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Death Guard v2.x

 Post subject: Re: Death Guard v2.2
PostPosted: Wed Sep 01, 2010 10:39 pm 
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Quote:
What's next? Space marine Scouts with Assault Cannons?


*Goes and cancels Mega killer Scout list that was working on* :)

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 Post subject: Re: Death Guard v2.2
PostPosted: Thu Sep 02, 2010 10:47 am 
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BlackLegion wrote:
Reaper Autocannons on non-Terminators and non-vehicles? What's next? Space marine Scouts with Assault Cannons? Battlecannons vor Devastators? ;D

Sorry but Reaper Autocannons aren't man portable apart from Terminators.

I'm wanting something which would have more firepower than AP5+/AT6+ and shoter range and that seemed to fit the bill. Plasma Cannon is another but that doesn't fit the the Nurgle disease theme very well really. Is there some other options?

Ps. I don't have a clue what a Reaper Autocannon is. I assumed it was like regular Autocannon with some chaosy stuff on it.

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 Post subject: Re: Death Guard v2.2
PostPosted: Thu Sep 02, 2010 11:07 am 
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A Reaper Autocannon is basically a sawn-off twin Autocannon.
Man portable Plasma Cannons wheren't around during the Horus Heresy and so Chaos Space Marines doesn't have them. Multi-meltas they don't have too. So thats leaves Heavy Bolter, Lascannon, Missile Launcher and Autocannon. A pity that Epic made Missile Launchers and Autocannons identical.
Plasmaguns, Flamers and Meltaguns are also possible but only Plasmaguns have a shooting attack in Epic (15cm AP5+/AT5+)

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 Post subject: Re: Death Guard v2.x
PostPosted: Thu Oct 14, 2010 6:53 am 
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Ok, here's the latest Death Guard (v2.3) list. Some of the major changes include:
- Update stats and costs to match latest Chaos draft
- DG Auxilia upgrade
- Demon Engine and Plague Zombies to initiative 2+
- Titan changes mainly in Plaguelord and Fester (though I did touch CC and/or FF stats on all I think)

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 Post subject: Re: Death Guard v2.x
PostPosted: Sun Nov 14, 2010 10:56 am 
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I noticed a typo in the list. Drop Retinue has as upgrade Plague Marines. This should be of course Death Guard Auxilia instead.

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 Post subject: Re: Death Guard v2.x
PostPosted: Tue Dec 14, 2010 7:49 pm 
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A small update to the Death Guard for the NetEA Army book Death Guard v2.3.1

Main change was the Warlord upgrades allowance to Terminators and Drop Retinue. Also I fixed the change log to include all relevant changes in previous update :).

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 Post subject: Re: Death Guard v2.x
PostPosted: Sat Apr 09, 2011 12:33 pm 
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I'm still relatively new to epic, but it seems the weapon change to the fester titan makes it kinda worthless. You did decrease the cost, but losing the MW killed my desire to convert some fester titans. Why such a drastic change?


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 Post subject: Re: Death Guard v2.x
PostPosted: Thu Apr 28, 2011 8:18 am 
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chrach7 wrote:
I'm still relatively new to epic, but it seems the weapon change to the fester titan makes it kinda worthless. You did decrease the cost, but losing the MW killed my desire to convert some fester titans. Why such a drastic change?

Because two Festers are better than one Repugnant with older stats. It was overly good and this was an attempt to balance it. Though It might need to have CC and FF at 4+ to balance it a bit more. Also the range 40cm seems wrong and probably should be 45cm :).

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 Post subject: Re: Death Guard v2.x
PostPosted: Fri Sep 16, 2011 9:20 am 
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If anybody is interested in taking on the Death Guard as AC please PM me

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 Post subject: Re: Death Guard v2.x
PostPosted: Sun Oct 02, 2011 2:32 pm 
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Frogbear will be taking over as Death Guard AC, thanks to him for volunteering

He will be moving forward with the list after the armybook is released.

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 Post subject: Re: Death Guard v2.x
PostPosted: Tue Nov 29, 2011 11:25 am 
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I thought I had better give an update on this one in case anyone was wondering what was happening.

With the army book coming out, the Death Guard list will remain in it's current incarnation for 2012. It would be unwise and probably disrespectful to even consider any change (if warranted) without giving the list a chance to hit the NetEA stage and see how it goes once in the Army Book. Hena has placed in a lot of work and his past history would show that his work stands up to the test.

So with the above, I will take 2012 as the year where this list is reviewed, not to change so much, but rather to be tightened up and possibly tweaked. In this regard I would like to hear from, people what they:

a. Like about the list
b. Dislike about the list

I will take all feedback under consideration and see whether I can attain a happy medium.

Question: So as the new AC of the list, what would I like to see?

Answer: My main aim will be to try and get the Death Guard to better represent the sacred number (7) where possible and see if I can find another way to represent Death Guard vs Plague Marines (if possible or even warranted).

So that is the update if anyone was wondering. I say bring on 2012, and let me hear your feedback, wants, and gripes.

Cheers all.

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 Post subject: Re: Death Guard v2.x
PostPosted: Tue Nov 29, 2011 11:39 am 
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Representing sacred numbers is honestly completely unimportAnt to me. There's nothing particularly sacred about Death Guard always running around in groups of 35 men.

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 Post subject: Re: Death Guard v2.x
PostPosted: Tue Nov 29, 2011 11:58 am 
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Evil and Chaos wrote:
Representing sacred numbers is honestly completely unimportAnt to me. There's nothing particularly sacred about Death Guard always running around in groups of 35 men.

(let's just assume 5 to a base)

I take it the same is felt for World Eaters with 40 men and Emperor's Children with 30 men then...?

I find that the only people that are going to be playing these lists are the die hard fans as others such as yourself are drawn to lists such as Red Corsairs and the like which are predominantly misguided Marines. With that in mind, the die hard fans (I find) are those - dying breed (?) - that came to appreciate this little quirk in Chaos and like to have the sacred numbers represented in some form.

Remember, the lists represent the Legions in their prime, not the ragtag bands that run around the universe in the representations of Forgeworld and the like. The Reign of these legions in their golden days may have been short, yet if they are to be represented, why not indulge in the full plethora of fluff that is available to them?

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 Post subject: Re: Death Guard v2.x
PostPosted: Tue Nov 29, 2011 12:14 pm 
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If you want to represent the sacred numbers, do it with numbers of infantry on the bases, not the number of half squads!

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 Post subject: Re: Death Guard v2.x
PostPosted: Tue Nov 29, 2011 12:18 pm 
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Thats feedback and that is exactly what i want. :)

Cheers...

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