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Death Guard v2.x

 Post subject: Re: Death Guard v2.x
PostPosted: Thu Nov 29, 2012 3:47 am 
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I have been working on this and been placing items to paper.

I should have something up this weekend

Once I get it up, I will open up discussion to a few things.

Cheers all

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 Post subject: Re: Death Guard v2.x
PostPosted: Thu Nov 29, 2012 4:02 am 
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As a sneek peek, I am introducing the below special rule for the army to promote the whole feeling of experiencing Death Guard as per the fiction that exists:

Blessed of the Father

Each Death Guard Retinue taken allows the Death Guard player to add 1 extra unit of Lesser Daemons to his Daemon pool at the start of the game.

No points are needed to be spent for these units. All other rules apply for these extra units as normal and if required, they are worth their cost as per Daemon Pool costs.

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 Post subject: Re: Death Guard v2.x
PostPosted: Thu Nov 29, 2012 1:35 pm 
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frogbear wrote:
As a sneek peek, I am introducing the below special rule for the army to promote the whole feeling of experiencing Death Guard as per the fiction that exists:

Blessed of the Father

Each Death Guard Retinue taken allows the Death Guard player to add 1 extra unit of Lesser Daemons to his Daemon pool at the start of the game.

No points are needed to be spent for these units. All other rules apply for these extra units as normal and if required, they are worth their cost as per Daemon Pool costs.


Alternative:

Every formation which starts the game with 7 units or a multiple of 7 units allows the Death Guard player to add 1 extra unit of Lesser Daemons to his Daemon pool at the start of the game. War Engines count for one unit per point of damage capacity.

No points are needed to be spent for these units. All other rules apply for these extra units as normal and if required, they are worth their cost as per Daemon Pool costs.

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 Post subject: Re: Death Guard v2.x
PostPosted: Thu Nov 29, 2012 4:45 pm 
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Nobody cares about those bloody numbers any more. Anybody who makes a fuss out of them gets his points costs all in multiples of 7 too which is great for doing 3k lists.

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 Post subject: Re: Death Guard v2.x
PostPosted: Thu Nov 29, 2012 8:50 pm 
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I have the DG unit as 6 strong. My special rule is the *hidden* number 7 you are looking for. :)

I thought that would work well and encourage more daemon summoning which is something i want to push forward.

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 Post subject: Re: Death Guard v2.x
PostPosted: Fri Nov 30, 2012 10:26 am 
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frogbear wrote:
I have the DG unit as 6 strong. My special rule is the *hidden* number 7 you are looking for. :)

I thought that would work well and encourage more daemon summoning which is something i want to push forward.


Whats wrong with the straight 7 number? Why hide it?

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 Post subject: Re: Death Guard v2.x
PostPosted: Sat Dec 01, 2012 12:23 am 
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It is more a case of points etc. things do not always have to be so obvious.

Not really interested in discussing it yet. I would rather get the list out with the idea first and then start to get feedback.

It will be out within the next 48 hours

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 Post subject: Re: Death Guard v2.x
PostPosted: Sat Dec 01, 2012 1:32 pm 
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Please move all Death Guard discussion to the new thread set up for Death Guard 3.x: viewtopic.php?f=82&t=24304

I will get Steve54 to unpin this one.

Consider this thread closed

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