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Death Guard v0.4

 Post subject: Re: Death Guard v0.4
PostPosted: Thu Feb 23, 2017 10:23 pm 
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Exactly.

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Feb 24, 2017 8:51 pm 
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Once Adepticon finishes up at the end of March, I'll be able to contribute more play testing. Ive needed to focus on the models I'll be bringing with me.

I've got most of the army assembled at this point. So I should be able to get them on the table quickly and start stress testing some combinations.

My initial reaction is that I would want the chaos spawn unit over an ability upgrade, but that's why we test it!

Thinking of trying something like this for now:

Retinue + havocs + LoP
Retinue + Daemon Prince + Havocs + Nurgling
Retinue + Havocs + Champion
Daemon Pool + GUO
Blight Drones
Plague Zombies
Contagion Towers
Plague Towers
Chosen
Walker Horde
Plague Ship

I opted for no AA for now. I might try and make room for hell talons/blades down the road. I also want to try the plague reaper. That may swap out for the chosen. I also really want to get the terminators in, but that their current price and how easily they can break, they're tough at 3000 points. I almost feel you need a list build specifically around them. Not a complaint, just an observation. I'd love to use them with the Nurgling upgrade and daemonic pact to drop in on turn two next to a big juicy enemy formation!

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Feb 24, 2017 9:13 pm 
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Since I got thinking, maybe a termie list along these lines:

Retinue + Daemonic Pact + Spawn
Retinue + LoP + DP + Nurglings
Armoured Assault Company
Blight Drones
Terminators + Pact + Nurgling
Plague Zombies
Plague Zombies
Plague Tower
Plague Tower
Plague Ship

Related, can terminators still teleport in with the Nurglings added on? If not, sub them onto the first retinue.

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Feb 24, 2017 10:42 pm 
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Excellent! You might find that first list a bit slow without any transports for the Retinues, but that many Plague Marines is also going to be tough to get rid of.

For Terminators I tthink he to feel the same way, either the list revolves around them or you end up leaving them out due to cost. They should combine well with the Towers and Ship as the opponent will need to spread out to avoid the barrages but that leaves them vulnerable to clipping assaults from the Terminators and Blight Drones.

Yes, Terminators can teleport with attached Nurglings, the Nurgling Swarm unit was given Teleport for exactly that situation.

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Feb 24, 2017 10:45 pm 
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P.S. 0.4.3 lists can temporarily be done at http://ijw.on-rev.com/armyforge_temp/indexNETEA.html

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 Post subject: Re: Death Guard v0.4
PostPosted: Sat Feb 25, 2017 12:17 am 
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Thanks for the feedback! I love theory crafting a list and then taking it out for a spin.

I agree the first will be slow. I'm hoping to garrison the retinues to try and mitigate the speed. I'm also conceding that the Blitz isn't a real possibility unless I get lucky and the drones manage to zip over turn three. For the cost of the rhinos, there was other items I wanted to squeeze into the list. And I'd like to keep the Plague Tower as a separate activation, since the count is already stressed, but it could go into a retinue for a boost.

Good point about clipping with the terminators and blight drones. I'm hoping the three formations of zombies will help add pressure to their side of the board and keep the terminators from being overly focused. And the daemons and nurglings can help mitigate incoming shots as needed.

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 Post subject: Re: Death Guard v0.4
PostPosted: Sat Feb 25, 2017 11:44 am 
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Me too. :)

Garrison-heavy to that extent works, until your opponents get wise and start placing the objectives touching the side edges of the table and 30cm back from the midline. Then you start Garrisoning off your Blitz. >:D

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 Post subject: Re: Death Guard v0.4
PostPosted: Sat Feb 25, 2017 3:58 pm 
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Haha any port in a storm! And your opponent placing the objectives deep in your own territory kinda would play into the lists style. That way your opponent needs to travel further towards the gun line. You'll probably need to pick one side or the other to "sweep" and leave the other objective. But it should still create a tough nut to crack for your opponent. And ideally if you've placed objectives right on the midline, you shouldn't need to dive to deep to go after them.

That all plays into the inherent restriction of mobility of the DG list. Tough as nails, but you won't be able to adjust as much through the game. Set up will be extra important for this list.

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 Post subject: Re: Death Guard v0.4
PostPosted: Mon Apr 03, 2017 2:18 pm 
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Hi IJW,

With Adepticon over, I can direct more attention to helping with this list. Is there anything specific you'd like to see play tested at this point?

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Apr 07, 2017 9:48 am 
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Sorry for the delay responding, I've been busy this week.

Beasts of Nurgle with Reinforced Armour, any weird combinations you can think up for Nurgling Swarms, and maybe massed Nurgle's Rot, and thanks in advance!

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Apr 07, 2017 3:47 pm 
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No worries! Real world calls.

I'll try a couple lists out, one for Nurgling Swarms and one for Rot. I'll prioritize summoning BoN in both over the other choices. I can promise a write up on each, I'll do my best with photos. If you think of anything else, let me know!

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Apr 07, 2017 4:07 pm 
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Excellent!

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Apr 07, 2017 4:20 pm 
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I was reading over Nurgle's Rot and I have a quick clarification. Does Nurgle's Rot stack from supporting formations or two formations in a combined assault?

Say I assault with terminators that are supported by blight drones. Would the targeted formation take two blast markers at the resolution of the combat? Or a combined assault with two upgraded plague Marine formations?

I wouldn't think so, but wanted to confirm.

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 Post subject: Re: Death Guard v0.4
PostPosted: Fri Apr 07, 2017 10:10 pm 
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Good question. As written it's based on whether the enemy formation was in an assault or not, so only one Blast Marker no matter how many of the DG units involved had Nurgle's Rot. Stacking could be interesting but could also get abused nastily.

I'll have a think about rewording it to make that clearer in the next version.

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 Post subject: Re: Death Guard v0.4
PostPosted: Sat Apr 08, 2017 12:25 am 
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IJW Wartrader wrote:
Good question. As written it's based on whether the enemy formation was in an assault or not, so only one Blast Marker no matter how many of the DG units involved had Nurgle's Rot. Stacking could be interesting but could also get abused nastily.

I'll have a think about rewording it to make that clearer in the next version.

Agreed. You could really have some unfair situations resulting in 3 or 4 more blast markers without too much trouble.

Maybe even adding a line that a formation can only effected by NR once, or saying they don't stack will do the trick. Thanks for the clarification!

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