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Death Guard discussion

 Post subject: Death Guard discussion
PostPosted: Thu Aug 27, 2009 6:43 am 
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Thanks dude

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 Post subject: Death Guard discussion
PostPosted: Thu Aug 27, 2009 1:17 pm 
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6 in a formation makes Father Nurgle cry...

"The flies, the flies,
in the burgomeisters eyes!"


Will obviously see how it plays before moaning too much, though, and I understand why you have tried it out.  :smile:





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 Post subject: Death Guard discussion
PostPosted: Thu Aug 27, 2009 3:26 pm 
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Quote: (alakazam @ 27 Aug. 2009, 13:17 )

6 in a formation makes Father Nurgle cry...

Put 7 DG marines on base, instant sacred number. ;)

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 Post subject: Death Guard discussion
PostPosted: Thu Aug 27, 2009 6:40 pm 
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Interesting tidbit from ImperialArmour 7. The "The Purge" Apocalpys datasheet concerning the Death Guard:
ooh the Purge datasheet, my favourite

Plague amrines, chaos lord etc... all with MoN. All units have blight grenades and can replace flmaers with chemical burners- poison (3+) pining flamers. Creeping death, d3 apoc barrage (3) S- poisoned (4+)ap5 pinning. On secondturn roll a D6 on a 4+ you get anouther one and on the third turn you get aonther one on a roll of a 6.


So some Plague Marines with a Chemical Burner which has 15cm AP3+ Disrupt, Ignore Cover?
Creeping Death seems to be a more brutal version of Nurgles Rot  :laugh:

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 Post subject: Death Guard discussion
PostPosted: Thu Aug 27, 2009 6:51 pm 
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Quote: (Hena @ 27 Aug. 2009, 19:41 )

Looks more like some funky FF weapon which doesn't need stat.

Which one? Creeping Death? Definately. But the Chemical Burner is just like a Heavy Flamer (will wound most targeds on 2+ or 3+) but causes Pinning (usually translated as Disrupt in Epic).

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 Post subject: Death Guard discussion
PostPosted: Thu Aug 27, 2009 10:08 pm 
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Quote: (BlackLegion @ 28 Aug. 2009, 03:51 )

Quote: (Hena @ 27 Aug. 2009, 19:41 )

Looks more like some funky FF weapon which doesn't need stat.

Which one? Creeping Death? Definately. But the Chemical Burner is just like a Heavy Flamer (will wound most targeds on 2+ or 3+) but causes Pinning (usually translated as Disrupt in Epic).

Aren't flamers just a FF with ignore cover?

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 Post subject: Death Guard discussion
PostPosted: Fri Aug 28, 2009 1:10 pm 
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Not Heavy Flamers which happen do be the same range and area of effect as Flamers but have +1 Strength and +1 Armourpiercing.

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 Post subject: Death Guard discussion
PostPosted: Fri Aug 28, 2009 9:40 pm 
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Quote: (BlackLegion @ 28 Aug. 2009, 08:10 )

Not Heavy Flamers which happen do be the same range and area of effect as Flamers but have +1 Strength and +1 Armourpiercing.

Note that in Inquisitor, Necromunda and 2nd Ed 40K, heavy flamers have a longer range than flamers. The same-range thing is a simplification in the current edition of 40K.

I also believe that heavy flamers being a 15cm AP4+ weapon in Epic was a mistake and they should have been a pure-firefight weapon, but the precident is set with siegemasters.


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 Post subject: Death Guard discussion
PostPosted: Fri Aug 28, 2009 9:52 pm 
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And the Skorcha of the Ork Skorcha which has the same stats as a Heavy Flamer in Wh40k.

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 Post subject: Death Guard discussion
PostPosted: Thu Sep 24, 2009 3:55 pm 
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Little nice thing from Forgeworld:
Nurgle Plague Hulk
http://www.forgeworld.co.uk/plaguehulk.htm

Experimental rules:
http://www.forgeworld.co.uk/pdf/plaguehulk.pdf

My proposed stats for Epic:

Plague Hulk
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 3+ 4+ 4+
Weapon Range Firepower Notes
Rancid Vomit 15cm AP3+ Ignore Cover, Disrupt
Rot Cannon 30cm AP5+/AT6+ -
Battle Claws (base contact) Assault Weapons Macro-weapon, Extra Attacks (+1)

Notes: Fearless, Invulnerable Save, Walker.




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 Post subject: Death Guard discussion
PostPosted: Thu Sep 24, 2009 6:25 pm 
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The Plague Hulk has no Battlecannon and it has no ranged arm weapons.
The Rancid Vomit is a more powerful Heavy Flamer and the Rot Cannon is short ranged Missile Launcher.
Also it is slower but more resilient.

Edit: And why is this thread so strangely formated?




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