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Death Guard v2.x

 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 3:50 pm 
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IMHO "sacred numbers" make no sense in epic infantry formation sizes. Given that each unit is composed of an uncertain number of marines (3-7), from a ground perspecitive they don't have sacred sized formations anyway. Even if we assume they're all 5 units to the base we have formations of 35 marines. 35 isn't a sacred number. The 7 here is completely abstract, only visible to us because of the arbitrary units.

People choosing to model 7 infantry models per unit is a much more logical way of using the sacred numbers.


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 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 5:06 pm 
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I am a lone boat on a stormy sea :(

If I can justify 275 points for a formation that has 7 units and stops a spam element in the list, then what is the real issue?


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 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 5:30 pm 
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I think there are 2 issues with the core formation

It's a bit too cheap allowing it to be spammed.
It's still preferable to mount it up in rhinos, rather than have it operate on foot.. the removal of Obliterators in the DG list have removed the main reason to not to mount up, givving yourself a garrisonable AA umbrella.

both are entirely to do with cost, number of units. the actual stats look fine. Seeing as Deathguard/Plague Marines are interchangable cost wise in the addon, I would prefer them to be. 0-2 / Add any mix of 2 units of either DG infantry or Plague Marines. 75pts.

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 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 6:39 pm 
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This has run it's course.

There appears to be minimal considerations to changes being proposed.

Let's move on to the playtests to do the talking in the future.

I will be looking to playtest the force from June onwards (along with the other cults) to either agree with what has been said by others, or to strengthen the points I have raised.

At present it just feels that anything I say will be closed down.


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 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 7:18 pm 
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Hena wrote:
mageboltrat wrote:
It's still preferable to mount it up in rhinos, rather than have it operate on foot.. the removal of Obliterators in the DG list have removed the main reason to not to mount up, givving yourself a garrisonable AA umbrella.

Am I right to think that DG doesn't use Obliterators as per fluff? I assume that as Lord I never put them in the DG list.


Obliterators are really their own cult, they don't really work with any of the main cult lists. I always liked the idea of a infantry AA upgrade.. something like a AA missile launcher, but the Desecrators work fine as an idea.

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 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 7:21 pm 
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Here is another one:

Rhinos are 10 points yet have a 4+ armour? No wonder you would want to transport them.

Hena: I am still interested in your points cost for the base unit. Rather than it going unanswered, can you please advise how you came up with 250 points for 3 Fearless + 3 Indomitable with 45cm shot + a Lord Character?


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 Post subject: Re: Death Guard v2.2
PostPosted: Sun Apr 25, 2010 7:26 pm 
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250 sounds about right. Deathguard Infantry & Deathguard are around 75 for 2.. so 6 of them comes to 225 + 25 for the lord is fine.

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 Post subject: Re: Death Guard v2.2
PostPosted: Wed Sep 01, 2010 6:56 pm 
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Hena wrote:
I'm currently going through the list and making a 2.3 soonish with most of the stuff above included. One thing though, should the regular DG Marines have Reaper Autocannon instead of normal? This would bring the range down but up the AP value. Eg. 45cm AP5+/AT6+ vs 30cm AP3+/AT6+. I don't think I'd change the Havocs though.

I like it. An increased level of shooty power, but only if you can bring it to bear.

I assume you meant AP4+ though. To be consistent with all other Reaper Autocannons.

And yes, Havocs should retain the standard firepower.

Morgan Vening


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 Post subject: Re: Death Guard v2.2
PostPosted: Wed Sep 01, 2010 7:05 pm 
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I presume that's a typo as Reaper Autocannons are 30cm AP4+/AT6+.

EDIT: Ninja'd to it.


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 Post subject: Re: Death Guard v2.2
PostPosted: Wed Sep 01, 2010 10:33 pm 
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Reaper Autocannons on non-Terminators and non-vehicles? What's next? Space marine Scouts with Assault Cannons? Battlecannons vor Devastators? ;D

Sorry but Reaper Autocannons aren't man portable apart from Terminators.

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Last edited by BlackLegion on Wed Sep 01, 2010 10:55 pm, edited 1 time in total.

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