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Red Corsairs v3.4

 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Jul 21, 2016 2:02 pm 
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that (space)ship has sailed I'm afraid.... we're 6 games away from submitting for approval

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Sat Jul 23, 2016 4:27 am 
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Hi kyussinchains,

Yep PFE100 here, have the ability to login as PFE200..

We have done another report using RC3.4 and Ghazgkhull Thraka's War Horde..It was done so that you have 6 approve list from the PFE100 group..

http://pfe100.blogspot.com.au/2016/07/r ... rakas.html

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Sat Jul 23, 2016 9:28 am 
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That's great Greg! Thanks for putting the time in!

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Sat Jul 23, 2016 1:54 pm 
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kyussinchains wrote:
That's great Greg! Thanks for putting the time in!


No problem, glad to help out... :)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Aug 01, 2016 5:04 pm 
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If the berzerker formation is being enlarged to 8 units, where does that leave the other cult marine formations? Will they follow suit, or is it only the berzerkers that are seen as underpowered/overpriced?

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Aug 01, 2016 8:43 pm 
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I think it's more of a case of matching the cult marines to their costs in other lists, plague marines come in at 300pts for 7, noise marines and 1k sons are both around 275 for 6 stands

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Wed Aug 03, 2016 10:32 am 
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I just realized that the red corsairs are using the same Thousand Sons formation than my thousand sons list. Cool

Do you guys have comments about the formation?

cheers

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Wed Aug 03, 2016 4:09 pm 
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I've not used the other cult marines in this list, I think mostly they suffer from lacking access to the god-specific daemons, which is one of the reasons the 1k sons formations are so great (personally I think flamers are considerably overpowered and would prefer to see them go down to a single FF3+ attack but that's OT!)

I can't see any of them being considered overpowered, would welcome people testing some out

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Wed Oct 19, 2016 3:29 pm 
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I put brush to model last night for the first time in months and it felt good, I'm aiming to get 3k of chaos marines painted up for the EpicUK Grand Tournament in november and it made me want to get the Red Corsairs pushed further along the path to approval

Any volunteers to help out with playtesting?

The current list of tweaks I'd like to see some testing with are as follows:

-Berzerkers increased to 8 stands for 275pts
-Chosen reduced by 25pts to 175pts
-Terminators increased by 25 pts to 300pts
-Lesser Daemons to CC4+ and 10 points each

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Wed Oct 19, 2016 3:33 pm 
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Want to give a run at some vassal with this? I'm always down to be an utterly disappointing challenge :D

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Oct 20, 2016 12:03 am 
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I hereby pledge to give you at least one game with some random Guard army. Really. Ping me on Skype and we'll get our people to compare schedules.


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Oct 20, 2016 5:36 pm 
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jimmyzimms wrote:
Want to give a run at some vassal with this? I'm always down to be an utterly disappointing challenge :D


Doomkitten wrote:
I hereby pledge to give you at least one game with some random Guard army. Really. Ping me on Skype and we'll get our people to compare schedules.


if these are directed at me, with the time difference involved between me and thee(s) it may be ideal if you guys could duke it out via vassal and share the results?

I'm planning on getting some more games in really soon, I'm almost halfway through painting my armies so I'll need to get some use out of them!

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Oct 20, 2016 10:05 pm 
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kyussinchains wrote:
if these are directed at me, with the time difference involved between me and thee(s) it may be ideal if you guys could duke it out via vassal and share the results?

I'm planning on getting some more games in really soon, I'm almost halfway through painting my armies so I'll need to get some use out of them!


I think he was talking to you, I was mostly talking to him (as I've been saying I'd play on Vassal with him for a while). I'm game to play anyone if scheduling works out, but Jimmy understands how terrible I am and how little I really understand the rules, so won't feel like having kicked a puppy when he wins 5-0.


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Oct 20, 2016 10:54 pm 
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Here corrected that for you=>
Quote:
when he wins loses 5-0.


While I was directing that to Si I'm down to also hit you up for a game, girl! Also Si, with my schedule, we're not that off time-wise in actuality. Granted I wouldn't want to be seen in my company either so fair play ;)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Wed Nov 30, 2016 10:41 am 
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Quick Update, I've uploaded a new version in the OP which clarifies the transport rules for the list and should give explicit rules on what can be transported where, I can only apologise for not doing it sooner

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