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[EXPERIMENTAL] Lost and the damned redux v0.2

 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Wed Sep 24, 2014 6:10 pm 
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+1 speed increase not necessary or in character. To me all talk of true scale and embiggening is puzzling. I hesitate to use the word, but I believe good old Freud had a name for it B-)

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Sep 25, 2014 12:28 pm 
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20cm is still very slow in epic terms though. At it's current stats and cost I don't think I'd ever choose to take a Plague Tower. It's just too slow to work as a transport unless is spends most of the game marching or doubling and then it's firepower is wasted. As an assault transport it's too slow to get close enough in time and is easily avoided. I'd choose Contagion Engines (garrisoned on overwatch in range to fire) over it every time. At 20cm I would take it though.

Baneblades, Machariuses and Gorgons are all described in the background as being particularly slow and their background stats give similar speeds (18 kilometers per hour off-road for the Baneblade and Macharius, 19 kilometers per hour for the Gorgon) but the Gorgon has been given 20cm move rather than 15cm so that it is decently usable as a transport in epic.

Giving the Plague Tower +5cm move is a huge boost. Don't then reduce the cost at the same time then though! It doesn't need that as well. Test is a lot as is and it should be fine I reckon.

Can you adopt the undivided daemon summoning rules from the Black Legion list? Specifically Undivided formations being able to summon daemons of any faction but each god specific lesser daemon costs 2 to summon not 1 (greater deamons same cost).

Maybe add a +50 point upgrade along the lines of the chaos champion from the BL list whereby you can sacrifice the unit (remove it) to automatically bring on a Greater Demon in it's place? Rather than a champion these could be a unit called 'Sacrifices', brought along to be ritually killed (chaos do this a lot in the background / BL novels), without having any offensive capability of their own.

Please give the 'Technical' a better name! I didn't know what the heck it was when I saw it listed in the army list and guessed it would be some kind of Cultist Tech-Priest, but I see it's an AA unit, Could you name the unit in some way that either suggests AA, sounds chaos-y or ideally both?

Altars slowing down their formations is definitely an issue. Please could they have alternate stats whereby they can choose to drop to 5+ Reinforced Armour in exchange for 20cm move? (perhaps even 25cm) The Daemon Price does similar depending if it taken with wings or not. There's no reason an Altar couldn't be on some giant motorised carriage or pulled by dozens of beasts of burden or whatever so faster than walking pace shouldn't be unreasonable. The two stats could make Altars more suited to the different gods – a nurgle altar being slow and tough, while a Slaanesh one is faster but lighter.
uvenlord wrote:
didn't know the FW daemons were modeled after Epic ones.
I always thought they were part of their ortinary "tru scale" thing. Anyway the Great Unclean One has more DC then a Warhound Titan, surely the FW warhound would be much larger then the Bloodthirster in your picture?. And if you look at the daemon prince that model is as big as the Greater daemon but is only an ordinary "infantry" slot...
To me the sizes in Epic is very much depending on how good the model will look, not as much how realistic the measurements is.

Forge World just make their models in a consistent scale, seems the best way to me. There have clearly been two sizes/types of Greater Daemon for decades though, it's not anything new. The original 40k Greater Daemons from the 80s are roughly twice the size of a man. When they made Epic ones they did them at more like 5 times the height/width and made them similarly way more powerful compared to other units than the smaller 40k ones (they were pretty darn unkillable in 2nd edition epic with the chaos cards mechanic keeping them alive). Epic Greater Daemons have always been the larger hugely powerful versions, as now represented by their 3DC WE stats and though a smaller 40k variety GD could fit fine that's really irrelevant for the epic list and transport discussion as that's not what the Epic GD stats represent. Incidentally I eventually found a comparison photo of a FW Greater Demon and a Warhound. The Warhound is definitely bigger (though the Bloothirster Lord costs more points in 40k) and might be tougher due to daemonic power/resilience.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Sep 25, 2014 1:02 pm 
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After careful deliberation I have come to the conclusion that you might actually have a point there. +5 cm increase to a 20 cm move is probably a good thing after all. Perhaps even without a cost reduction.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Sep 25, 2014 1:08 pm 
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"Technical" is a real-world term for a pickup truck with a machine gun bolted on.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Sep 25, 2014 1:21 pm 
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Yes, technical is not really unheard of. Perhaps the terminology is a bit too bland for the grimdark, but it is definitely well known and accurate. However, something along the lines of "Improvised SPAA" would work as well methinks.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Sep 25, 2014 3:41 pm 
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I'm in favor of the speed bump. Actually way back when I suggested the PT basically being a nurgle gorgon both in fluff as well as tactical use. Seems a good fit to me, but I'm biased ;)

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Sep 25, 2014 6:29 pm 
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I like the speed increase gamewuse but it feels very un-nurgly...

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Fri Sep 26, 2014 1:07 pm 
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GlynG wrote:
Baneblades, Machariuses and Gorgons are all described in the background as being particularly slow and their background stats give similar speeds (18 kilometers per hour off-road for the Baneblade and Macharius, 19 kilometers per hour for the Gorgon)
Thats just my point, isn't the Plague Tower also slow. Doesn't know how many km/h it makes but the model is an overgrown Siege tower with wooden wheels and Nurgle isn't known as the god of speed. Why would the tower be faster then superheavies and other imperial WE like the leviathan etc. To me it feels ok that Eldar has fast WE skimmers and somhow I can accept the gunfortress, for some reason, but for nurgle and the tower it just feels wrong. Lower the cost or just use them defensively instead?

GlynG wrote:
Altars slowing down their formations is definitely an issue. Please could they have alternate stats whereby they can choose to drop to 5+ Reinforced Armour in exchange for 20cm move? (perhaps even 25cm) The Daemon Price does similar depending if it taken with wings or not. There's no reason an Altar couldn't be on some giant motorised carriage or pulled by dozens of beasts of burden or whatever so faster than walking pace shouldn't be unreasonable. The two stats could make Altars more suited to the different gods – a nurgle altar being slow and tough, while a Slaanesh one is faster but lighter.
To me it's more about the Altar not being able to Garrison. I rarly play but when I do I tend to take one core formation at the most so the unit will move at 15 cm anyhow.
I'm against two stats unless we take the rout of having special rules for all the gods and right now I do not think we need that. Also why should the nurgle altar be slow ;)

And to continue/end the size discussion, I think we have different views on sizes and DC and that is ok with me :)

Nitpick wrote:
Yes, technical is not really unheard of. Perhaps the terminology is a bit too bland for the grimdark, but it is definitely well known and accurate. However, something along the lines of "Improvised SPAA" would work as well methinks.
Why do we first take away all "human" elements just to make this list more chaos and then add a new one instead? Isn't there some warmachine that could get some AA fluffwise instead?


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Sat Sep 27, 2014 10:48 pm 
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Nitpick wrote:
Yes, technical is not really unheard of. Perhaps the terminology is a bit too bland for the grimdark, but it is definitely well known and accurate. However, something along the lines of "Improvised SPAA" would work as well methinks.


Their core transport is called "land transport".


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Tue Sep 30, 2014 5:41 pm 
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Plague tower new stats/points cost is from the consensus from this thread and yes, the +5cm move is for exactly the same reason as for Gorgons.

The list already has the new summoning rules first published in the Black Legion list, allowing undivided to summon any daemon at a 2 to 1 ratio and even allowing sacrificing of augmented summoning stands to auto summon a greater daemon. I posted earlier in the thread my concern that in this list that meant sacrificing the formation's Demagogue (and meaning you'd have to sacrifice your Supreme Commander to take advantage for that formation!) but I think the leader of a rag tag coven of chaos worshipers being possessed by and eventually replaced by a greater daemon is quite thematic.

I have noticed that I failed to link v0.2 of the list in the OP though, which I will correct now. Please use v0.2 for testing going forwards.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Fri Oct 10, 2014 10:48 am 
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Had a game against MikeT using the latest version of this list last night

Mike was hilariously unlucky in this game, his first seven dice rolled were 1's.... I believe 5 formations failed to activate on his first turn

not really a great battle to draw conclusions from as it was a one sided 4-0 loss, although it's worth noting that on at least 3 occasions, the plague towers with their original 15cm move were just out of engagement range, but with the 20cm move would have been in, this could have made a massive difference to the game, as the first time, he probably would have killed/damaged/broken my revenants on the first turn, but as it was they were able to bounce around shooting the crap out of stuff on turn 2, he also could have engaged my warp spider formation with supcom, who instead were able to clip a coven and wipe it out

would probably have been a closer game if the plague towers weren't so slow!

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Fri Oct 10, 2014 11:57 am 
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Good to see this moving! My usual additional question would be if it was a fun game, but with that kind of dice...

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 Post subject: Re: Sv: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Fri Oct 10, 2014 12:06 pm 
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uvenlord wrote:
Why do we first take away all "human" elements just to make this list more chaos and then add a new one instead? Isn't there some warmachine that could get some AA fluffwise instead?

Well, technically (pun intended), I thought this list would rid all IG elements, not all "human" stuff. I like the unit and it is thematic. Naming is an open issue, I presume, and I guess suggestions are welcome. Right?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Fri Oct 10, 2014 12:38 pm 
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Nitpick wrote:
Good to see this moving! My usual additional question would be if it was a fun game, but with that kind of dice...


to be honest Mike and I normally have fun games, even when they're one sided kickings :D

in fact I've rarely played a game of epic that I didn't enjoy!

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Fri Oct 10, 2014 12:50 pm 
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Really liking the look of this list (o:

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