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Death Guard v0.2

 Post subject: Re: Death Guard v0.2
PostPosted: Wed Mar 25, 2015 6:19 pm 
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Batrep is up: http://wargamingtrader.com/death-guard-v-iyanden-batrep

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 Post subject: Re: Death Guard v0.2
PostPosted: Wed Mar 25, 2015 11:10 pm 
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Ok file updated thanks IJW Wartrader! As for the changes to the points, weapon stats etc... Need steve to weigh in. Going to send him a PM see what he thinks as he hasn't posted here since last year.

Here's the link to the updated list.
viewtopic.php?f=82&t=28211&start=15

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 Post subject: Re: Death Guard v0.2
PostPosted: Wed Mar 25, 2015 11:47 pm 
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Plague Ships aren't listed as 0-1 in the first post.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Mar 26, 2015 12:50 am 
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IJW Wartrader wrote:
Plague Ships aren't listed as 0-1 in the first post.


Very true, but I think that's just an oversight. 175 points for 4 activations is incredibly good no matter how crappy the zombies are. allowing more than one would be immensely broken. lol, can you imagine how much of a pain in the %&$ 2 or even 3 would be for the opponent. you could just make a screen of them that would lock the opponent in their deployment for a turn or two. Not to mention the outrageous activation advantage.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Mar 26, 2015 2:07 am 
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I agree.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Mar 26, 2015 7:31 pm 
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So we can add terminators to plague marine retinues for tanking with RA. Is that right?
If it is then the army forge file needs updating.

Also Atension, the Grave Warden upgrade is listed twice under the available upgrades for Death Shroud Terminators in the PDF.

Nice batrep IJW. Those are some resilient blight drones you've got there!

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Mar 26, 2015 7:46 pm 
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Ok Ill fix the double entry,

yes I believe the terminator upgrade is valid for the DG troops. I believe Kyuss was doing the DG list for Army forge. I could update it but I'd just be sending him the updated file to be loaded anyways. Only take 2 min to update the code.

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Mar 27, 2015 12:37 pm 
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The only Terminator upgrade I can see in Steve's post is swapping Death Shrouds for Grave Wardens?

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Mar 27, 2015 2:21 pm 
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IJW Wartrader wrote:
The only Terminator upgrade I can see in Steve's post is swapping Death Shrouds for Grave Wardens?

There is a bit of ambiguity in the original post, for instances like that I just went with the convention of the previous list. All other chaos lists that have terminators allow for the addition of extra terminators to the terminator formation under the upgrades section. In Steve's' first post the DG retinues it says "upgrades = all". I just left it that way. Could be an oversight I don't know, is there fluff to support the addition of terminators to DG units? If people are opposed or think it wasn't intended I have no issue removing it.

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Mar 27, 2015 4:07 pm 
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No idea. I quite like the idea as I find DG Terminator formations a bit over-priced but wouldn't mind adding some to a DG Retinue.

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Mar 27, 2015 6:46 pm 
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Great to see so much interest and testing going on, I'll go through the thread this weekend to address the issues that have come up.

Terminators shouldn't be an option for other formations

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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Mar 28, 2015 7:28 am 
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Fair enough. But :(
Probably would have only tried it in bigger games anyway.

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 Post subject: Re: Death Guard v0.2
PostPosted: Sun Apr 05, 2015 11:45 pm 
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Just thinking about the Grave Warden Terminators again. I'm coming round to the idea of the FF EA being good - for 475pt you can add a Chaos Champion (and Daemonic Pact), swap out two Deathshrouds for Grave Wardens and end up with eight Firefight dice (two being MW one MW and one First Strike). However that's +2 FF dice compared to +4 ranged dice if you take all Deathshrouds.

Looking at the 40k version, they're armed with toxic grenade launchers, directable toxic gas clouds and Heavy Flamer upgrades.

Proposal - expand the Alchemical Weapons profile to:
(15cm) (Small Arms) EA (+1) Ignore Cover
OR
15cm AP4+ Ignore Cover

Thoughts? I'm not sure if it's adding more detail than the unit needs, but it would have a nice extra impact when doing the double/shoot/sustain/support shuffle.

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Last edited by IJW Wartrader on Mon Apr 06, 2015 6:29 pm, edited 1 time in total.

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Apr 06, 2015 1:46 am 
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Also played a v0.2 game yesterday, but stupidly left my list at home and messed up by adding an extra marine per formation, and having the Plague Towers going 15cm rather than 20cm... sigh! :{[] Will try to get it right next game.

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Apr 06, 2015 2:57 pm 
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Steve54 wrote:
Great to see so much interest and testing going on, I'll go through the thread this weekend to address the issues that have come up.

Terminators shouldn't be an option for other formations


Hey Steve, any luck with the update?

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