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DKoK...

 Post subject: Re: DKoK...
PostPosted: Sun Feb 08, 2015 12:47 pm 
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Is the death strike silo really that big a deal? It may well be, I'm only asking but it sounds like it's the same but different. Basically I have a model I'd like to field!! Not really that fussed one way or the other...


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 Post subject: Re: DKoK...
PostPosted: Sun Feb 08, 2015 2:42 pm 
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We could keep the rules for the silo, but specify that normal death strikes are used in GT games

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 Post subject: Re: DKoK...
PostPosted: Sun Feb 08, 2015 2:45 pm 
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Us the problem the silo being a w/e or the missile it fires?

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 Post subject: Re: DKoK...
PostPosted: Sun Feb 08, 2015 9:43 pm 
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Hey JimmyZ,

I think its the combo. The w/e fearless status makes it almost impossible to suppress and the 4++ save and low footprint makes it significantly hard to damage in the first place.
Combine that with the ability to indiscriminately reach out and touch anything, makes it a significant improvement on the regular deathstrikes.

Its utility is further shown through its ability to also act as a tough blitz guard. Because after it has shot everything at you, you will still need to eliminate it in order to claim the blitz.

I think the lethality of the deathstrikes, in the IG list, is balanced by their fragility. There is none of that balancing with the bunker.

I like the idea of the bunker, as I like the thematic element to it, and as glyng pointed out, a lot of people already have converted some very nice models - but maybe WE, DC2 5+ save, RA, immobile, slow firing. For 225. The points are balanced by the RA and the slow firing. Thoughts?

Hi Rug,
Great we will start some testing. What points do you want to use for the gorgon upgrade?
Cheers,
Jim


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 Post subject: Re: DKoK...
PostPosted: Mon Feb 09, 2015 7:27 am 
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Rug wrote:
mordoten wrote:
Agree with the above cost completly. Change missile silo to regular deathstrikes, allow warhounds only in pairs and up the cost of the gorgons.


These!

Concerning the gorgons.
In the other thread it was also discussed taking away the option for 5+ FF on the gorgons. The weapon options can probably stay the bolters just shouldn't give a 5+ FF. I think this is something that should definitely be changed.

Should it be included in playtests Rug?


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 Post subject: Re: DKoK...
PostPosted: Mon Feb 09, 2015 10:47 am 
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I'd forgotten that the Deathstrike silo was quite that strong actually! DC3 4+ RA is pretty strong - probably wants to at least moved down to DC2 so it would be suppressed by one one successful attack. DC2 5+ RA may well be right on the money with that points adjustment. Probably worth remembering that it does have a substantially lower potential damage output over one turn - if you fire both Deathstrikes in one turn you're likely to be doing 7 TK hits (if they both hit of course!). The silo will only ever be able to do 1-6 in one turn...


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 Post subject: Re: DKoK...
PostPosted: Sun Feb 15, 2015 9:54 pm 
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Hi Rug,
Is it possible to get a playtest army list to run off?
Cheers
Jim


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 Post subject: Re: DKoK...
PostPosted: Mon Feb 16, 2015 2:20 am 
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I'd second that call, be interested in seeing a playtest army to run off


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 Post subject: Re: DKoK...
PostPosted: Mon Feb 16, 2015 7:05 am 
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Mard wrote:
I'd second that call, be interested in seeing a playtest army to run off

+1


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 Post subject: Re: DKoK...
PostPosted: Mon Feb 16, 2015 10:18 am 
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I've got a Dkok army i've not used yet, basically out of fear of the hate i'd attract.

I'd be all too happy to run some play test lists with my gaming group and report back. Have a reasonably large amount of people i could use it against with several different armies.

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 Post subject: Re: DKoK...
PostPosted: Mon Feb 16, 2015 3:54 pm 
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I am still not sure as to what of them myriad of ideas shotgun'd out there that would be included. Can you make a procrustean commandment, Rug? ;)

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 Post subject: Re: DKoK...
PostPosted: Mon Feb 16, 2015 9:48 pm 
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Rug wrote:
Should be ready for the weekend


Brilliant! Thanks Rug.


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 Post subject: Re: DKoK...
PostPosted: Mon Feb 16, 2015 10:49 pm 
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Rug wrote:
mordoten wrote:
Agree with the above cost completly. Change missile silo to regular deathstrikes, allow warhounds only in pairs and up the cost of the gorgons.


These!

This maybe?

edit: err no quote. I'll fix later.

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 Post subject: Re: DKoK...
PostPosted: Tue Feb 17, 2015 2:38 am 
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If I were besieging an enemy fortification, I'd bring my deathstrike missiles on the backs of armored carriers when needed. Too much work to bury them in silos within range of enemy weapons.

Not sure I'd mess with the warhounds; the issue is that this list has options that are better than equivalent options in other IG lists. It'd be ideal if we could just fix those, rather than compensate by making other things in the DKoK list (like warhounds) worse than in other IG lists.


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