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death corp of krieg rules (new 3.0 relese up)

 Post subject: death corp of krieg rules?
PostPosted: Fri Jul 25, 2008 9:43 pm 
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there can be som small errors in the list (macharius)

but what i wanted to capturer in this list is the massive trench warfare that the Korps is involved in i also stated that its mean't for large werry large games

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 Post subject: death corp of krieg rules?
PostPosted: Sat Aug 02, 2008 12:13 am 
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Hi Duz,

First of all I want to complement you on your Death Korps list. I enjoyed reading it and liked the way you presented it. I especially liked the short story descriptions of the units. I thought it was very well done.  :agree:

I think you should have another check through your Card lists descriptions. Sorry, but there are a few mistakes in BP totals and some cards state Squadron when they refer to single tanks. As always with these things there is always something missed.  :sigh:

Things I wished to mention…

The Trailers were inspired, I’ve never thought of that. Excellent!  :))

The Macharius Super Heavy Tanks and variants, Wow! I admit I know nothing regard the background for this tank but I believe the world can always use another Super Heavy. I will agree with the comment about the 12cm base move in that it is odd. Did you think 15cm was too much while 10cm was too little?

I love the idea of the Service Tanks and especially the Crab. However, is the Crab a Super Heavy Tank? If not do you think a +12 Caf is in order. Combined with the Death Roller I feel this could be lowered to a +4 Caf. But that said I really like the idea of a Mine Clearing MBT. Very WWII.  :love:

The Tactical stands I feel could do without the +1 Caf. Is it that Death Korps are better at Trench Warfare than other Guard units? I feel this doesn’t come across by just giving them a +1 to the Caf. Perhaps a special rule like Siege Craft would be better. Perhaps something that works when they storm fortifications and trenches.
The formations are so big that you don’t require much here, as they will in most cases outnumber their enemies in close combat so should gain an extra D6 for Caf. Then you could return their ranged attack to 50cm.

I disagree that the units are unbreakable. Orks can have units this large and still be broken. There is a question of them being un-Guard like but I can understand the whole attrition thing. However, it does suggest to me an unruly mob mentality instead of a disciplined over whelming force. I don’t think you need it.

Five units in a Squadron are way too much. Again I just don’t think it’s needed. You’ve done a great job on the unit stats so why tip the balance. Keeping squadrons at three units means a player can pick and chose what he wants to include instead of paying for more than he may feel he requires.

Instead of the vast lists of expensive variant companies why not return to the three platoons per company. Again this allows the player to add what he wants to include allowing for more tactical say in the choice.
I think because you have five platoons per company you have been forced to come up with as many variants as you can to cover all eventualities. I just feel you don’t need to.

Overall I think you have come up with some good stuff. I hope this has been of some help and that what I have written has come across in the positive way I intended.

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 Post subject: death corp of krieg rules?
PostPosted: Wed Aug 06, 2008 2:21 pm 
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its all fine and i aprisiats the feed back but as i sed it was an unofficial rule and you are all free to adapt it any way you like to do what is going to be official is not up to me its just what i feld like it should bee

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 Post subject: death corp of krieg rules?
PostPosted: Mon May 11, 2009 10:14 am 
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i am thinking on i may be make a rewrite of the rules for the korps inkluding the company size the core unit rule is note going to be changedet mutch

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 Post subject: death corp of krieg rules?
PostPosted: Sun May 17, 2009 7:24 pm 
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hi after a major rethink of the korps infantry i have come up with this company sturctur insted of the old setup


CHQ
2 CHQ stands

1st platoon: grenader
6 grenader stands

2nd platoon: tactical
1 platoon HQ stand, 12 tactical stands & 1 heavy weapons team

3rd platoon
1 platoon HQ stand, 12 tactical stands & 1 heavy weapons team

4th platoon
1 platoon HQ stand, 12 tactical stands & 1 heavy weapons team


and optional mechanization is given for a plus in point value of either centauers or chimeras

but the real question is what is the value of the company and the mechanization

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 Post subject: death corp of krieg rules?
PostPosted: Mon May 18, 2009 1:17 am 
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A 50 stand company.....1500 points.  Mechanised....3000 points.

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 Post subject: death corp of krieg rules?
PostPosted: Mon May 18, 2009 12:56 pm 
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hmm how about

tactical platoon of
11 stands 1 platoone HQ & 1 heavy stand (Fire Support team)

grenader platoon is still 6 stands


other option is CHQ is

1 CHQ stand and 6 grenaders ( i dont like this option, but is this usebel)

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 Post subject: death corp of krieg rules?
PostPosted: Tue May 19, 2009 1:05 am 
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That's still a company of 44 stands.  For a direct comparison, the Blood Axes reinforced with 5 detachments of Storm Boys can get to the same break point of 22 at a cost of 1350 points.  Yours would have to be a similar cost.

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 Post subject: death corp of krieg rules?
PostPosted: Tue May 19, 2009 11:17 am 
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ahh yes but a ordinary ig tactical company is 32 stands at 600 poitn and it should not doble the price for 14 stands more

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 Post subject: death corp of krieg rules?
PostPosted: Wed May 20, 2009 1:03 am 
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Yeah, it should be pretty close to double.  Your company is not just tacticals, and you are getting up into the "really hard to break" territory so there needs to be some penalty for that as well.  At the end of the day you can price it however you like, but seeing you asked......

:smile:

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 Post subject: death corp of krieg rules?
PostPosted: Wed May 20, 2009 1:11 pm 
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hmm found a selution a general price drop of 20% witch means a company has the price of 1000 points a tactical platoon has 300 points and a general mechinazation cost 500 for a company and 150 for a platoon it all ads up to ta total cost of 1500 for a full mechinized company (your a free to chose chimera or centauers) a artillery battery consist of 4 pjeces non self propeled and a cost of 150 for tow option a company is 3 batterys with 4 pjeces each point value is not computed yet

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 Post subject: death corp of krieg rules?
PostPosted: Wed May 20, 2009 1:38 pm 
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I see a possible problem with very large and expensive company cards:

With ~50 infantry stands and just 2 CHQ: your opponent just have to buy some assassins special cards and/or some snipers stands -> kill the 2 CHQ will be easy and you'll have a ~1500 points company that won't be able to do anything during a full turn or more.

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 Post subject: death corp of krieg rules?
PostPosted: Wed May 20, 2009 6:16 pm 
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a quick edit mechinization cost (that includes the price to make artillery unstationery) is 125 per platoon and 400 for a full company
and that was 4 hours of calculations and statistics
and a quick check of forgworld + w40k rules about the centauer




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 Post subject: death corp of krieg rules?
PostPosted: Wed Aug 12, 2009 8:55 pm 
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after much hassel reconstructing my "iwork pages" document i have begun the krieg Ver. 2.0 list with some major updates of the list first of all the company stucture is changed added mechinazation rules an so on.
first draft is up un my page as allways

PS. dont mind my typos

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 Post subject: death corp of krieg rules?
PostPosted: Sat Aug 15, 2009 3:24 am 
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2nd draft is up no added new units fortification rules new special rules and a whole lot more check it out and give feed back working on a rule set for in-game fortifikation construction it looks pretty cool i don't know it will work in real game sitiuation but you can buy 5 bunkers for 125 point (krieg value adjust) or you kan buy 10 trailers full of materials for 10 bunkers you get roughly dubble up but you have to transport the trailer safely to the construction site and build the the thing with out either trailer crane or trojan geting shot to pieces
what do you think




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