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death corp of krieg rules (new 3.0 relese up)

 Post subject: death corp of krieg rules (new 3.0 relese up)
PostPosted: Mon Jul 21, 2008 10:02 pm 
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hi i have holyday and a little borede and i was wondering if there is a "death corp of krieg" list someware and if not i will volanter ti write it up

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Last edited by duz.holger on Thu Nov 25, 2010 8:45 pm, edited 1 time in total.

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 Post subject: death corp of krieg rules?
PostPosted: Mon Jul 21, 2008 10:52 pm 
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Go for it duz. I haven't done anything on this and I haven't seen any other rules yet.

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 Post subject: death corp of krieg rules?
PostPosted: Tue Jul 22, 2008 1:03 am 
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You just play an IG army with lots of artillery, storm trooper and rough rider companies and paint them all dark......

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 Post subject: death corp of krieg rules?
PostPosted: Tue Jul 22, 2008 9:46 am 
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ahh had something different in mind (waith and see)

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 Post subject: death corp of krieg rules?
PostPosted: Tue Jul 22, 2008 7:58 pm 
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the first draft is finished no stats yet if you want you can download it from my site

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 Post subject: death corp of krieg rules?
PostPosted: Tue Jul 22, 2008 9:48 pm 
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i have added some unit data and and some small changes to the special rules
bear ind mind i am dyslectic and there can be som spelling errors

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 Post subject: death corp of krieg rules?
PostPosted: Tue Jul 22, 2008 10:58 pm 
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Hey Duz,

I had a quick look and liked many points, mostly with regard to Company size and special abilities. I will be away for a week or so but when I get back I'll put aside some time to let you know my thoughts. I don't know much background on the Death Korp but so far so good.  :agree:

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 Post subject: death corp of krieg rules?
PostPosted: Wed Jul 23, 2008 7:06 pm 
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new draft is up now have a look ad comant freely it on my site

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 Post subject: death corp of krieg rules?
PostPosted: Wed Jul 23, 2008 8:58 pm 
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and a nother draft core rule is finished now there is also rules for malcador and macarius
whats Missing point valiu, spell check and final layout

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 Post subject: death corp of krieg rules?
PostPosted: Thu Jul 24, 2008 10:20 am 
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Nice start :)

Here are my first comments:

- A company with 50+ stands will be quite unbreakable unless you can force moral check (chaos/nid's). Killing 26 stands will be quite impossible.
- You gave to tactical infantery a +1 CAF because they're better in CC than others IG infantery stands but keep the 50cm weapon range. I could be a good balance to reduce weapon range to 25cm. Heavy infantery weapon range could also be reduce to 50cm instead of 75cm.
- Vultures flyers are standard fighters for IG, they seem missing
- Nice profils for the Macharius variants, but please, give them a 10cm base movement, 12cm is really really not a standard bese movement ;)
- I see Malchador as a bigger version of Leman Russ, not as a mobile fortress, CAF could be reduced to something like +3/+4  and armor 2+ (1+ armor is rare in Imperial forces).
- Not sure that tunnelers are good things for DKOK, gorgons tranports would do a better job. In addition, Leviathan/Capitol Imperialis could also appear in this list

Hope this will help you ;)

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 Post subject: death corp of krieg rules?
PostPosted: Thu Jul 24, 2008 11:18 am 
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the reason i have 50 man strong companys is they are a mele army used in trench warfare where there will be gigantic losses
next up weapon range: i think your quiet right but the heavy support teams has 50cm range allready
air support: simple removed the vultures because these gays only use strategic air support
macarius: its move is simple becuese it lighter then ordinere supperhevy
the Malchador i se as a mobile fortress (i have read the forge world fluff)
Leviathan/Capitol Imperialis: i was not sure that they would appear  in trench warfare but maybe yes they would

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 Post subject: death corp of krieg rules?
PostPosted: Thu Jul 24, 2008 4:41 pm 
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final version is up now

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 Post subject: death corp of krieg rules?
PostPosted: Fri Jul 25, 2008 3:05 am 
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I have had a quick look.  On first pass all the unit stats look ok.  I do echo Scream on the army composition though.  34 different company cards is way OTT....that's more than the Militaris list which is representative of all the IG varieties!  Further, the 53 stand infantry and cavalry hordes are just too big.  Using 5 for vehicle detachment sizes is also a bit dodgy particularly with the Marauders. I recognise that you've tried to compensate with the points, but you end up with units that are too expensive for their ability but (possibly) still too cheap for their break.  It would also be difficult to build a normal 4-5K point force I'd imagine.

I'm not much on current GW fluff but I'd find the Hellbore dubious, and can't imagine an IG force having their own Warlord titans either (or Reavers for that matter).

It would be handy to have a consolidated table of unit stats at the end too.

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 Post subject: death corp of krieg rules?
PostPosted: Fri Jul 25, 2008 7:03 am 
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I have to agree with the other forumites' comments.  The break points on these companies is huge.  Even the reduced ones are massive.  Ork clans would have a hard time matching the company break points and they add in the BPs from their support cards.

The range of company cards is a bit staggering as well.  Is there really a need for all those company cards?

The movement on the Macharius is weird. 12cm?  It might be a little lighter and faster than other Superheavies but surely in an Epic game the difference is negligible.  What is the difference in movement between a Macharius and a Baneblade in 40K?

Otherwise, its a nice job.  I know how much work goes into producing an army book, so well done!

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 Post subject: death corp of krieg rules?
PostPosted: Fri Jul 25, 2008 9:27 am 
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Yes nice job :)

I reach Zap123 and Juffo-Wup.

For vehicules:
- keep the standard 3 vehicules formation, 5 is too much, moreover for flyers
- the DKOK hellhounds company is a nice idea
- Do they really need titan support ?
- Why Malcadors squadrons only contain 2 vehicule ?
- Macharius squadrons look strange, sometimes 1 for 200 points, sometimes 2 for 200 points ?
- Mechanized infantery break points seems sometimes really low oO (10 stands, 5 vehicules and BP 6, should be 8 no?)
- Superheavy Siege company...different tanks that do different things, I think nobody would choose such a company. Even more, you get an extra malcador for free. Keep the standard SHT companies, they are enough ;)

For infantery:
- standard infantery squadrons could reach 12 stands (instead of 10) and keep 3 squadrons per company. This could be enough and would not outnumber OOT the company size, cost would be slighty reduced.

Hope this will help.

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