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Death Guard v2.1

 Post subject: Death Guard v2.1
PostPosted: Tue Dec 01, 2009 1:58 pm 
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Hena

We are going to test your list against the World Eaters this week.

I know that you have reservations against testing experimental lists against each other, but you have to admit, it should be a great battle.

Also, with all the balancing we have both been through, and the time spent on the lists, I am sure we should be able to get some great feedback for both our lists. Even more so, it will test out the shooting and CC capabilities of both these forces.

Cheers....

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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 7:38 am 
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Quote: (Hena @ Dec. 01 2009, 23:15 )

You can balance units internally but not that well externally.

I must say that is a bit of a kick to the guts Hena   :oops:

The list has used the Imp Guard, Marines, Black Legion and even to an extent Orks to retain a balance in it's points and effects. In fact, there are elements that may be slightly over-priced.

If I am to try and change these views (yours and others), can you lay down on a table, just;

1. how many games need to be played with the list,
2. how many players need to play a certain list, and
3. how many other lists it needs to be compared against

..before Hena will be happy that the army playing against his Death Guard will show a balanced representation of his force and give some feedback that will be of use?

:down:

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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 8:51 am 
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Hena

How many activations would expect to get with this list?

:ooooo:


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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 9:08 am 
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Quote: (Blish @ Dec. 02 2009, 16:51 )

How many activations would expect to get with this list?

:ooooo:

I just made a quick 5 minute army and got ~10 activations (I hope the points are correct)

DG Ret
DG Ret
DG Ret
DG Ret + Spawn
Termiesx5 + Daemonic Pact
Plague Zombies
Plague Zombies

Plague Tower
Contagions
DG Drops + Dreadclaws + Daemonic Pact + Daemon Prince

Dev Cruiser

Daemons x10

Blish: Did you want me to play Death Guard?




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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 9:32 am 
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Quote: (frogbear @ Dec. 02 2009, 08:08 )

Quote: (Blish @ Dec. 02 2009, 16:51 )

How many activations would expect to get with this list?

:ooooo:

I just made a quick 5 minute army and got ~10 activations (I hope the points are correct)

DG Ret
DG Ret
DG Ret
DG Ret + Spawn
Termiesx5 + Daemonic Pact
Plague Zombies
Plague Zombies

Plague Tower
Contagions
DG Drops + Dreadclaws + Daemonic Pact + Daemon Prince

Dev Cruiser

Daemons x10

Blish: Did you want me to play Death Guard?

I see no point in the Plaque Zombies, can someone tell me why they the are worth 200pts please?

:blues:


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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 10:21 am 
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Yes I can see they have teleport, but really they have no having. 5+ save and a 6+ cc, I just don't see a use for them that's all.

:alien:


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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 10:36 am 
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Quote: (The_Real_Chris @ Dec. 02 2009, 09:30 )

If we are talking activations I can get 14 with 100 points left over max. Not sure its much of an army though - 5 air squadrons, 4 retinues, 1 zombies, 4 support.

Yes that's very possible, but I'm going to try to test the list and therefore taking so many air units would really not be help full, apart from the fact I hate playing lots of air.

I am trying to make up an army but yet finding it hard to get 10 activations.

:ooooo:


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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 10:37 am 
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Quote: (Blish @ Dec. 02 2009, 09:21 )

Yes I can see they have teleport, but really they have no having. 5+ save and a 6+ cc, I just don't see a use for them that's all.

You infest an area. Ruins and buildings are good. That's on average 10 4+ saves being awkward and of course can jump arty squadrons and similar easy targets. A turn 2 or probably 3 teleport would be best way to use them.

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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 10:42 am 
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Quote: (The_Real_Chris @ Dec. 02 2009, 09:37 )

Quote: (Blish @ Dec. 02 2009, 09:21 )

Yes I can see they have teleport, but really they have no having. 5+ save and a 6+ cc, I just don't see a use for them that's all.

You infest an area. Ruins and buildings are good. That's on average 10 4+ saves being awkward and of course can jump arty squadrons and similar easy targets. A turn 2 or probably 3 teleport would be best way to use them.

Yea I've thought of that, but you have to remember that take obj, can only contest them.


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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 10:48 am 
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I forgot about the Hellblades.

Replace the plague Zombies with Hellblades

I made the list for activations rather than form. Having so much garrison can be seen as a bonus over having vehicles.

I would rather Terminators allow the General to buy Support Retinues. So many points to spend for such a negative effect on the force. After you purchase them, they add nothing to the force creation. Hence why buying so many DG Retinues was required.  

Like I stated, it was a 5 minute army. It was not min-maxed to any extent.

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 Post subject: Death Guard v2.1
PostPosted: Wed Dec 02, 2009 10:54 am 
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Quote: (Blish @ Dec. 02 2009, 09:36 )

Yes that's very possible, but I'm going to try to test the list and therefore taking so many air units would really not be help full, apart from the fact I hate playing lots of air.

I am trying to make up an army but yet finding it hard to get 10 activations.

Well without the air you will need your AA (Descrators are damn good looking at the stats I reckon for garrisons) but you can still get the following activation wise
Retinue, DP, Rhinos, Stalker
Retinue, Rhinos, Stalker
Retinue, Rhinos, Stalker
Retinue
Retinue
Retinue
6 support (200 point formations, blight and preds)
Course its a somewhat dull army :)
Can be enlivened slightly by replacing a retinue and support with 2 plague zombie formations then have 50 points more. Maybe a Desecrator for your blitz.

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