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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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(The_Real_Chris @ Feb. 26 2007,21:36)
QUOTE Its very pretty - how did you draw it up? make a templete then populate it? Yup, lots of cut-n-pastes!
Well from scanning the list lots of things in it. I doubt the large inf companies will play well with only one leader assault wise but could colonise urban areas very effectively. I know nowt about the background though.
Background-wise the Death Korps are an official GW army.
They're heavily influenced by WW1 Germans (Coal scuttle helmets, long coats) with a dash of WW2 Germany thrown in too.
They all wear gas masks.
They love static artillery, and use fewer than normal mobile artillery formations.
Fluffwise they have a dark stain in their history, a Chaos revolt that led to 500 years of atomic purging before the cults were expunged from their planet (This can be seen as a fantasy-type askance look at Germany post WW2, though that's my own interpretation). Due to their history the Death Korps are fanatical in their loyalty to the Emperor, and they seek atonement for their planet's past misdeeds in richeous war.
How can you not use the new aeronautica flak guns however ?
They came out after I'd written most of the list.
They'd be a nice extra choice to compliment the point-defence Hydras though!
Your hydra seem fairly useless, lower range, immobile, LV, expensive etc.
Yep, to keep with the WWI theme I wanted flak to be fairly light... your best AA cover would come from fighters flying air cover missions.
In a similar view plasma seems a bit high tech - I suggest a turret swop for a Demolisher with heavy bolters in the sponsens. Would be cheaper and less high tech. On a similar note I'd drop the plasma SHT as well.
The Death Korps have an interesting dichotomy of technology... they use massed infantry formations in mad charges across no-man's land, but they also are known to use advanced tanks like the Destroyer tank hunter (It's pretty much a WW2 Tank-hunter anyway!) and all four variants of SHT (Several examples to be found used by the Death Korps in Imperial Armour I, also in IA:3)
Vanquisher wise - I playtested varient tanks ages age for a different list and we found a neat thing for sponsenless russ to get was a 5cm speed boost. Also gave a progresion to the cruiser russ, no sponsens +5cm move, light main gun +5cm. Indeed steel legion wise the 5cm move difference balances the two models fine (sg anf forgeworld) lrgely for intra company manovering.
Interesting and definitely worth remembering if the current stats prove underpowered... you can get two to each 6-strong formation however atm.
The heavy infantry mortar seems identical to the one I came up with for my siegemaster houserules list (it strips out anything too tech like a chimera hull and replaces everything with dross). Seems great minds think along same lines 
Maybe. 
My great mind was Warwick Kinrade the writer of ForgeWorld's rules... when the new Death Korps heavy mortar model was introduce to the 40k range, its rules were 100% the same as the Griffon's rules.
Thus I just took the Griffon's mortar rules for Epic, as it's supposed to be exactly the same mortar, just it's being towed instead of being self-propelled.
I wouldn't bother with the no fire unloading special rule for trojans. Artilary is best when sustaining and anyway its all a bit too spearhead.
I'd been considering this aye.
Oh and gorgan wise - crit, whats wrong with vehicle and everyone in it destroyed?
Yeah Gorgon's are rubbish. 
Save - how about something a bit different. Armour 2+, invulnerable save. No RA or anything like that. This way verses regular weapons they ping off the hull as it crashes forword. Against more powerful weapons the open topped nature is fatal and they are probably going to die.
Possible, but at least on pure statistical armour values, a Gorgon in 40k has exactly the same armour values as a Baneblade SHT, and the same DC too.
The difference with the Gorgon comes after you beat its armour in 40k... thus I thought a similiarly harsh critical hit result would be good for Epic too, since it reflects this behaviour.
I would suggest playtesting vs a siege army - they being the defenders and you being the attackers and all. I suspect that the result would be a siegemaster win - largely due to the infantry clash. Your armour and artillary is superior but I don't know if the large formations when laden with blastmarkers would be able to strike home effectively. Course if you have a load of flamers you could just smoke them out.
Aye the large formations tend to be very unweildy... I've been thinking of possibly allowing the player to purchase extra leaders to make up for this, or including them by default.
Attached Hellhounds in a Gorgon-borne formation are fun. 
Oh Hve Flamer wise I stuck in my siege review I thought it should give small arms, ignore cover. Otherwise it actually does less damge firefighting than in shooting. With the same weapon over the same range.
Definitely needs adding here too.
An army I would consider off top of my head for powergaming would be 0450 SC 0050 Snipers 0750 3xRough Rider companies 1600 8xMaticore Batteries 0150 Thunderbolts All about the first turn that 
Heh that'd be hillarious, any army with any kind of airborne forces would do silly things to it, while Tyranids on the other hand....
Perhaps Rough Rider companies could be tied to parity or below in numbers with Infantry companies (Thus helping prevent easy popcorn lists of this type?).
The weapon platforms definatively aren't balanced. The Manticore as a gun is better than the earthshaker hence the difference in deployment.
Always has been IMHO... the Manticore having Disrupt is always gonna be a kicker.
I'd be tempted to make the Earthshaker cheaper, quite frankly, in this list and in the Steel Legion list too!
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