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Death Korps of Krieg v1.8

 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Mar 03, 2007 10:06 am 
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(Hena @ Mar. 03 2007,05:54)
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I would just drop the range to 45cm and FF6+. So make it more close support than true long range artillery.

My thought is that one does not want to be unleashing deadly chemical weapons close to your own lines...

There were several incidents in WWI where that lesson was learned!


Note that all immobile platforms are going to go down to FF6+

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Mar 03, 2007 10:20 am 
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Thats interesting but avoid being better than the ignore cover arty. Perhaps as a varient thudd gun? So range 45, indirect, disrupt, ignore cover, AP5+.

The 4 barrels fire different chemicals for deadly binary munition effect (safer for storage and use).

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Mar 03, 2007 11:46 am 
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The other option for the Phoenix based on the Manticore would be to drop them to BP 1 instead of BP 2. That'd make them very nice for killing infantry (AP 4+) but lacking on tanks (AT 6+). Excellent for light-infantry like Barran Siege Masters who rely on cover. Or for disrupting things like Space Marine infantry but lacking against tanks and similar heavy units. I just personally really like the BP effect to represent the cloud of gas spreading across the area. Making them be like Thud Guns might be OK too, though. It just seems less appropriate to the style that chemical weapons typically have.


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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Mar 03, 2007 11:52 am 
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Hmm i don't think gas would be very effective in the Wh40k universe.
- SpaceMarines powerarmor is airsealed
- ImperialGuard has accsess to gasmask (at least SteelLegion and DeathKorps)
- Eldar wear enclosed helmets.
- Tau too
- Necrons don't breath

The only species which will have a problem with gas will be:
- Tyranids (but not for long, some mutationcycles later they will be immune)
- Kroot (but same as Tyranids)
- Orks

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Mar 03, 2007 12:12 pm 
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Aye that's what I thought at first.

But what we're actually looking at is a gas analogue.


Virus canisters, acid satchels, thermite compounds, etc.


Basically the 41st millenium's equivilent of WWI chemical weapons.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Mar 03, 2007 12:51 pm 
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I imagine this stuff being much like Hellfire (In fact they may well use Hellfire) which consists of mutigenic acid and large numbers of sharp spines designed to penetrate armor to deliver the stuff. It doesn't take a big gap to let the stuff in and any skin contact is sufficient to cause burns, infection and is nearly always lethal. Tanks and the like would be highly resilient against it, as they have heavy armor which the shards are unlikely to penetrate, but even Tyranids (who the stuff was designed to kill) are vulnerable to the effects of it.

It's also not a hard extrapolation to make to assume they'd use munitions appropriate to their enemies. Much the way that Sniper Rifles in 40K are assumed to use ammo of the right type for their target.


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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Mar 06, 2007 12:47 am 
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Thud Gun question ? While it came up ... the DoK rules in Swordwind, says T/Guns can fire indirect ... but does it use a Burst Template ?  ???

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Mar 06, 2007 12:59 am 
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And BTW ... some Chem Warfare Agents ignore some masks as do some Bio agents/vectors ... that's today ! ?So if you guys want to go up that road ... ?a "Hellfire" like agent and those other things that E&C mentioned, may still be a threat in 40K ? :ghostface:

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Mar 06, 2007 2:40 am 
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And tear gas is not exactly comfortable even with a mask - you basically have to be in an air tight suit for it not to irritate you.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Mar 06, 2007 3:09 pm 
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(Legion 4 @ Mar. 05 2007,23:47)
QUOTE
Thud Gun question ? While it came up ... the DoK rules in Swordwind, says T/Guns can fire indirect ... but does it use a Burst Template ?  ???

Nope, no blast template, just gets a +1 to hit for using Sustained Fire.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Mar 06, 2007 6:53 pm 
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Thanks E&C ... didn't think so ! But you confirmed ! And "O" must have been on the receiving end of some CS too ! :O  But game-wise ... I don't know if we want go there. We thought about it.  Rolling in the end phase of each turn, to see if the "Agent" moves and where (like an SM1 Vortex), or dissipates. Then rolling for effects. Persistent agent, etc., etc. ... would be fun but more "book keeping" ! :D

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Mon Mar 12, 2007 9:21 pm 
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Latest version:Version 1.84


Changes to 1.84:
-Attached Medusa upgrade dropped from 100 to 75 points.
-Storm Troopers Heavy Flamers given (firefight) Ignore Cover.
-Points costs given independently for the three heavy platforms.
-Heavy AA platform (New FW model) added.
-Super-Heavy Tanks now allowed as detachments of 1-3 tanks.
-?May not fire when moved? note removed from all platforms except the AA guns.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sun Mar 18, 2007 2:37 pm 
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Why is variability in size for Super-Heavy Tanks a bad thing Hena?

It doesn't run counter to the fluff, and it shouldn't be unbalancing game-wise...

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