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Death Guard v0.5-0.6
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Author:  IJW Wartrader [ Thu Dec 14, 2017 7:27 pm ]
Post subject:  Death Guard v0.5-0.6

Here we go again... :)

Following on from viewtopic.php?f=82&t=31961 there is a new version of the Death Guard NetEA list for testing.





Changelog for version 0.6.2: (2018/11/25)

Terminators
Unit changes - rolled back into a single profile.

Beasts of Nurgle
Unit changes - are now an upgrade unit, shared with Chaos Spawn.

Nurgle's Rot
Rule changes - this is now a formation-level ability that increases the Lesser Daemon Pool from enemy assault casualties on a 5+. It's currently only on formations containing a Lord of Contagion Supreme Commander, a Daemon Prince or formations that have bought the 40pt upgrade.

Armoured Company
Structural change - moved back to being a Support Formation.

Attachment:
Death Guard v0.6.2.pdf [129.96 KiB]
Downloaded 549 times






Changelog for version 0.6.0: (2018/10/12)

Overall
I've removed several army- or unit-specific rules, and rolled the Walkers and Dreadnoughts upgrades into one upgrade.

The Biologus Putrifier has also been removed from the main list to the 'Just for Fluff' section, but the Nurgle's Rot formation upgrade is slightly more widely available now.

Terminators
Unit changes - another retry.

As the more elite approach hasn't worked too well, it's time to try a lower power level and see how that works. I've kept the Cataphractii rule, but it's now just a 5+ INV save. However I've given them Mounted and Walker to represent them being more ponderous than standard Terminators. I've also removed Thick Rear Armour to give them a weakness that can be exploited with good positioning, but with 4+/4+/5+ they're still going to be a pain to get rid of with non-MW/TK weaponry.

The Blightlords have been down-gunned slightly, removing their Reaper Autocannon to leave them with what's effectively a Heavy Flamer. Although I'll probably bump that up to two to match units like the Salamander Terminators.

The other big change is that I've removed Teleport, dropped them to 325pt but added a 50pt upgrade for Teleport. So overall they've had a 25pt decrease if Teleporting, but a 75pt decrease as a ground unit, which might make the fluffy choice of Terminators in Land Raiders a more viable option. Or even Terminators in a separate Plague Tower, if you really want overkill in an assault.

Beasts of Nurgle
Unit changes - I've removed the Playfully Distracted rule so they now count for outnumbering, but dropped them to 10cm Speed.

Transports
Instead of listing Nurgling Swarm transport capacity individually, I've added a blanket paragraph letting any AV in the list transport 1 stand, and WEs as many as their starting DC, in addition to any other transport capacity the vehicle might have.


Attachment:
Death Guard v0.6.0.pdf [129.23 KiB]
Downloaded 447 times







Changelog for version 0.5.3: (2018/01/03, 0.5.1-2 were internal builds)

Lords
Name Change - Plague Lord/Sepsis Cohort Lord > Vectorium Lord. Checking the background again, the Sepsis Cohorts are closer in size to a Chapter each, with Vectoriums being a smaller sub-division.

Nurgle's Rot
Rule change - after a couple of test games trying a new version, I've changed Nurgle's Rot to a unit-based ability. It does much the same as before, but for each unit in the assault that has Nurgle's Rot it has an effect on a 4+. This has simplified several unit entries to having just Nurgle's Rot instead of their own specific rule.

Terminators
Unit changes - I've tweaked the experimental profiles slightly, and Blightlords are the default type, with up to two being swappable for Deathshrouds. For now I've kept the 5+ INV save and given them back the ability to countercharge, mostly for tied combats.

The Deathshrouds lose their Firefight ability in return for Macro Weapon on the unit profile, so both of their CC attacks have MW. With the Nurgle's Rot changes, the Deathshrouds have Rot but the Blightlords don't.

Beasts of Nurgle
Unit changes - these are now 1 summoning point, ARM3+ CC5+ FF-- and Nurgle's Rot, and keeping the Playfully Distracted rule. This now gives them a distinct role from Plaguebearers as they're going to do a good job of punishing the opponent but at the cost of making it less likely for you to win the assault in the first place.

Experimental Units
I've removed the other experimental unit variations to concentrate on these, but they're still in the 0.5.0 file if someone wants access to them.

Biologus Putrifier
Unit change - this now just has Nurgle's Rot instead of it's own special rule.
Unit cost - increased to 35pt.


Attachment:
Death Guard v0.5.3.pdf [137 KiB]
Downloaded 525 times







Changelog for version 0.5.0: (2017/12/14)

Green = name changes & typos.
Blue = changes from 0.4.3.
Red = new items or rules.

Name Changes
I've tweaked several character names:
Lord of Pestilence > Lord of Contagion - aka this guy: https://www.games-workshop.com/resource ... mENG12.jpg
Plague Lord > Sepsis Cohort Lord - Sepsis Cohorts are the subdivisions within a Plague Company, but I'm not set on this name.
Nurgle Sorceror Lord > Plaguecaster Lord - aka Malignant Plaguecasters aka this guy https://www.games-workshop.com/resource ... mENG14.jpg
Icon Bearer > Blightbringer Icon Bearer - aka Noxious Blightbingers aka this guy: https://www.games-workshop.com/resource ... mENG13.jpg


Layout Changes
I've added two new charts to the unit section, one for experimental units and one for purely fluff units/copies of 40k units that don't really belong in a standard Epic game.


Terminators
The existing Grave Wardens are in there unchanged, but I've added an experimental option to take four Blightlords or two Blightlords and two Deathshrouds. In the experimental section there are three Deathshroud variants.


Plague Marine Chosen
Unit change = Lord character removed.
Cost change = reduced from 200pt to 175pt.
Layout change = unit stats added to the main unit list as a distinct unit.


Chaos Spawn
Cost change = increased from 25pt to 30pt.


Biologus Putrifier
New Character
A character upgrade with INV save and Small Arms EA+1. Increases the number of 'hits' from Nurgle's Rot by one, can be added to Plague Marine Retinues, Terminators and Chosen.


Lord of Contagion (Lord of Pestilence)
Added ability - gives Nurgle's Rot to the formation, but I've removed his FF EA completely in return.

Nurgle's Rot
Wording - a minor tweak to the text to make a clearer division between flavour text and rules text.


Implacable Advance
Added ability - Experimental, Plague Marine Retinues count as having an extra Leader when they're on an objective.


Experimental Units
This new section contains unit suggestions and units for playtesting. Notable three Deathshroud Terminator variants and three Beast of Nurgle variants.

Just for Fluff Units
This new section contains 'direct' translations of some of the new Death Guard units from 40k, and are not designed for consideration for the main list! For completeness, I've added a tweak GUO with Disrupt on the barrage, and Nurgle's Rot.

Attachment:
Death Guard v0.5.0.pdf [137.14 KiB]
Downloaded 419 times

Author:  IJW Wartrader [ Thu Dec 14, 2017 8:59 pm ]
Post subject:  Re: Death Guard v0.5

Until I remember how to do pull requests for Armyforge, here's a temporary version of the list builder: http://ijw.on-rev.com/armyforge_temp/indexNETEA.html

Author:  Blip [ Fri Dec 15, 2017 9:19 am ]
Post subject:  Re: Death Guard v0.5

Sounds good! Roll on the new year!


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Author:  gunslinger007 [ Fri Dec 15, 2017 7:56 pm ]
Post subject:  Re: Death Guard v0.5

Thanks! I appreciate how you organized the stats. Nice work.

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Author:  IJW Wartrader [ Fri Dec 22, 2017 2:08 pm ]
Post subject:  Re: Death Guard v0.5

I got a 2k game in on Tuesday, with my opponent Jake doing a good write-up: http://mundaneminiatures.blogspot.co.uk ... death.html

As far as the game itself went, let's just say that I'd got so hooked up on writing the list to test stuff that I forgot to include ranged weapons, with the expected results against Tau...

That said, The assault that involved Nurgle's Rot and a Biologus Putrifier worked out fine from a rules PoV with the Stealth Suits gaining an extra two BMs (after breaking the PM Retinue :{[] ), and some of the Chosen did an excellent job of breaking and falling 'back' to place Tau formations in their ZoC to force the Tau to do something other than Overwatch or Sustained Fire. >:D

Author:  Blip [ Fri Dec 22, 2017 4:20 pm ]
Post subject:  Re: Death Guard v0.5

Ouch! Did you borrow Richard’s dice for this one?! :-D


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Author:  IJW Wartrader [ Mon Dec 25, 2017 8:11 pm ]
Post subject:  Re: Death Guard v0.5

Something like that, on top of bad list-writing!

Author:  IJW Wartrader [ Sat Dec 30, 2017 12:00 pm ]
Post subject:  Re: Death Guard v0.5

Nurgle's Rot continues evolving... :)

I've got a game today and am going to try yet another variant:

Nurgle's Rot is per-unit.
During combat res, roll a d6 per Nurgle's Rot unit in the formation. Every roll of 4+ is an 'extra hit/BM'.

This lets a player stack up a bunch of sources of Nurgle's Rot in an assault (for example Daemon Prince + Nurgle's Rot for the formation + Biologicus Putrifier), but without being able to auto-break/auto-kill the enemy formation.

It also lets me try Nurgle's Rot Beasts of Nurgle again, although with 2 summoning cost to limit the number of extra hits.

Author:  IJW Wartrader [ Sat Dec 30, 2017 5:57 pm ]
Post subject:  Re: Death Guard v0.5

The new Nurgle's Rot variant worked well, I'll get it written up soon.

Author:  IJW Wartrader [ Wed Jan 03, 2018 5:33 pm ]
Post subject:  Re: Death Guard v0.5

0.5.3 is up, with the tweaked Nurgle's Rot rule, a Beast of Nurgle that I'm finally happy with, and some tweaked Blightlord/Deathshroud Terminators. Changlelog and PDF in the first post as usual...

Author:  atension [ Sat Feb 10, 2018 3:26 pm ]
Post subject:  Re: Death Guard v0.5

Gave this list a go again after some time though it was my opponent playing it this time.

The following things of note about the list:

The nurgles rot seemed to work reasonably well.

The terminators are next to impossible to kill with the additional 5+ inv. The only way to deal with them is to try to keep them broken or goad your opponent into dropping them in no man's land.

The contagion engines still don't seem worth the 325 points especially when compared to the plague towers at 25 points more.

The list has become very bogged down with special rules and exceptions on rules. Half the units have different special rules. Its much too complicated.

The fluff section shouldn't be included on the same page as the standard reference sheet as it can be misleading/confusing and it wouldn't be on the approved version.

There are 6 different characters which is a little over the top. I understand they all have slightly different roles but consider consolidating a bit.

Otherwise the balance seems to be reasonably good. We had a fun game with them and that's what's most important.

Author:  gunslinger007 [ Sat Feb 10, 2018 6:21 pm ]
Post subject:  Re: Death Guard v0.5

atension wrote:
The nurgles rot seemed to work reasonably well.

The terminators are next to impossible to kill with the additional 5+ inv. The only way to deal with them is to try to keep them broken or goad your opponent into dropping them in no man's land.

The contagion engines still don't seem worth the 325 points especially when compared to the plague towers at 25 points more.

The list has become very bogged down with special rules and exceptions on rules. Half the units have different special rules. Its much too complicated.

There are 5 different characters which is a little over the top. I understand they all have slightly different roles but consider consolidating a bit.

Otherwise the balance seems to be reasonably good. We had a fun game with them and that's what's most important.


Nurgles Rot is good. It feels a little more cluttered now with the adding up and dice rolls, but I guess it allows for it to be more potent.

Love the terminators. Put them in cover and people really need to go in and dig them out.

I've tried to take contagion engines and they just don't appeal at that price point. Agree completely.

What are the special rules that feel too much or heavy with exceptions? I looked over the list and agree there's some parts that feel heavy, ie multiple types of terminators and the putrifier CH, but feel most rules flow well.

Glad to hear others are enjoying it as well!

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Author:  atension [ Sat Feb 10, 2018 6:36 pm ]
Post subject:  Re: Death Guard v0.5

Special rules that feel like too much:
1.Nurgling swarm transport is a lot of rule bulk for just a single type of transport option.
2.Beasts of nurgle - playfully distracted rule seems unnecessary.
3.Terminators - need to be streamlined. They have special rules to balance other special rules, it's too much. (Says the guy looking after Necrons lol)
4.Six different characters is too much to keep straight.

Author:  IJW Wartrader [ Sat Feb 10, 2018 6:59 pm ]
Post subject:  Re: Death Guard v0.5

Out of curiosity, what's your threshold for too many characters?

Author:  atension [ Sat Feb 10, 2018 7:25 pm ]
Post subject:  Re: Death Guard v0.5

IJW Wartrader wrote:
Out of curiosity, what's your threshold for too many characters?


Personally I think more the 4 is too many but that's just a personal opinion. I know the approved black legion has 5.

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