but with all the unit and price changes I think we're now close to the point where this list would have to be chosen by people who think it suits their playstyle rather than by people who want a rock hard list.



Kind of weird in a way to me. Just because they are a seige army but they want to close combat. Might just stick to Cadia knowing this.


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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Mon Jun 01, 2015 9:47 pm 
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Matt-Shadowlord wrote:
Compared to other guard lists like Steel Legion, it is considerably weaker in terms of long-ranged fire power. The lack of Manticores is a very big deal, and none of the core formations have good long-range shooting (especially since I've made Mortars cost +50pts), while SL might take 10 Leman Russes or 3 Super Heavies as core. The infantry have appallingly bad shooting, where a SL has 1 Autocannon per 2 stands, Krieg get 1 Stubber per 20 stands.

While yes they don't have quite as much long range firepower as Steel legion in terms of indirect fire capable units this isn't really a weakness. No other list does really either. They do still have shadowswords, earthshaker platforms, the much debated deathstrike silo, Bombards, Medusa platforms, Macharius tanks, Leman russ and titans... It doesn't really look like they are lacking ranged firepower in the least. Look at Tyranids, Necrons, Codex marines, Most chaos lists (tzeentch and Iron Legion aside), Orks and even Eldar don't have that much.

Matt-Shadowlord wrote:
Compared to more recent guard lists like the Minverans, they're more complicated to play and easier to clip, and again lack the many of the best long range firepower units and mobile AA upgrades.

Just because they may be a little more complicated doesn't mean they are worse. They do lack ground AA mobility but thunderbolts are very cheap excellent interceptors. Do you mean they are easier to clip because they don't have the chimers 10cm counter charge only the fat Gorgons?

Matt-Shadowlord wrote:
In a nutshell, they are an assault list that gives up a lot of the usual guard advantages at range in order to be good in combat. They've historically had some under-costed or over-powered units, but with all the unit and price changes I think we're now close to the point where this list would have to be chosen by people who think it suits their playstyle rather than by people who want a rock hard list.

They given up The artillery formations, the Flak formations and Vultures for Gorgons, deathstrike silos, Earthshaker platforms, Massive core list WE transported platoons, huge and specialized deathrider platoons, FF specialized granadiers that also can be mounted in Gorgons etc... To me it looks like they made a good deal. Steel legions weakness was in engagements which they made up for with their large formations and artillery. Krieg have some very good assault formations and still have a very significant amount long ranged firepower. They do generally suffer for activation count as they 2:1 support:core is restrictive as the core companies are expensive. As a result I very much disagree with the removal of the 0-1 on the deathrider company. I also disagree with the smaller choice core formation proposal I saw. Death Rider spam lists will be devastating. You can't take away the only real drawback the list has.
I did notice that the Krieg infantry are worse then the guard infantry which is odd as they are always portrayed and a step above. I guess the CC change was necessary despite the fluff as they were over performing I understand.

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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Tue Jun 02, 2015 12:00 am 
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Just to show what's still possible with this list:
    Regimental HQ Company + Gorgons + Mortars =625
    Infantry Company + Gorgons =475
    Infantry Company + Gorgons =475
    Heavy Support Battery (2x Hydras 1x Heavy AA platform with free Trojans) =125
    Super-Heavy Tank Platoon (Shadowsword) =200
    Death Rider Scout Platoon =150
    Deathstrike Silo =250
    Two Thunderbolt Fighters =150
    One Warhound Titan =275
    One Warhound Titan =275

3000pts.

This still seems too good to me.
Too many activations (10) with the 3 big Infantry formations.
Warhounds, Deathstike and Shadowsword to hit key enemy deployment zone.
Good AA (with ablative shields for the ground based stuff).
Scouts.
Commissars in everything except the AA battery (where legal).
3 huge Infantry formations with WE 4+ reinforced armour protection (and some limited artillery after a first turn March onto an objective).

Don't get me wrong, the list is headed in the right direction but I believe it still has further to go.

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Last edited by Onyx on Thu Jun 04, 2015 11:15 pm, edited 1 time in total.

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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Tue Jun 02, 2015 2:05 am 
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Well put Onyx.
What about dropping titan support from the list. In the couple novels I've read that feature Krieg they never field any type of titan. All be it I'm not that we'll versed in the Krieg fluff. I'm really eger to have a go at them now. Just finished my Gargant list and am also curious to see how well my Sautekh will perform against them. Holding a 6 person friendly tourney in a couple weeks. Hopefully I'll get a chance to have a go at them.

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 Post subject: Re: DEATH KORPS: Revision V1.1
PostPosted: Tue Jun 02, 2015 2:25 am 
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Onyx, I couldn't agree more.
There's too many armies that would struggle to compete even with a tailored list.

I think we should discuss / consider some baby steps towards what Atension has just mentioned.
Perhaps start with the removal of singular warhound formations and then reassess from there.

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