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Death Korps of Krieg v1.8

 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 1:29 pm 
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Latest version:1.9


Changes to 1.85:
- Changed Leman Russ Destroyer to AT4+ TK1
- Started the unit pictures revamp. (Lots of models painted by me are starting to permeate the document... more to come!)

Changes to 1.84:
-Attached Medusa upgrade dropped from 100 to 75 points.
-Storm Troopers Heavy Flamers given (firefight) Ignore Cover.
-Points costs given independently for the three heavy platforms.
-Heavy AA platform (New FW model) added.
-Super-Heavy Tanks now allowed as detachments of 1-3 tanks.
-?May not fire when moved? note removed from all platforms except the AA guns.



Changes to 1.83:

- Leman Russ Destroyer goes from 80 to 100 points.
- Leman Russ Destroyer goes from AT3+ to AT4+
- Fatalistic Special Rule removed.
- Extra Infantry Upgrade added.




Changes to 1.82:

- Gorgons lose the special save rules.
- Medusas given Heavy Bolters.
- Rough Rider Scout support formation added.
- Gave the Gorgon a Critical Hit table to represent its open-topped nature.



Changes 1.81:

- Death Rider company lost scout and dropped by 50 points.
- Gorgons went up to 150 points.


Changes 1.8:

Heavy Support Battery points costs nudged (175/75  to 200/50).
Light Support Battery points costs nudged (75/75 to 100/50)
Gorgons changed from 200 to 100 points.
Sentinels removed from the list (Currently we?ve no proof that the Death Korps use them).


No particular focus for discussion at the moment... raise what issues you will!





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 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 4:33 pm 
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From the 1.7 thread - good point about the Death Rider company and the all-garrisoned infiltrators.  Still, I think it would be cool.  Perhaps a new unit without the Scout ability to represent they are a massed formation in DK rather than a screening/scouting/flanking element as in Steel Legion.

I'm a bit hesitant about the Gorgons for 100 points.  Also, I didnt' see the rules for "weak rear armor" in the list.  Did I just miss it?

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 5:04 pm 
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Perhaps a new unit without the Scout ability to represent they are a massed formation in DK rather than a screening/scouting/flanking element as in Steel Legion.


Aye that could be an option.

I'm a bit hesitant about the Gorgons for 100 points.  Also, I didnt' see the rules for "weak rear armor" in the list.  Did I just miss it?

effectively, for 200 points other infantry formations would get Chimeras, while Death Korps get the half-speed, all-eggs-in-two-baskets Gorgons. I suspect 100 points will be significantly better balanced.

Weak Rear Armour is gone after the complaints about having a special rule for just one vehicle. Instead the Gorgon now has this rule in its Notes: "When a Gorgon is hit in the front arc, it gains an Invulnerable Save."

Short and sweet.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 8:33 pm 
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(Evil and Chaos @ Dec. 21 2006,16:04)
QUOTE
effectively, for 200 points other infantry formations would get Chimeras, while Death Korps get the half-speed, all-eggs-in-two-baskets Gorgons. I suspect 100 points will be significantly better balanced.

Just for a conceptual comparison, Ork fortresses cost only slightly less than a bunch of wagons with equal capacity (125 v 140).  Fortresses pack roughly the same ranged firepower and FF ability.  Forts have a 4+ armor compared to the 5+ for wagons.

Gorgons at 100 points cost less than half what Chimeras would cost for the same capacity (100 v 250).  They have significantly less firepower but still have pretty solid FF in comparison.  They have 4+RA and I would guess most of the time an Invulnerable save as well compared to the 5+ chimera save.

Just raw numbercrunching tells me they should be ~135.  Experience with the effects of multiple Orkeosauruses (hard WE transports) in the Feral Ork list leads me to think they should probably be 150.

==

And just to keep pestering you about the Deathrider formation.  Giving them the same stats as RR only without Scout could let you drop the cost.  12 of them could be 250 points or so to start testing.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 10:06 pm 
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im liking the way the list is heading, i paticularly like the way the laser destryer is in the current list.

my only 'fault' is the use of the classic gorgon. the size of the model and its use as a DC3 warengine. are you treating the model as redundant completely? or is there going to be a classic version of a mini-gorgon?

fantastic work!

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 10:37 pm 
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(nealhunt @ Dec. 21 2006,19:33)
QUOTE

(Evil and Chaos @ Dec. 21 2006,16:04)
QUOTE
effectively, for 200 points other infantry formations would get Chimeras, while Death Korps get the half-speed, all-eggs-in-two-baskets Gorgons. I suspect 100 points will be significantly better balanced.

Just for a conceptual comparison, Ork fortresses cost only slightly less than a bunch of wagons with equal capacity (125 v 140).  Fortresses pack roughly the same ranged firepower and FF ability.  Forts have a 4+ armor compared to the 5+ for wagons.

Gorgons at 100 points cost less than half what Chimeras would cost for the same capacity (100 v 250).  They have significantly less firepower but still have pretty solid FF in comparison.  They have 4+RA and I would guess most of the time an Invulnerable save as well compared to the 5+ chimera save.

Just raw numbercrunching tells me they should be ~135.  Experience with the effects of multiple Orkeosauruses (hard WE transports) in the Feral Ork list leads me to think they should probably be 150.[/quote]

150 probably wouldn't be such a bad thing.

200 definitely looked overpriced to me however, considering how slow and targettable they'll be (Kill one and ten infantry bases die with no saves! That's why the Critical Hit results are so forgiving).



And just to keep pestering you about the Deathrider formation.  Giving them the same stats as RR only without Scout could let you drop the cost.  12 of them could be 250 points or so to start testing.


Aye, I'm not opposed to that either.


I've now taken delivery of significant portions of my DK army... I'll post my first armylist later. :)

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Thu Dec 21, 2006 10:52 pm 
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(NOVAGUARD @ Dec. 21 2006,21:06)
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im liking the way the list is heading, i paticularly like the way the laser destryer is in the current list.

Cool! :D



my only 'fault' is the use of the classic gorgon. the size of the model and its use as a DC3 warengine. are you treating the model as redundant completely? or is there going to be a classic version of a mini-gorgon?


There could be classic Gorgon rules, but for the main armylist, they're gone. A Gorgon is now DC-3, so the old Gorgon-lite (Which is no larger than a Chimera) is just not big enough.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 8:39 pm 
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(Evil and Chaos @ Dec. 21 2006,11:04)
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Weak Rear Armour is gone after the complaints about having a special rule for just one vehicle. Instead the Gorgon now has this rule in its Notes: "When a Gorgon is hit in the front arc, it gains an Invulnerable Save."

Short and sweet.

To be honest, I think it would be better the way it was before... (better being relative in this case! :;): )

Thin Rear Armour: The Gorgon loses Reinforced Armour from any attacks from the rear arc.

The Invulnerable save makes it too tough compared with other WEs, makes you think it has some kind of forcefield (which it doesn't), and actually doesn't make it have thin rear armour!

I still think that the "Thin Rear Armour" rule should be comparable to the "Thick Rear Armour" rule. Thick rear armour protects you from crossfire ... thin rear armour should make you more vulnerable. That "Thin Rear Armour" does something completely different from the "Thick Rear Armour" on a Warlord is counterintuitive.

Personally, I think it is a special rule you don't need, save yourself a lot of trouble!

I agree with Neal - the Deathriders could well do without Scout if you are using them as a core formation - they're not scouts, they're mainline troops!

Not sure you should get rid of Sentinels. I think they fit the "cityfight" theme, and Death Korps can have them in 40K (dependent on the new IA book, I suppose!).

Also I still don't think the trojans are right. The rule that you can't fire when transporting means that if you ARE going to use the trojans, you will probably make a March move - embark, move, disembark. How about something like it takes a full Move to embark/disembark the guns? I also think these exceptions could maybe be made into an army special rule.

Still think you need to cut out some of the options: I would lose some of the superheavy options (why bother having so many - you have limited them so much in the list anyway) Stick to the siege-related ones, the baneblade and the stormsword.

I really don't like the Leman Russ table. Could you put all that into the list?

Leman Russ/Demolisher/Vanquisher ........... 60pts
Thunderer......................................................40pts
Laser Destroyer.............................................80pts

I still think you should make the 'core' formations made up of Thunderers, with Leman Russ/Demolishers in the support formations.

Indeed, why don't you do that? Move a formation of Thunderers into the Companies section, and keep Leman Russ/Demolishers/Destroyers as support formations and upgrades?

I'd just drop the Vanquisher altogether. What purpose does it serve? You still have 4 variants of Russ if you lose it!

So:

Add "Thunderer Company"... 10 Thunderers for 400 points.

Change "Tank Platoon" to 6 Leman Russ or Leman Russ Demolishers for 350 points.

Change "Tank Squadron" upgrade to 3 Leman Russ or Leman Russ Demolishers for 200 points.

Add "Laser Destroyer Squadron" upgrade ... 2 Laser Destroyers for 150 points.

This:
1) Simplified your army list enormously.
2) While the list is still infantry-orientated, the Thunderers maintain the siege-breaker theme.
3) Lost the vanquishers, which serve no function.
4) Keep the Laser Destroyers rare, without fiddly rules.
5) Established the Thunderers as the main tank with Demolishers as rare and useful elite tanks.
6) Allows mixed tank formations without fiddly tank tables.


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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 9:14 pm 
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I still think that the "Thin Rear Armour" rule should be comparable to the "Thick Rear Armour" rule.


The 'thin rear armour' rule was an abstraction designed to represent the extreme differences in armour values between the front (Which has a 4+ invulnerable save against glancing hits!) and the rear.

This is represented by the Gorgon's massive shield-ramp.

Since the rear armour is IIRC exactly the same as a Baneblade anyway, I decided to go with the front-arc rule.

Especially since I decided that Gorgons did need a little more protection, otherwise there's practically no reason to take them at all (They'd just be rolling deathtraps).

I added a note that the save is only given against AT-type fire, and thus not MW or TK (Which would blast straight through the shield).

the Deathriders could well do without Scout if you are using them as a core formation

Yep that's definitely going in (or out) of the next list.

Not sure you should get rid of Sentinels.

Neither am I. But until I can get a little extra info on the DK, I can't quite justify them.

I'll see about finding out what I can pretty soon.

Stick to the siege-related ones, the baneblade and the stormsword.

Your opinion as to what is siege-related differs from mine, as mine differs to many others.

Personally I'd say the Baneblade was the least siege-orientated of them all, as it's not specialised to any one role at all, while the other three fill clear capability slots in a siege army (Ranged artillery, short range building-busting, and close-range anti-WE power).

For the moment I'll leave in all four.


I still think you should make the 'core' formations made up of Thunderers, with Leman Russ/Demolishers in the support formations.

That's opposite to the established fluff, where Thunderers are the support, Leman Russ & Demolishers the spearhead.

Add "Thunderer Company"... 10 Thunderers for 400 points.

I don't think this list should have the option of tank companies, now that it's based on an infantry-regiment.

Add "Laser Destroyer Squadron" upgrade ... 2 Laser Destroyers for 150 points.

Since Upgrades can only be added to company formations... well you can guess the rest.


1) Simplified your army list enormously.

I both disagree, and point out that your proposed structure is against the background, and doesn't work without a tank company formation.

3) Lost the vanquishers, which serve no function.

Again I disagree. They're a cheaper alternative to Destroyers, and they're 1 point superior in FF, and they have a Lascannon.

Also, fluffwise I find it hard to justify an army tha has access to Destroyers  yet doesn't have access to the lower-tech Vanquisher.

5) Established the Thunderers as the main tank with Demolishers as rare and useful elite tanks.

That's the wrong way round fluffwise, except you also replace 'elite' with 'cheap'.

6) Allows mixed tank formations without fiddly tank tables.

But only tank companies would be allowed to take Destroyer upgrades (So the 6-tank platoons wouldn't have access to them), while you'd also end up with every infantry formation on the table taking 6 attached Destroyers.

I maintain my solution for the 5 tank variants is better, both fluffwise and in game-mechanics.





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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 9:26 pm 
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i would keep scouting sentenels in the list, there is justification in the fluff to support them in the swordwind book.

plus i like the idea of the high tech walker scouting for the low tech cavalry.... :D

but which version would you use? multi laser or lascannon? or a new one?

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 9:31 pm 
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but which version would you use? multi laser or lascannon? or a new one?


If putting them back in, I'd probably go for the weapon the model is armed with  (Which is a Lascannon IIRC even though the standard rules say Multi-laser?).

It might help the list with a little AT punch too (Which it currently lacks).

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 10:22 pm 
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(Evil and Chaos @ Dec. 22 2006,15:14)
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The 'thin rear armour' rule was an abstraction designed to represent the extreme differences in armour values between the front (Which has a 4+ invulnerable save against glancing hits!) and the rear.

This is represented by the Gorgon's massive shield-ramp.

Since the rear armour is IIRC exactly the same as a Baneblade anyway, I decided to go with the front-arc rule.

If it has the same rear armour as a baneblade... I wouldn't bother with the "thick front armour" rule at all. What's it's armour value in 40K? 14 with a save against glancings? I don't think that's worth making a special rule for. Just make is straight 4+RA. Such fiddly rules belong in 40K. It doesn't sound like it is really significantly different in armour than a baneblade at the Epic scale. Your list has plenty of other special rules.

EDIT: having had an actual look at the 40K rules (duh)... the damn thing is open topped in 40K. That makes it significantly more vulnerable! You've made it DC3, 4+RA and an invulnerable save on top... considerably tougher than a Baneblade, yet in 40K it would be arguably less tough especially against macro-weapons, whereas you've now made it the only WE I can think of with a save against Titan Killer weaponry!

That's too tough. Can you make it a Light Vehicle? (I don't see any problem with the type being War Engine, Light Vehicle). Perhaps up the armour to 3+RA.

Your opinion as to what is siege-related differs from mine, as mine differs to many others...For the moment I'll leave in all four.

Fair enough that your opinion differs... but why is it that the infantry heavy Death Korps have access to two more patterns of super-heavy than the mechanised Steel Legion? And they clutter up your list - you've got four monster WE datafaxes in your infantry list.

That's opposite to the established fluff, where Thunderers are the support, Leman Russ & Demolishers the spearhead.
That doesn't make an awful lot of sense ... the Thunderers are such short ranged tanks!

Still, fair enough if that's the fluff... but is that for Siege regiments? They would have far more thunderers than a normal regiment, one would assume.

But even then that doesn't go against my suggestion - thunderers providing wall-smashing barrage of fire, while the Leman Russ execute strikes in support of the infantry.

I don't think this list should have the option of tank companies, now that it's based on an infantry-regiment.
The thunderers are slow, short-ranged siege cannons. I don't think they break the "feel" of the list. Besides, just because it is infantry-orientated list doesn't mean you couldn't have an armoured company... you've taken out the artillery company and the super-heavy company, and the Thunderers are quite specialised, making the infantry more attractive. I wouldn't say it would be a problem.

Since Upgrades can only be added to company formations... well you can guess the rest.
Nope... I wrote what I meant to write - add them to company formations only.

(Vanquishers) Again I disagree. They're a cheaper alternative to Destroyers, and they're 1 point superior in FF, and they have a Lascannon.
I can see why you would want them as a player... but then I might want thunderhawks too if I were only looking at stats.

It makes 5 Leman russ variants ... in your infantry list. So why again do these infantry heavy Death Korps have access to two more patterns of Leman Russ than the mechanised Steel Legion?!

The Thunderer makes sense in the list - I even conceed that you might have Thunderers and Demolishers, despite them being so similar. The Laser Destroyer and Vanquisher fulfil the same role. Why does your list NEED both ... or even either? Beyond "the Vanquisher is cheaper and has a lascannon".

Also, fluffwise I find it hard to justify an army tha has access to Destroyers ?yet doesn't have access to the lower-tech Vanquisher.
Then why does your infantry Death Korps with their gas masks and their horses get Laser Destroyers at all? Why include it in the list?

5) Established the Thunderers as the main tank with Demolishers as rare and useful elite tanks.
That's the wrong way round fluffwise, except you also replace 'elite' with 'cheap'.
Demolishers are cheap fluffwise, and Thunderers are elite? Eh? What on earth is the advantage - fluffwise or gamewise - in the Thunderer, beyond points cost? I don't get it.

But only tank companies would be allowed to take Destroyer upgrades (So the 6-tank platoons wouldn't have access to them), while you'd also end up with every infantry formation on the table taking 6 attached Destroyers.
Eh, forgot you could take multiple copies of the same upgrade. You could make it 0-1 per Company.

I don't see the problem of tanks being added to Infantry formations, beyond limiting the number of destroyers.

The major problem at the moment with your list is that it has a dizzying array of armoured vehicle options, many of which are not available to Steel Legion armies - and the Death Korps are meant to be infantry while the Steel Legion are meant to be mechanised. You need to go through - again - and justify to yourself and to us why the list requires these units. If there isn't a good reason why you need a laser destroyer, then that should perhaps be left for a tank regiment list. And I would recommend not having more options than the parent list. I perfectly understand why the Death Korps should have a Stormblade - it's a siege vehicle. But rather than giving them two shiny new super-heavies - that can't even be taken as Companies - you should limit them to two types of super-heavy, replacing one or other of the usual types with Stormblades (I recommended keeping the Baneblade as it is the archetypal super-heavy and it also carries the best weaponry as infantry support and siege equipment such as the demolisher - it is more in keeping with the 'lots of demolisher cannons' theme).






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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 10:49 pm 
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@ lord inquisitor

in the fluff the thunder is not the elite support vehile, its not meant to be a replacement for the demolisher either... its a field retro-fit of the laser destroyer, due to damage to the complex laser weaponry that cannot be easily repaired as its only produced at a small number of forgworlds, and recently due to loss of the tech base in the imperium worlds that prevously produced the laser destroyer have produced the thunderer instead as they cannot produce the laser anymore...

so if some tanks are to be culled, i recomend if the laser destroyer goes the thunderer goes too... ?but i would prefer to see a loss of the vanquisher and the demolisher.... IMHO

as for the superheavys... its hard to call, yes there should be less of them possibly... but which would go?

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Fri Dec 22, 2006 11:30 pm 
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(Lord Inquisitor @ Dec. 22 2006,21:22)
QUOTE

(Evil and Chaos @ Dec. 22 2006,15:14)
QUOTE
The 'thin rear armour' rule was an abstraction designed to represent the extreme differences in armour values between the front (Which has a 4+ invulnerable save against glancing hits!) and the rear.

This is represented by the Gorgon's massive shield-ramp.

Since the rear armour is IIRC exactly the same as a Baneblade anyway, I decided to go with the front-arc rule.

If it has the same rear armour as a baneblade... I wouldn't bother with the "thick front armour" rule at all. What's it's armour value in 40K? 14 with a save against glancings? I don't think that's worth making a special rule for. Just make is straight 4+RA. Such fiddly rules belong in 40K. It doesn't sound like it is really significantly different in armour than a baneblade at the Epic scale. Your list has plenty of other special rules.

The difference is that Gorgons are veritable deathtraps. The destruction of a Gorgon leads to the death of 10 infantry stands with no saves.

The invulnerable save to the front arc has an important reason to exist, just as the glancing save does in 40k.

EDIT: having had an actual look at the 40K rules (duh)... the damn thing is open topped in 40K. That makes it significantly more vulnerable! You've made it DC3, 4+RA and an invulnerable save on top... considerably tougher than a Baneblade, yet in 40K it would be arguably less tough especially against macro-weapons, whereas you've now made it the only WE I can think of with a save against Titan Killer weaponry!


As I mentioned above, the next version of the list has an exception which only allows the save against AT-type fire.

Other than being open-topped, the Gorgon has very good armoured protection and the same DC as a Baneblade in 40k, plus the glancing rule.

That's too tough. Can you make it a Light Vehicle? (I don't see any problem with the type being War Engine, Light Vehicle). Perhaps up the armour to 3+RA.

Not a chance. It's a DC-3 War Engine in 40k, exactly the same as a Baneblade, but with superior armoured protection (Although it has mildly more damaging critical results due to being open-topped).


Fair enough that your opinion differs... but why is it that the infantry heavy Death Korps have access to two more patterns of super-heavy than the mechanised Steel Legion? And they clutter up your list - you've got four monster WE datafaxes in your infantry list.


The datafaxes could easily be compacted... I left a large ammount of space for fluff.

The Steel Legion list doesn't have the two FW superheavies because Jervis didn't want to give any sales to FW. It's that simple.

That doesn't make an awful lot of sense ... the Thunderers are such short ranged tanks!

It's how it is though. Thunderers are meant to be quite rare (Though not as rare as Vanquishers or Destroyers).

Having the basic company as 100% Thunderers... well... it's a formation that just wouldn't appear in the background under 'normal' circumstances.

Still, fair enough if that's the fluff... but is that for Siege regiments? They would have far more thunderers than a normal regiment, one would assume.

Yep, but 'common' Leman Russ are still going to be the baseline.


I don't think this list should have the option of tank companies, now that it's based on an infantry-regiment.
The thunderers are slow, short-ranged siege cannons. I don't think they break the "feel" of the list... I wouldn't say it would be a problem.

I strongly feel that having a Tank Company in this list does not mesh with the background, let alone a Thunderer Tank Company.

Anyone else?

(Vanquishers) Again I disagree. They're a cheaper alternative to Destroyers, and they're 1 point superior in FF, and they have a Lascannon.
I can see why you would want them as a player... but then I might want thunderhawks too if I were only looking at stats.


Umm.




It makes 5 Leman russ variants ... in your infantry list. So why again do these infantry heavy Death Korps have access to two more patterns of Leman Russ than the mechanised Steel Legion?!

Because Jervis didn't want to generate sales for FW.

He didn't want SG losing sales, and he didn't want to deny access to some tanks to people who couldn't purchase from FW (Which is bunk now since you can only purchase SG models from online now too).

Also, fluffwise I find it hard to justify an army tha has access to Destroyers  yet doesn't have access to the lower-tech Vanquisher.
Then why does your infantry Death Korps with their gas masks and their horses get Laser Destroyers at all? Why include it in the list?


It's not my list... it's GW's Death Korps... and their Death Korps have access to Tank Destroyers.

How could the WWII/I-themed Death Korps not have an affinity for tanks!

As to their technology... some of the concept sketches for the upcoming Death Korps line show DC-2/1 Heavy MBT's half way between the Baneblade and the Leman Russ.

They have very decent technology... but only for some arms of their military, the infantry, they get given the short stick.

I mean, the Steel Legion list has Rough Riders, and Warlord Titans... what's that all about?.

Anachronism runs deep in all GW games.

It's why we have Rough Riders, it's why we have tanks that look like they came from a past century and not a future one.

It's why Aeronautica Imperialis, with all the crazy jetfighters and flying titans, features just one guided missile:

The grot-guided rocket.

Yep.

5) Established the Thunderers as the main tank with Demolishers as rare and useful elite tanks.
That's the wrong way round fluffwise, except you also replace 'elite' with 'cheap'.
Demolishers are cheap fluffwise, and Thunderers are elite?

Opposite with swaps:

"Established the Demolishers as the main tank with Thunderers as the rare and useful cheap tanks."


Eh? What on earth is the advantage - fluffwise or gamewise - in the Thunderer, beyond points cost? I don't get it.

Other than Thick Top Armour (Rear in Epic)?

None.

They're cheaper, that's it.


But only tank companies would be allowed to take Destroyer upgrades (So the 6-tank platoons wouldn't have access to them), while you'd also end up with every infantry formation on the table taking 6 attached Destroyers.
Eh, forgot you could take multiple copies of the same upgrade. You could make it 0-1 per Company.


You'd still have an army full of Destroyers... they're meant to be very rare, but you could concievably take an army with no normal Leman Russ, yet plenty of Destroyers.


I don't see the problem of tanks being added to Infantry formations, beyond limiting the number of destroyers.


It just wouldn't happen.

The major problem at the moment with your list is that it has a dizzying array of armoured vehicle options, many of which are not available to Steel Legion armies - and the Death Korps are meant to be infantry while the Steel Legion are meant to be mechanised.

Blame Jervis. :D

Plus, as I mentioned, the Death Korps in 40k will soon have access to plenty of even larger tanks which aren't in the Epic Steel Legion list.


You need to go through - again - and justify to yourself and to us why the list requires these units.

I'm quite happy with the current set of models.

I do find it quite likely that the DK in 40k will have access to Griffons though.

If there isn't a good reason why you need a laser destroyer, then that should perhaps be left for a tank regiment list.

They're Germans. :)

And I would recommend not having more options than the parent list.

I understand your concern.



I perfectly understand why the Death Korps should have a Stormblade - it's a siege vehicle. But rather than giving them two shiny new super-heavies - that can't even be taken as Companies - you should limit them to two types of super-heavy, replacing one or other of the usual types with Stormblades (I recommended keeping the Baneblade as it is the archetypal super-heavy and it also carries the best weaponry as infantry support and siege equipment such as the demolisher - it is more in keeping with the 'lots of demolisher cannons' theme).

Shadowsword - Should be there as a long-range artillery support analogue. Also helps compensate for the list's lack of AT.

Stormsword - Siege tank conversion of a damaged Shadowsword hull. 'nuff said.

Stormblade - Mid-range anti-WE / Tank hitting power. Since the infantry lack this and tanks are hard to come by, this option is going to be useful. Again it is appropriate as it is normally a 'refit' of a Shadowsword hull rather than a new build, something which I see as appropriate to the Death Korps.

Baneblade - All-rounder, moderately useful in all situations.

In essence each super-heavy fulfills a very specific niche in the list, and I believe they're all justified in being there.

If I really, really had to pick one to drop it'd be the Stormblade, and I don't think even dropping one is nessesary.

And of what import is it that a Company formation is not allowed?

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Dec 23, 2006 12:50 am 
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Just to muddy the waters ... the 3 versions of the "Classic" Mk. 1-3 Gorgons are around so maybe you  should do some rules for them. Mk1 - lays and clears mines and obstacles, Mk.2-3 -assualt transport ... That's the way we do it ! ?:)




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