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Death Guard v2.1

 Post subject: Death Guard v2.1
PostPosted: Sun Nov 22, 2009 4:50 pm 
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1. Shouldn't we first reach a mutual consensus about the stats of the Blight Drones befor you put your altered stats into the army list?

2. Perhabs you shpould inlcude Plague Marine Havocs? The difference between Death Guard Havocs and Death Guard Plague Marine Havocs is that the former might use long ranged heavy weapons, the other use only assault weapons (melta, flamer, etc).

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 Post subject: Death Guard v2.1
PostPosted: Mon Nov 23, 2009 8:27 am 
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The title of the PDF (blue header on Foxit) is Grey Knights   :;):

Thank you for including all the datafaxes

I will look over it during the week.

Cheers.....   :agree:

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 Post subject: Death Guard v2.1
PostPosted: Mon Nov 23, 2009 9:26 am 
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Just gave it a quick read.

From initial looks without going into points values, I think you have captured the feel of the Death Guard (initial feel mind you)  :agree:

No doubt they would be a hard army to dislodge. Actually I am going to convince one of my mates to have a DG vs WoE battle I hope as I believe the points (initial feel mind you) are comparable.

I see the zombie infestation. Ever consider beastmen? They are quite prevalent in most of the Nurgle background.

Now to get onto the nit-picky stuff:

Quote: 

Nurgle empowers those who would see every accomplishment of Mankind reduced to mouldering ruin.

Nurgle is so misunderstood. It is all about death and rebirth. So many people do not realise this   :down:


Quote: 

The Legion of Festering Death, formally known by the Imperium as the Silver Scythes

I missed this. Are they part of the Death Guard or another Legion from Mortarion's children?

Finally, it would be good to get datafax text for all of these:
- Plague Reaper
- Great Unclean One: Greater Demon of Nurgle
- Plaguebearers
- Helltalon
- Dreadclaw Assault Boat
- Hellblade

Overall, it makes me want to break out my extensive collection of Nurgle minis to play

Can't wait to take the Plague Tower and 4x Contagion Towers!

 :agree:

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 Post subject: Death Guard v2.1
PostPosted: Mon Nov 23, 2009 3:49 pm 
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Some editorial bits...

For completeness, the Death Guard Lord entry should probably specify that they all get the Man Reaper attack as well.  Or you could say that "Sorcerer Lords, and only the Sorcerer Lords, have the Warp Bolt..."

Stubborn - "hackdown" should be in quotes, since it's not a term used in the rules.  It states that it refers to hits due to losing "close combat" rather than assault.  That's bound to cause confusion.  Also, it doesn't state whether it applies to the "wiped out" result of losing an assault while broken.  Are those treated as mass hackdown hits, or are Stubborn units still wiped out?
Quote: 

All units that are Stubborn may make their normal armour saves (including any re-rolls that may apply) against the automatic hits ("hackdown") caused by losing assault resolution or caused by suffering Blast Markers when broken. [Insert sentence on what happens for a lost assault when broken.] Note that Stubborn units are still destroyed outright if they are within 15cm of enemy at the end of a Withdrawal move.


Your core retinues are 6 units each.  Was it intentional to dump the 7-unit count?

I would consider moving both the Terminators and the Plague Zombies to the support formations.  You've already restricted the support retinues heavily, so that would replace the need for the 0-2 restriction on those formations.

I would take the Land Raiders out of the Support Vehicles upgrade and just leave them in Transport.  The formation restrictions end up the same.  You can take up to 3 support vehicles, enough Land Raiders to transport the entire formation, and enough Rhinos to cover anything not carried in LRs.  That would let you  remove the caveat under the Transport rule.

===

And on a side note, I'd really like to see a 10-unit Havoc garrison on OW.  First activation, summon meat shield plague bearers, go back on OW and dare anyone to come after you.

"This part of the board is mine!  Now we fight over the rest."

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 Post subject: Death Guard v2.1
PostPosted: Mon Nov 23, 2009 8:08 pm 
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Quote: (Hena @ Nov. 23 2009, 17:55 )

I tried to copy the text from the Space Marine characters. Though I suppose it could be looked at.

I understand.  I'm just being nit-picky.

Quote: 

I would assume they get a save against the autokills as well. So (bolded being my addition:
All units that are Stubborn may make their normal armour saves (including any re-rolls that may apply) against the automatic hits caused by losing assault resolution or caused by suffering Blast Markers when broken including losing an assault while broken. Note that Stubborn units are still destroyed outright if they are within 15cm of enemy at the end of a Withdrawal move.


Works for me.

Quote: 

I considered that. I'm just worried that for example Plague Zombies are then left out completely due to them being a "worse off" choice anyway.

Hmm... I see what you mean.  If the balance is so tight on them that a question of "X points" versus "X points plus support slot" takes them out of consideration then perhaps a point drop would be in order.

I'm just always looking for ways to simplify list selection.

Quote: 

So LR would then be used mainly as heavy transport instead of attack tank (in support of the Plague Reapers for example)? I left it there mainly due to that reason.


Ah.  I missed that it could be attached to the Plague Reapers.  Nevermind.

Quote: 

Quote: 

And on a side note, I'd really like to see a 10-unit Havoc garrison on OW.  First activation, summon meat shield plague bearers, go back on OW and dare anyone to come after you.

"This part of the board is mine!  Now we fight over the rest."

I'd be interested to see that in action :smile:. This seems very much a problem that can be shown in a battle report. That formation would be rather expensive, 575 + demons you want to buy. So they should be able to have strong effect.

Yep.  I'm not saying it is overpowered.  I just want to try it.  I like playing Black Legion with area denial.  I've done similar things with Retinue + Havocs, which is 8 units and 16 shots for 425 (plus demons), without Stubborn.  It'll be interesting to see if the extra fire and Stubborn makes them worth 150 points more.

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 Post subject: Death Guard v2.1
PostPosted: Tue Nov 24, 2009 1:07 am 
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Do you need pictures of Nurgle units too?

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 Post subject: Death Guard v2.1
PostPosted: Tue Nov 24, 2009 7:56 am 
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Quote: (Hena @ Nov. 24 2009, 02:36 )

I would suggest trying to get a game with exprimental vs finished more than exp vs exp.

Well I would rather play for fun rather than to test the list for now. Regardless of what is termed as 'finished' (which is questionable at best IMO - what rules do you use?), a playtest or reported game is just that.

With these type of lists, (speaking from experience) you take what you can get.

You have to admit though, WoE vs DG would be an interesting battle   :)

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 Post subject: Death Guard v2.1
PostPosted: Thu Nov 26, 2009 11:11 pm 
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Woot, i missed this Update!
My Mate playing DG will be happy to use Dreadclaws and all that stuff...

Think i will be able to post a BatRep soon! (vs. Bieltan)

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