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Death Guard v0.5-0.6

 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Sun Mar 03, 2019 2:46 pm 
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In order to come to grips with the NR cost. Why not just add it to demonic pact for the original 25pts but remove the free lesser demon from the cost. In that way you do not build up a pool from the beginning, so reduced alpha strike potential on everything before the first assault was played. Or you have to pay for some demons the regular way. It might look weak but you could include it for every formation that can upgrade demonic pact. Keep at 6+, both for inf and av and maybe to 5+ for WE worth 3DC and maybe to 4+ for everything above (will not happen very often in the game though).


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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Mar 06, 2019 1:08 pm 
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That would 'force' players into relying on Nurgle's Rot instead of just taking Daemons and Pact, but that's not necessarily a bad thing. I'll add it to the list of things to playtest.

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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Mar 06, 2019 1:32 pm 
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Can't say I'd agree with this change being added. Graf hit the nail on the head, I think it creates an upgrade that isn't balanced at the point level.

From a maximizing efficiency in the list stand point, I don't think I'd take that upgrade anymore. I wouldn't spend 25 pts for what could very well end up being empty points in an expensive list with limited room for upgrades.

All that said, play test away! That's why we have the process.

I'm bringing the list to Cold Wars next weekend so I'll have at least three more bat reps after that.

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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Mar 06, 2019 1:53 pm 
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gunslinger007 wrote:
Graf hit the nail on the head, I think it creates an upgrade that isn't balanced at the point level.

It's Graf who's suggesting it?!?

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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Mar 06, 2019 3:51 pm 
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IJW Wartrader wrote:
gunslinger007 wrote:
Graf hit the nail on the head, I think it creates an upgrade that isn't balanced at the point level.

It's Graf who's suggesting it?!?
Yup. The way I read his post, he also acknowledged the potential shortfall of the idea he proposed so I wanted to give credit for him recognizing both sides of the argument.

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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Mar 06, 2019 4:34 pm 
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Ah! I'm a bit slow today. :-(

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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Mar 06, 2019 4:46 pm 
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Halfway through the week at least!

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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Thu Mar 07, 2019 7:35 am 
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gunslinger007 wrote:
Can't say I'd agree with this change being added. Graf hit the nail on the head, I think it creates an upgrade that isn't balanced at the point level.

From a maximizing efficiency in the list stand point, I don't think I'd take that upgrade anymore. I wouldn't spend 25 pts for what could very well end up being empty points in an expensive list with limited room for upgrades.


I see your point. Yes, on competition level it would be too random and might give you nothing on an already expensive list. So should one really gamble on it..?

But in the version before my suggestion it was also a complicated and point cost an issue.

It is hard to incorporate this NR concept into tournament play, imho.

One could move away from creating extra demons though and see it as disruptive effect. So granting inf and demons disruptive for cc attacks comes to my mind, not ff.

That said, I do not want to mix up the discussion too much here and hinder progress. So please view my thoughts as pure entertainment in this regard.

Cheers


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 Post subject: Re: Death Guard v0.5-0.6
PostPosted: Wed Jul 31, 2019 6:08 pm 
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0.7.0 is up, in a new thread, thanks again for everyone's feedback and ideas!

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