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Death Guard v0.2

 Post subject: Re: Death Guard v0.2
PostPosted: Thu Dec 04, 2014 10:22 pm 
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that would be great! :)


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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Dec 05, 2014 7:18 am 
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Yes! that would be awesome!

Stwvw: I'm soon done testing the knight world list. Then i can focus my attention on this list. Any special list builds you want to test?

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 Post subject: Re: Death Guard v0.2
PostPosted: Wed Dec 10, 2014 1:53 pm 
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Any luck on getting the pdf. completed? I made one for the version 0.1. Shouldn't take much time if kyuss is too busy.

I noticed that Steve mentioned the stats for some of the daemon engines were made to be in line with LatD list. Should the point costs for them be adjusted as well? Also I noticed the zombie horde is 3d6 zombies in LatD. Which are you planning to go with?

Looking forward to fielding this list soon.

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 Post subject: Re: Death Guard v0.2
PostPosted: Wed Dec 10, 2014 6:51 pm 
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yeah sorry, didn't get a chance over the weekend, crazy busy at the moment (hence why no armyforge updates in a while)

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 Post subject: Re: Death Guard v0.2
PostPosted: Wed Dec 10, 2014 10:10 pm 
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Another couple questions:
The world eater 3.8 list has free rhino upgrades similar to astartes lists. Just wondering if it's necessary to have them cost an additional 10pts each as it gets unwieldy to create a list. Plus I agree with graf_spree in that the infantry are quite pricy already as the thousand sons marines have fearless and RA at 6 units for 275.

Are you planning to have chosen or possessed nurgle marines? There are no scouts in the list what so ever. Not sure if that was intentional or not.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Dec 11, 2014 12:38 am 
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Here is the army list pdf for 0.2 let me know if I have any mistakes. Steve let me know if you would like the XLS version.

Corrected version (25/03/2015), thanks!


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Death Guard v0.2.pdf [216.13 KiB]
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Last edited by atension on Wed Jun 03, 2015 1:01 pm, edited 6 times in total.
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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Dec 11, 2014 10:47 am 
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Thanks! Great work!

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Dec 12, 2014 9:37 pm 
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cool thanks alot!

one point though:

wasn't the terminator upgrade 85pts? your list says 65. which would be awesome ;)


and as well the basic point again, that for infantry without march any more and plague havocs reduced to cc 5+ the pricing is quite high. if the basic retinue would be at 300pts and the havocs upgrade up to 50pts but with cc 4+ for them it would fit in a bit better on the competitive side, imo. since those pestilent guys are better in cc. and the basic formation would a tad cheaper but with havocs at the same price. also looks better as direct comparison to 1ks pointwise as mentioned by atension.

the cost of the grave warden still sits a bit ill with me, though.


just my thoughts. otherwise i really like it and will field them soon according to the new list.


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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Dec 13, 2014 12:30 pm 
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The plague ship is a little bit OTT.. for 175 points you get 3 templates disrupt and 3* 1D6 + 2 Zombies.. (2D6+3 Zombies are worth 175 points). That means you can cover halve of the deployment zone with disrupt barrages and teleport 3 formations of zombies..
Ships with more then 2 templates are all slow and steady..

my thoughts..


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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Dec 13, 2014 2:42 pm 
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Thanks for the PDF Atension

Retinue price - I'd like to see testing of it before dropping points, it may be that the TS is undercosted.
Rhinos - stay at 10pts for now, I don't want free ransports for a slow plodding army whereas they are vital for World Eaters to get to CC
Spaceship - hoping to use it in the next couple of weeks so may increase points or drop stats
Scouts - no plans currently, obvious place would be giving it to Blight drones if necessary
Grave wardens - trading extra FF attack for shooting, not sure I see the issue
Daemon engines - I'll talk to MikeT about prices

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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Dec 13, 2014 4:16 pm 
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yeah, the plague ship reads quite hefty. slow and steady is a must for 3 templates, imo.

grave wardens: it's trading two 30cm ranged attacks for one 15cm ff attack i'd like to point out.
for the same points it still reads mismatched for me. but thats just me. if no one else comments on it as well, it's all fine.

terminators at 85 or 65pts?

agree with the rhinos. they should not be free.

blight drones with scout would be ott. they are dead good fearless ultra shooty units already. alone or as support or crossfire units. scout would give them a big egde in deployment and haressment options from turn 1 on. they would need a big pts increase and i fear they would come out way to expensive in the end to be fun to field them.
i agree, that the real need for scouts eludes me with death guard. the are so resilent they must have some sort of downside apart from the slow speed.


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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Dec 13, 2014 7:41 pm 
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What initiative would a walker hord containing both plague hulks (daemon engines) and descrators/defilers (not d-engines) have?

EDIT: Forgot to add. Atension your pdf is missing the two extra attacks of the plague hulk unit

Quote:
Battle claws (Assault weapon) base contact EA+1 (MW)
Daemon Sword (Assault Weapon) base contact EA+1 (MW)


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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Dec 13, 2014 7:59 pm 
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i think it goes down to initiative 2.

and the blight drone is missing its:

Vomit Cannon
15cm
AP4+, Ignore Cover


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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Dec 13, 2014 9:41 pm 
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PDF updated with corrections, Thanks.

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 Post subject: Re: Death Guard v0.2
PostPosted: Sun Dec 14, 2014 5:20 pm 
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cool! thanks


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