GlynG wrote:
Low activation count is just part of the challenge of the army. They should be tougher to kill though, so harder to degrade the activation number than with other armies. The Plagueship adds a free 3 extra activations too, which changes things.
Should it, though? the way things are at the moment the Plagueship is almost mandatory, the cheap price is almost irresistible for four activations in an activation-starved force, where the next cheapest detachment is one activation for the same price
I don't particularly like the Plagueship as it is now, the last time I used my force was before there were any DG lists so I was using BL, and bombarding the table with Dreadclaws was A) an awesome sight, and B) a good way of closing the gap between forces
I think the DG aerospace assets need an overhaul to be honest, I can't see any reason to be denied the Devastation/Despoiler/Dreadclaw optons, the Plagueship could always be a further upgrade that adds the zombie-dropping rule to any bombardments made at the cost of losing Pin Point Attacks
That way we can have a nice cheap 150pt Devastation, a slightly more expensive Devastation Plagueship that doesnt generate as many zombies, a despoiler or a VERY expensive despoiler Plagueship that loses two PPAs but can generate three units of Zombies
It also eliminates the balance problem of having a 175 point choice that generates 4 activations, and we get a similar level of aerospace flexibility the other Cult lists have (Thousand Sons get 2 ships, WE get 1 + Upgrade, EC get 2, plus a Harbinger and Thunderhawk)
GlynG wrote:
Maybe the core Plague Marine formation could cost slightly less though - they're the same in the Epic-UK DG list but costed at 300.
That would be my preferred solution to the activation issue, I'm all for having a massive infantry force slogging across the table, but when a barebones core formation is using up more than 10% of my points in a 3K game I start to flinch