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Death Guard 3.x

 Post subject: Re: Death Guard 3.x
PostPosted: Sat Jun 01, 2013 1:59 pm 
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Does anybody want to take on Death Guard development?

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 Post subject: Re: Death Guard 3.x
PostPosted: Fri Jul 26, 2013 6:09 am 
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Let me know if there is anyone. Otherwise I will continue anything that needs to be done

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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Oct 13, 2013 7:25 pm 
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As Frogbear is again AWOL can anybody interested in taking on stewardship of this list contact me

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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Oct 13, 2013 9:42 pm 
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I am interested in Death Guard development.

I would gladly give it a try, if no better candidate is interested.

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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Oct 27, 2013 6:14 pm 
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Last chance for volunteers, otherwise I'll step in until a credible volunteer comes forward

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 Post subject: Re: Death Guard 3.x
PostPosted: Sat Nov 02, 2013 12:09 am 
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what does indomitable do

can't find it's description anywhere?


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 Post subject: Re: Death Guard 3.x
PostPosted: Sat Nov 02, 2013 7:56 am 
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Hmmm, i'm kinda interested in this list but have never done anything like this before...

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 Post subject: Re: Death Guard 3.x
PostPosted: Sat Nov 02, 2013 9:53 pm 
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GIEF MEANING OF INDOMITABLE PLS


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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Nov 03, 2013 12:56 am 
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If I remember correctly, this is the rule:

All units that have the 'Indomitable' ability may make their normal armour
saves (including any re-rolls that may apply) against hack down losses due to
losing close combat or hits caused by suffering Blast Markers when broken.
(Note that units are still destroyed outright if they are within 15cm of enemy at
the end of a Withdrawal move).

Broken units with 'Indomitable' who lose an assault are not wiped out. Instead
they treat the result as a normal combat with extra hits being counted as hack
down hits for purposes of saves under this rule. In effect, units with
'Indomitable' always receive their armour saves from the result of a lost
combat.

Furthermore, if the formation was broken before the assault, each surviving
unit with 'Indomitable' must take a further armour save (including any
Reinforced Armour and Invulnerable) for losing the combat.


Note that it is pretty much a dead design concept. It still figures in this Death Guard list, but I don't think it will stay in the next version.

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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Nov 03, 2013 4:04 am 
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Thanks, LordotMilk. I was wondering what that was myself. Almost sounds like a good bionics rule for you know who, huh? ;)

Cik, thanks for hanging in there. This list is in a transitional phase with the sub-AC needing to handle Real-Life TM right now.

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 Post subject: Re: Death Guard 3.x
PostPosted: Fri Nov 08, 2013 4:01 am 
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thanks for the paste hombre, couldn't find it anywhere. sorry if i sounded impatient. the list looks really neato. i normally play orks but i might have a go with some chaos lists in a bit. thousand sons also looks pretty cool. cheers.


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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Dec 15, 2013 5:07 pm 
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I'm hoping to relaunch this list this month so input/interest/testing would be greatly appreciated when the new list goes up

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 Post subject: Re: Death Guard 3.x
PostPosted: Wed Dec 18, 2013 12:30 am 
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Awesome steve , looking forward to it. I've finally assembled a full 3k point deathguard list and will certainly do some play testing when the new list is posted.

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 Post subject: Re: Death Guard 3.x
PostPosted: Sat Dec 21, 2013 10:47 am 
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Hi where can I find a copy of the list as the link in the first post doesn't seem to work?

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 Post subject: Re: Death Guard 3.x
PostPosted: Sun Dec 22, 2013 9:43 pm 
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Was thinking of that too...

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