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Death Korps of Krieg v1.7

 Post subject: Death Korps of Krieg v1.7
PostPosted: Sat Dec 16, 2006 6:21 pm 
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Or make it AT3/4+, sniper- would be a very different way of implementing tank hunting.  If keeping MW then how about TK rather than sniper?

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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sat Dec 16, 2006 6:46 pm 
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With that Fatalistic special rule, you must up the cost of smaller infantry formations and definitely the rough rider formation.


Possibly. Most of its effect is flavour rather than anything game-breaking. 50pts all round most likely.

3. That Leman Russ Destroyer is way too good to be used.

Then it needs a points bump until you will play against it.

It also differentiates it clearly from the Leman Russ Vanquisher.

How about 100 pts per vehicle MW4+.





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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sat Dec 16, 2006 9:25 pm 
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Right! You ready for this? Remember this is intended to be constructive!

The Special Rules:

SPECIAL RULE
Fatalistic
The Death Korps seek out glory in death,
and will stand in the face of almost any
opposition.

Glory in death? That's not very fatalistic, is it?  :p

Any Infantry Company attempting to
rally that includes an Officer will receive
+1 to its rally roll.

Don't bother with this. Death Korps leaders aren't THAT much better than normal IG leaders in 40K. This is a very powerful ability - essentially making them Initiative 1+ for rallying. They're fatalistic, but not necessarily as well-disciplined as Space Marines.

Enemy formations may never claim the
+1 combat resolution bonus for
outnumbering a Death Korps Infantry
formation. They may claim +1 for outnumbering
by more than twice however.

Cut this too OR substitute it for the invulnerable save. Not both. I would recommend the save, as it is more like a form of Fearless - not getting the +1 for outnumbering lets them WIN combats. That doesn't feel right.

Death Korps Infantry formations only
become broken when their number of
blast markers exceeds the number of
units.

Hey, I like this bit!  :D

In addition, any broken Death Korps
Infantry unit that suffers hits from excess
Blast Markers (Or becomes an excess
casualty after an Engagement) receives
an Invulnerable Save against that hit.

Also fine. However, I might say "6+ save" not "Invulnerable save," to avoid possible confusion. Hmm. Do you get to use an Invulnerable save against hackdown hits or hits from BM when broken? I thought you couldn't, but looking at the rules I'm not sure if that's right... I ought to know this...

Weak Rear Armour: I STILL think this is fiddly. I don't really think you NEED this rule at all, it promotes mucking around with exact facings. If it is absolutely vital, I still think a crossfire rule would be better. Either way it could be in the vehicle's datafax - it looks like this applies to every unit in the army if you put it as a special rule!

The Army List.
Leman Russ Variants. This is one extra part of the army list you don?t need. Even if you keep all the variants they can be subsumed into the Upgrades part of the list.

To be honest, I?d just drop the Thunderer (put it in the appendix models section ? why?d you want one of these rather than a Demolisher anyway?). They you can say ?six leman russ/demolisher/vanquisher/destroyers?. Or ?six leman russ? and allow the rare tanks only as an upgrade. I think that the latter would be the way to go ? make the basic company 6 leman russ and allow the option to add 2 demolishers, vanquishers or destroyers. Maybe 6 leman russ OR demolishers if you want to keep the siege theme. Any way you can simplify the army list is worthwhile.

Break the ?self-propelled? upgrade into three separate upgrades. No point in keeping them lumped ? it?s confusing.

I think it might be better to make the upgrades (centaurs, Trojans, etc) into the upgrades part of the list. Perhaps split the list like Space Marines so each formation has a list of possible upgrades?

The Units

Twin-heavy stubbers. I may be displaying my ignorance, but can Death Korps troops take heavy stubbers, let alone twin-heavy stubbers? I think you might want to change this to just one ?heavy stubber.? They?re still getting twice as many shots as normal IG.

Should grenadiers have scouts? Perhaps lose that to differentiate them from Stormtroopers (they don?t have infiltrate or deepstrike in 40K).

Laser Destroyer. Personally, I think AT3+ or AT4+ and sniper would make them quite unique enough. Simple and concise!

Centaur. Drop the ?grenadiers heavy stubber? ? that?s unnecessary complexity. Either give them one or two twin heavy stubbers. Also, remove the bit about Batteries not being able to fire when deployed ? unnecessary complexity again, and remember one turn in epic is plenty of time to deploy and ready a support weapon.

Trojan. Again, lose the text about not being able to fire when deployed, not necessary. Being immobile is plenty enough of a disadvantage in Epic!

Stormsword/Stormblade/Shadowsword/Baneblade. I think there are too many of these for the list ? especially since you only allow them in formations of 1! I think you should tighten your belt ? the Baneblade and the Stormblade both fit your ?siege mentality?. I would drop the shadowsword and the stormsword ? this will give your list rather more focus AND give a nice gap in your list? MW/TK weapons! Every good list should have a weakness. You might allow formations of 3 baneblades and stormblades in the main list, though. I would be inclined to stick with the rulebook stats for baneblades for the time being ? at least until the IG rules review. Just confusing otherwise.

Right that?s it. Hope it helps!


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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sat Dec 16, 2006 10:03 pm 
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(Lord Inquisitor @ Dec. 16 2006,20:25)
QUOTE
Right! You ready for this? Remember this is intended to be constructive!

Let's rock!



The Special Rules:

SPECIAL RULE
Fatalistic
The Death Korps seek out glory in death,
and will stand in the face of almost any
opposition.

Glory in death? That's not very fatalistic, is it?  :p


Aye, not glory, redemption. Oops. :)

Any Infantry Company attempting to
rally that includes an Officer will receive
+1 to its rally roll.

Don't bother with this. Death Korps leaders aren't THAT much better than normal IG leaders in 40K. This is a very powerful ability - essentially making them Initiative 1+ for rallying. They're fatalistic, but not necessarily as well-disciplined as Space Marines.

Iron Discipline (The 40k special rule that inspired this section of the rules) really does make Guard as good at rallying as Marines.

It lets them rally when they're below 50% of starting numbers, and lets them ignore the -1 leadership modifier for being so.

Properly supported by an IG officer with a Commissar next to him, this leaves bog standard Death Korps squads rallying on a 10 or less on 2D6.

That's the best possible value in the game incidentally (All stats are capped at 10) which Marines actually have to pay significantly more points to aquire.


Enemy formations may never claim the
+1 combat resolution bonus for
outnumbering a Death Korps Infantry
formation. They may claim +1 for outnumbering
by more than twice however.

Cut this too OR substitute it for the invulnerable save. Not both. I would recommend the save, as it is more like a form of Fearless - not getting the +1 for outnumbering lets them WIN combats. That doesn't feel right.

Hmmm just had an idea.

Death Korps Infantry formations only
become broken when their number of
blast markers exceeds the number of
units.

Hey, I like this bit!


Wait for it.

In addition, any broken Death Korps
Infantry unit that suffers hits from excess
Blast Markers (Or becomes an excess
casualty after an Engagement) receives
an Invulnerable Save against that hit.

Also fine. However, I might say "6+ save" not "Invulnerable save," to avoid possible confusion. Hmm. Do you get to use an Invulnerable save against hackdown hits or hits from BM when broken? I thought you couldn't, but looking at the rules I'm not sure if that's right... I ought to know this...

How about instead of messing around with saves etc, just say something on the order of:

"DK Infantry units which would suffer casualties from excess blast markers, or losing an engagement, will suffer one less casualty than they normally would."

This would allow a broken formation that was shot at, and not hit, to suffer no crumbling at all, for example.

Weak Rear Armour: I STILL think this is fiddly. I don't really think you NEED this rule at all, it promotes mucking around with exact facings. If it is absolutely vital, I still think a crossfire rule would be better. Either way it could be in the vehicle's datafax - it looks like this applies to every unit in the army if you put it as a special rule!

Lance doesn't apply to every unit in the Eldar army.
Synapse doesn't apply to every unit in the Tyranid army.

I feel it's just too wordy to bog down the datafax with.

A line implying this rule only applies to Gorgons may be appropriate.


The Army List.
Leman Russ Variants. This is one extra part of the army list you don?t need. Even if you keep all the variants they can be subsumed into the Upgrades part of the list.

Destroyers as Upgrades instead of part of the initial 6?

To be honest, I?d just drop the Thunderer (put it in the appendix models section ? why?d you want one of these rather than a Demolisher anyway?).

First because they're (currently) 15 points cheaper, and second because they're very, very fluffy.

make the basic company 6 leman russ and allow the option to add 2 demolishers, vanquishers or destroyers. Maybe 6 leman russ OR demolishers if you want to keep the siege theme. Any way you can simplify the army list is worthwhile.

The 6-tank formation is a Support Formation so it can't take Upgrades from the Upgrades section.

It'd need either to be a Company formation or need seperate dispensation.

Frankly I think 5 individually pointed tanks is just as complex, but more intuitive.

Break the ?self-propelled? upgrade into three separate upgrades. No point in keeping them lumped ? it?s confusing.

I just saw them as all being part of the same section of the army (logistically speaking) so it made sense to put them together.

If it's too confusing...

I think it might be better to make the upgrades (centaurs, Trojans, etc) into the upgrades part of the list. Perhaps split the list like Space Marines so each formation has a list of possible upgrades?

That would make the list quite a bit more complex imho, rather than making it simpler. Several of the Upgrades also cost differing ammounts depending on the formation they're applied to too (Trojans spring to mind).

I don't think it's practical for this list.

Also, it would be the first Guard list to break the Steel Legion format?

The Units

Twin-heavy stubbers. I may be displaying my ignorance, but can Death Korps troops take heavy stubbers, let alone twin-heavy stubbers? I think you might want to change this to just one ?heavy stubber.? They?re still getting twice as many shots as normal IG.

Death Korps Infantry Squads can take Twin Heavy Stubbers. It's their iconic weapon (Since no other 40k IG army is allowed them).

The 1 shot per 2 bases note appears in my copy of the list?


Should grenadiers have scouts? Perhaps lose that to differentiate them from Stormtroopers (they don?t have infiltrate or deepstrike in 40K).

Scouts are annoying, Grenadiers should be annoying, Grenadeirs should have Scout.

Okay maybe it should come out then. :)

Laser Destroyer. Personally, I think AT3+ or AT4+ and sniper would make them quite unique enough. Simple and concise!

Fair enough, AT3+, Sniper and about 80 points could be balanced.

The only problem is... the Laser Destroyer is a Macro-Weapon class weapon.

It's described as quite capable of piercing titan armour.

It is Strength 10, AP2, and rolls 2D6 to penetrate enemy tank armour.

Basically it's the ultimate anti-tank weapon in 40k.

I think it needs MW.

How about MW5+ Sniper?

Centaur. Drop the ?grenadiers heavy stubber? ? that?s unnecessary complexity. Either give them one or two twin heavy stubbers.

It's part of their rules in 40k, and makes them semi-useful as backup to Grenadiers.

I'll consider it, as it is a little fiddly.

Also, remove the bit about Batteries not being able to fire when deployed ? unnecessary complexity again, and remember one turn in epic is plenty of time to deploy and ready a support weapon.

No.

Batteries moving faster than self-propelled guns and firing in the same turn would be far too powerful.

Either you fire, or you move fast. You don't do both.

Trojan. Again, lose the text about not being able to fire when deployed, not necessary. Being immobile is plenty enough of a disadvantage in Epic!

No. :)

Stormsword/Stormblade/Shadowsword/Baneblade. I think there are too many of these for the list ? especially since you only allow them in formations of 1! I think you should tighten your belt ? the Baneblade and the Stormblade both fit your ?siege mentality?. I would drop the shadowsword and the stormsword ? this will give your list rather more focus AND give a nice gap in your list? MW/TK weapons! Every good list should have a weakness.

I'm considering it.

You might allow formations of 3 baneblades and stormblades in the main list, though.

If this is now an Infantry Regiment list, that is out of the question (Not compatible with the background).

I would be inclined to stick with the rulebook stats for baneblades for the time being ? at least until the IG rules review. Just confusing otherwise.

Maybe. :)


Right that?s it. Hope it helps!


Aye a few nudges here and there!





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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sat Dec 16, 2006 11:10 pm 
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(Evil and Chaos @ Dec. 16 2006,16:03)
QUOTE
Iron Discipline (The 40k special rule that inspired this section of the rules) really does make Guard as good at rallying as Marines.

Really? That's funny, because I thought Marines rallied automatically in 40k...    :;):

Seriously, Leader is plenty good enough for Death Korps - the proposed advantages below are enough! Allowing them to rally on a 1+ is a noninsignificant boost, and would require serious playtesting/points adjustments.

How about instead of messing around with saves etc, just say something on the order of:

"DK Infantry units which would suffer casualties from excess blast markers, or losing an engagement, will suffer one less casualty than they normally would."

This would allow a broken formation that was shot at, and not hit, to suffer no crumbling at all, for example.

Yeah, I think that's conceptually pretty nice and concise. I think it MIGHT be a little too good, but I think with proper playtesting it could be okay.



Lance doesn't apply to every unit in the Eldar army. Synapse doesn't apply to every unit in the Tyranid army.
Both apply to more than one unit in the army though! Still, I really think that you could do away with this rule altogether. What does it really achieve, in the grand scheme of things? I realise the vehicle has that rule in 40K, but there are a lot of 40K rules that just don't make it across. I think for simplicity, this could go.
Destroyers as Upgrades instead of part of the initial 6?
Yeah. Actually I was thinking maybe make the siege tanks - the Demolishers and the Thunderers - the upgrades as they are more close-ranged siege weapons.

(Thunderers)First because they're (currently) 15 points cheaper, and second because they're very, very fluffy.
I still think you have too many LR variants and the Thunderers seem quite redundant. Still, if they are central to your theme, then make them central. Drop the Vanquishers or the Destroyers (or both) as these don't really fit the siege theme, and make formations of Thunderers with Demolishers in support!

That would make the list quite a bit more complex imho, rather than making it simpler. Several of the Upgrades also cost differing ammounts depending on the formation they're applied to too (Trojans spring to mind).

I don't think it's practical for this list.

Also, it would be the first Guard list to break the Steel Legion format?
True, but right now you have a dizzying array of options and combinations. The list does need to be simplified.

Death Korps Infantry Squads can take Twin Heavy Stubbers. It's their iconic weapon (Since no other 40k IG army is allowed them).

The 1 shot per 2 bases note appears in my copy of the list?
Fair enough on both points then!


(Laser destroyer) Fair enough, AT3+, Sniper and about 80 points could be balanced.

The only problem is... the Laser Destroyer is a Macro-Weapon class weapon.

It's described as quite capable of piercing titan armour.

It is Strength 10, AP2, and rolls 2D6 to penetrate enemy tank armour.

Basically it's the ultimate anti-tank weapon in 40k.
Not really, because the real MW are things like the Plasma Blastgun - which are Ordinance Blast and can blast infantry apart as well as vehicles. I noted your exception, but I think we can do away with the exception.

Plus, Sniper is almost exactly as effective against 4+RA troops as MW.

I would suggest AT4+ Sniper. Best to err on the side of making them not good enough than too good. You can always change it later if necessary, but Sniper is very powerful.

How about MW5+ Sniper?
No!

It's part of their rules in 40k, and makes them semi-useful as backup to Grenadiers.

I'll consider it, as it is a little fiddly.
I realise - just give them two heavy stubbers if you want.

Batteries moving faster than self-propelled guns and firing in the same turn would be far too powerful.

Either you fire, or you move fast. You don't do both.
I don't follow. Why would it be more powerful than a basilisk, hydra or manticore? The 0cm move is a massive disadvantage (should the trojans get destroyed, or if they lose combat they're destroyed automatically, etc).

The only reason I'm not suggesting get rid of the platforms and trojans, etc, altogether is that they do sorta fit with a besieging army. But keep them simple! There's no benefit to that rule - it limits your use of trojans! Why bother taking them at all?

It's yet another special rule you don't need, it doesn't add anything to the army. So what if your trojans + support weapons CAN double and fire at -1? That's not exactly efficient use of them anyway.
If this is now an Infantry Regiment list, that is out of the question (Not compatible with the background).
Fair enough! (Now you're thinking right!)


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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sat Dec 16, 2006 11:30 pm 
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(Lord Inquisitor @ Dec. 16 2006,22:10)
QUOTE

(Evil and Chaos @ Dec. 16 2006,16:03)
QUOTE
Iron Discipline (The 40k special rule that inspired this section of the rules) really does make Guard as good at rallying as Marines.

Really? That's funny, because I thought Marines rallied automatically in 40k...    :;):

Eh, I was thinking of Leadership-based tests in general. heh.


Seriously, Leader is plenty good enough for Death Korps - the proposed advantages below are enough! Allowing them to rally on a 1+ is a noninsignificant boost, and would require serious playtesting/points adjustments.


Fair enough, +1 to rally is gone in 1.72

How about instead of messing around with saves etc, just say something on the order of:

"DK Infantry units which would suffer casualties from excess blast markers, or losing an engagement, will suffer one less casualty than they normally would."

This would allow a broken formation that was shot at, and not hit, to suffer no crumbling at all, for example.
Yeah, I think that's conceptually pretty nice and concise. I think it MIGHT be a little too good, but I think with proper playtesting it could be okay.


And that'll go in.

Lance doesn't apply to every unit in the Eldar army. Synapse doesn't apply to every unit in the Tyranid army.
Both apply to more than one unit in the army though! Still, I really think that you could do away with this rule altogether. What does it really achieve, in the grand scheme of things? I realise the vehicle has that rule in 40K, but there are a lot of 40K rules that just don't make it across. I think for simplicity, this could go.

The rule itself is worth keeping... either it or the reverse (Gorgon gains an invulnerable save to the front arc).

In fact the invulnerable save version would be a lot easier to fit in the notes (Quite a bit shorter).

Destroyers as Upgrades instead of part of the initial 6?
Yeah. Actually I was thinking maybe make the siege tanks - the Demolishers and the Thunderers - the upgrades as they are more close-ranged siege weapons.

The current system isn't far off that really, (3 rather than 2, and allows a single rare for spice).

(Thunderers)First because they're (currently) 15 points cheaper, and second because they're very, very fluffy.
I still think you have too many LR variants and the Thunderers seem quite redundant. Still, if they are central to your theme, then make them central. Drop the Vanquishers or the Destroyers (or both) as these don't really fit the siege theme, and make formations of Thunderers with Demolishers in support!

Both fit the theme quite well IMHO.

That would make the list quite a bit more complex imho, rather than making it simpler. Several of the Upgrades also cost differing ammounts depending on the formation they're applied to too (Trojans spring to mind).

I don't think it's practical for this list.

Also, it would be the first Guard list to break the Steel Legion format?
True, but right now you have a dizzying array of options and combinations. The list does need to be simplified.

Simplification will continue, but adopting the Space Marine format would only make the list more complex, not less so.


(Laser destroyer) Fair enough, AT3+, Sniper and about 80 points could be balanced.

The only problem is... the Laser Destroyer is a Macro-Weapon class weapon.

It's described as quite capable of piercing titan armour.

It is Strength 10, AP2, and rolls 2D6 to penetrate enemy tank armour.

Basically it's the ultimate anti-tank weapon in 40k.
Not really, because the real MW are things like the Plasma Blastgun - which are Ordinance Blast and can blast infantry apart as well as vehicles. I noted your exception, but I think we can do away with the exception.

There's plenty of examples of non large-template weapons that have MW status in Epic, enough that I don't need to list them.

Plus, Sniper is almost exactly as effective against 4+RA troops as MW.

Aye t'is pretty close actually.

I would suggest AT4+ Sniper. Best to err on the side of making them not good enough than too good. You can always change it later if necessary, but Sniper is very powerful.

As I said before, I think AT / Sniper may be the best compromise between fluff and mechanics.

How about MW5+ Sniper?
No!


Aww.

It's part of their rules in 40k, and makes them semi-useful as backup to Grenadiers.

I'll consider it, as it is a little fiddly.
I realise - just give them two heavy stubbers if you want.


Probably will do.

There's no benefit to that rule - it limits your use of trojans! Why bother taking them at all?

There's plenty of reasons (All of which involve ground control factors of some sort).

The rule also reflect the 40k rules, where it takes five-six full turns to limber up and then unlimber, and if you get in one shot in a 6-turn game you'll be lucky!

And one Epic activation does represent(ish) a whole game of 40k...

pquote]It's yet another special rule you don't need, it doesn't add anything to the army. [/quote]

Yeah it does, it adds a needed restriction.

So what if your trojans + support weapons CAN double and fire at -1? That's not exactly efficient use of them anyway.

It doesn't tally with the background, and I maintain it'd be too powerful.

The rule is there to discourage people from thinking of their Death Korps artillery as a mobile asset... in a DK army, it shouldn't be viewed as such.

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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sun Dec 17, 2006 12:07 am 
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(Evil and Chaos @ Dec. 16 2006,17:30)
QUOTE
The rule itself is worth keeping... either it or the reverse (Gorgon gains an invulnerable save to the front arc).

In fact the invulnerable save version would be a lot easier to fit in the notes (Quite a bit shorter).

Still think that "The Gorgon loses the Reinforced Armour special rule if caught in Crossfire" would be simpler still. Invulnerable save doesn't seem all that right - it shouldn't be tougher than a titan against titan-killer weaponry!

Simplification will continue, but adopting the Space Marine format would only make the list more complex, not less so.

Hmmm. I'll have a think about it. Tell you what - would you like to email me an editable copy of the list, and I'll play with it and try and come up with something intelligible?

There's plenty of examples of non large-template weapons that have MW status in Epic, enough that I don't need to list them.

Plus, Sniper is almost exactly as effective against 4+RA troops as MW.

Aye t'is pretty close actually.
Well, there are a few examples. Still, I think AT4+ and sniper fits the bill better and is almost exactly the same in end armour-killing result.

There's plenty of reasons (All of which involve ground control factors of some sort).

The rule also reflect the 40k rules, where it takes five-six full turns to limber up and then unlimber, and if you get in one shot in a 6-turn game you'll be lucky!

And one Epic activation does represent(ish) a whole game of 40k...

It's yet another special rule you don't need, it doesn't add anything to the army.

Yeah it does, it adds a needed restriction.

So what if your trojans + support weapons CAN double and fire at -1? That's not exactly efficient use of them anyway.

It doesn't tally with the background, and I maintain it'd be too powerful.

The rule is there to discourage people from thinking of their Death Korps artillery as a mobile asset... in a DK army, it shouldn't be viewed as such.
Okay. If you really want to keep it like this - I think it will make trojans and the stationary artillery unattractive to take at all.

This, however, is a case for an army special rule. I would suggest, if mounting/dismounting artillery is meant to be that hard, how about a special Action that can be taken by these units, which limites shooting and movement?






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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sun Dec 17, 2006 1:14 am 
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Actually, looking at it, I don't think I'd take the weapon platforms at all. 6+ save, 0cm move and Light Vehicle! That's the Epic equivalent of a "kick me" sign. I'd be taking bombards, medusas and thunderbolts instead.


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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sun Dec 17, 2006 4:32 am 
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Artillery normally does not move much anyway.  If a unit of Artillery is placed in the center of my table edge and a little forward it can hit off the other side of the table and most likely cover the entire table.  If you do not defend your Artillery from Air Attacks your fault, etc.

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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sun Dec 17, 2006 11:36 am 
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Aye that's a better structure.

I still like the idea of six Medusas however. :)

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 Post subject: Death Korps of Krieg v1.7
PostPosted: Sun Dec 17, 2006 12:11 pm 
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For a non-WE, I'd agree too.

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