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Red Corsairs v3.4

 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 3:05 pm 
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While according to the fluff deamon princes can be quite big, I'd say for abstraction and simplicity they should take up 1 transport slot.

The DP upgrade in the BL list replaces a unit rather than joining it, so even though it's one really big dude, it's only one - instead of the 5 big dudes (CSM) that would be in the same slot. DP's aren't all the size of a knight so it stands to reason that the ones used in a list can at least be crammed in the back of a t-hawk. Plus, you know.... chaos.

I'm not sure having to reduce the size of a fm in order to take an upgrade (that removes any shooting attacks it may have had btw) is a fair deal. but besides that, a note about transport slots for a DP might have to be made throughout the whole TP, which I doubt is worth it.

Just my 2 cents as "the other guy" with T-hawks and daemon princes in the list I'm shepherding.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 3:51 pm 
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Rather than replacing 2 units or stopping a formation going in the thawk I'd go with either the DP counting as 1 stand for the thawk or 2 elsewhere or 1 everywhere

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 3:54 pm 
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okay let's go with that, as it can only go in a thunderhawk, it takes up a single slot, will edit the armylist in the op shortly

thanks for the input AC super-team

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 4:42 pm 
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okay I've updated the list in the OP, the transport lists are intended to be exhaustive, please post any further queries

now that's all squared away I'm putting out another request for playtests and batreps with the list, I'm aiming to get this approved within the next few months but I can only do it with the help of the community

remember the current test list is as follows

Chaos Terminators go to 300 pts per formation
Chosen drop to 175 pts per formation
Daemons drop to 10 pts each and CC4+
Berzerkers up to 8 units for 275pts all other cult marines remain the same

let's get the list approved people! I need either 6 games from one group or two lots of 4 games from two other groups, any volunteers?

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 4:58 pm 
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I may be able to persuade Blip to use them after he's moved in nearer the new year, but that's likely to be against the unapproved Death Guard which I assume won't count...

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 6:04 pm 
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that's up to the ERC really, I'm happy to count it (better than no games....)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 6:56 pm 
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kyussinchains wrote:

thanks for the input AC super-team


Super Friends to the rescue

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 9:23 pm 
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IJW Wartrader wrote:
I may be able to persuade Blip to use them after he's moved in nearer the new year, but that's likely to be against the unapproved Death Guard which I assume won't count...


Yeah, i'm up for that. Tbh the list fits my conventionally codex/chaos marines very well.

And podding Terminators! Woot! :-)


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 9:34 pm 
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Oop! Looks like the pod entry precludes terminators? (its in the list of upgrades though)

But hey, lots of other toys to play with :-)


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Thu Dec 01, 2016 10:04 pm 
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Most of us in Aus are testing lists for the Aussie championships in Janurary. But I might be able to convince Beefcake to run them and get it up on d6addicition blog (Mine are still in construction)


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Dec 02, 2016 12:08 am 
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Yeah beefcake has done 2 reports already, 2 more from him and we'd be much closer :)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Dec 09, 2016 2:43 am 
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kyussinchains wrote:
Yeah beefcake has done 2 reports already, 2 more from him and we'd be much closer :)


Alrighty I'll put it on my to do list. It's a great list even though I don't agree with the 300pt termies


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Feb 24, 2017 6:40 pm 
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Hidey ho chaps!

I actually got a game in last night with the list, but like a pillock I only really remembered that I should be batrepping midway through turn 3.....

can I ask people who are planning on testing the list, to please enter their results in Kyrt's handy-dandy battle tracker app thingy Here please? it will be helpful in many many ways, I've added the games I've played and in time I'd like to add the other games but honestly I'd rather the guys playing do it.... it's super quick to do and will help the wider NetEA community out significantly

I'm also putting out a call for MOAR BATREPS!! we're a mere 6 away from approval at this stage, it's so close I can almost touch it, I'm planning on doing my remaining two in the next few weeks, any other volunteers?

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Feb 27, 2017 4:35 pm 
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I can bring this to Adepticon, but I'd want to shy away from unpainted stuff there. Given that, I can't do the cult formations and initiative 2+ stuff. Is what's left still useful to batrep on, or have you played all that to death?

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Feb 27, 2017 10:52 pm 
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nah I think testing the 300 pt terminators out is important, ideally via air assault (the reason why they got the points increase) also see what mileage you can get out of the spacecraft + drop pods

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