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![[Post New]](/s/i/i.gif) 2010/10/29 17:23:32
Subject: Codex Zombie Horde
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Dakka Veteran
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http://www.dakkadakka.com/wiki/en/Codex_Zombie_Horde
I wrote codex zombies about a week back thought I post it due to the time of year. I actually have a full army with every unit that the codex represented, its just that they are all just primered, so I decided not to post images of them just yet. For the charnel beast I used an old wood elf tree man modified to have zombies and scraps of metal jutting from it (the back story was that the Carrion Lord blew up a chimera troop carrier and combine the results into one large monster) The acolytes were made from dark elf shades, the mind screamers are the witch hunter’s penitents. The grim guiders are heavily modified wraiths (feet were given) and a sliver mask to conceal their faces.
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![[Post New]](/s/i/i.gif) 2010/11/08 21:29:03
Subject: Re:Codex Zombie Horde
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Despised Traitorous Cultist
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Looks fun, I like some of the concepts, like how zombies are treated as a swarm against vehicles, and all of the crazy add-hoc contraptions that they use as warmachines. However....
I hope that since zombies were already written into the rules for Chaos (i.e. Typhus, Nurgles Rot, etc. See the old Eye of Terror 'dex and Apocalypse Zombies) that they will make an appearance in the next CSM codex, or possibly traitor guard if there ever will be such a thing.
Just my 2c.
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![[Post New]](/s/i/i.gif) 2010/11/09 16:18:11
Subject: Re:Codex Zombie Horde
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Dakka Veteran
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I would also like to see zombies back as a unit for chaos, I just don’t think it is very likely. Zombies have been part of 40K since rogue trader with numerous sources for their creation other than chaos. In white dwarf 291 zombies where given rules as part of a creature feature CA. The article gave six different fluff justifications for zombies in 40K, chaos only being one of the six. From the article; “A rogue Alpha-level Psker calling himself the Puppet Master is delighting in killing off all who displease him with vicious psychic attacks and then having them fight on his behalf as Zombies”. In the soul drinker’s second book, The Bleeding Chalice, the nemesis is a powerful Psker who created a world destroying zombie army that is not that different from the one made by my codex. I am there with you hoping for chaos zombies to be brought back, but as someone with a 2000-point zombie LatD zombie army, I have been waiting for a long time. And even with the off shot chance that zombies are given rules in a chaos codex, there is no reason that there can’t be non-chaos zombies as well.
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This message was edited 1 time. Last update was at 2010/11/09 16:32:51
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![[Post New]](/s/i/i.gif) 2010/11/16 18:08:23
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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The zombies are too strong and too expensive:
WS BS S T W I A LD SV price
2 0 3 2 1 2 1 7 - 4 points Automatically Appended Next Post: And the Carrion Lord should be replaced with a Death Guard plague champion.
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This message was edited 1 time. Last update was at 2010/11/16 18:09:32
Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/16 21:57:38
Subject: Codex Zombie Horde
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Homicidal Veteran Blood Angel Assault Marine
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Necanor wrote:The zombies are too strong and too expensive:
WS BS S T W I A LD SV price
2 0 3 2 1 2 1 7 - 4 points
Automatically Appended Next Post:
And the Carrion Lord should be replaced with a Death Guard plague champion.
But they aren't supposed to be Chaos Space Marines...
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![[Post New]](/s/i/i.gif) 2010/11/17 02:33:56
Subject: Codex Zombie Horde
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Hellacious Havoc
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I find it amusing you gave the horde the best heavy supports of other armies (lemun russes.. obliterators..).. including 1-3 mini-GUO's per slot (your creatures are pretty much weaker versions of great unclean ones that still retain the ability to be NEARLY unkillable)
like the theme. hate the way you've taken from other codices to enchance yours to nearly WAAC levels.
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![[Post New]](/s/i/i.gif) 2010/11/17 04:06:27
Subject: Codex Zombie Horde
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Nasty Nob on Warbike with Klaw
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Themed nicely
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![[Post New]](/s/i/i.gif) 2010/11/17 09:42:31
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Still too strong zombies...
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This message was edited 1 time. Last update was at 2010/11/17 09:42:40
Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
2500 1250
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![[Post New]](/s/i/i.gif) 2010/11/17 21:04:55
Subject: Codex Zombie Horde
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Dakka Veteran
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Necanor wrote:The zombies are too strong and too expensive:
WS BS S T W I A LD SV price
2 0 3 2 1 2 1 7 - 4 points
Automatically Appended Next Post:
And the Carrion Lord should be replaced with a Death Guard plague champion.
Necanor wrote:Still too strong zombies...
How strong zombies should be is based heavily on personal opinion and is reflected differently in many forms of media. I based my design on the LatD/Max Brooks type rather than the pathetically weak/unaware types depicted in many movies. Your zombies are far too weak to build a codex around and deviates from my, and many other’s, concept of zombies. Something that can get its arm torn off and its gut blown out by bolt rounds, and doesn’t bat an eye is not well represented by a toughness of 2.
bucketwalrus wrote:I find it amusing you gave the horde the best heavy supports of other armies (lemun russes.. obliterators..).. including 1-3 mini-GUO's per slot (your creatures are pretty much weaker versions of great unclean ones that still retain the ability to be NEARLY unkillable)
like the theme. hate the way you've taken from other codices to enchance yours to nearly WAAC levels.
Obliterators, tanks, and giant spawn were all units available to the LatD, thus they are units that are available to my army (I changed up the giant spawn a bit – see below). My codex is restricted to these options whereas the LatD had the ability to take defilers, havocs, anti-tank marine squads, and etc on top of them. This isn’t a WAAC list, if anything it is disadvantaged. This is coming from someone who played a zombie LatD army back when it was permitted. I went from winning 85% of my games to losing 85% of my games.
But you made an issue with the Charnel Beast so lets explore that. Giant spawn were monstrous creatures available to the LatD. They were 1-3 per heavy slot, had a 3+ armor save, and better stats than my Charnel Beast. They were priced at 60 points and I used them in my LatD zombie army. When comparing, my Charnel beast has reduced leadership and initiative and a fixed attack (spawn had D6 attacks). I impaired both its movement and application with the shambling and rage rules (removed stupidity) and then gave it feel no pain after changing its armor from 3+ to 4+. Despite that the most of my changes degraded the value of the giant spawn, I raised its point value from 60 to 100 points. My heavies are not over powered they are the same units that where available to LatD that I used when the codex was still permitted with the exception of the Charnel Beasts which are modified Giant Spawns with an inflated point value.
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![[Post New]](/s/i/i.gif) 2010/11/17 21:26:57
Subject: Re:Codex Zombie Horde
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Fixture of Dakka
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A local at my FLGS made up rules for a halloween zombie game. Everyone had a guardsman w/ lasgun and CCW.
D6 zombie units consisting of D6 zombies pop up. T3, S3, I2, Feel no pain. guardsman attacks and lasgun shots are rending. you must survive for 20 turns. This became a popular event at out LGS, and now we do it annually (and sometimes if there's nothing else to do. Only one group has managed it (the spread out near buildings, so the zombies mishapped).
The IG pick up weapons as they go (50 kills= jump pack, 10 kills= PW, ect.)
Very fun.
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DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. |
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![[Post New]](/s/i/i.gif) 2010/11/18 15:23:18
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Grunt13 wrote:Necanor wrote:The zombies are too strong and too expensive:
WS BS S T W I A LD SV price
2 0 3 2 1 2 1 7 - 4 points
Automatically Appended Next Post:
And the Carrion Lord should be replaced with a Death Guard plague champion.
Necanor wrote:Still too strong zombies...
How strong zombies should be is based heavily on personal opinion and is reflected differently in many forms of media. I based my design on the LatD/Max Brooks type rather than the pathetically weak/unaware types depicted in many movies. Your zombies are far too weak to build a codex around and deviates from my, and many other’s, concept of zombies. Something that can get its arm torn off and its gut blown out by bolt rounds, and doesn’t bat an eye is not well represented by a toughness of 2.
bucketwalrus wrote:I find it amusing you gave the horde the best heavy supports of other armies (lemun russes.. obliterators..).. including 1-3 mini-GUO's per slot (your creatures are pretty much weaker versions of great unclean ones that still retain the ability to be NEARLY unkillable)
like the theme. hate the way you've taken from other codices to enchance yours to nearly WAAC levels.
Obliterators, tanks, and giant spawn were all units available to the LatD, thus they are units that are available to my army (I changed up the giant spawn a bit – see below). My codex is restricted to these options whereas the LatD had the ability to take defilers, havocs, anti-tank marine squads, and etc on top of them. This isn’t a WAAC list, if anything it is disadvantaged. This is coming from someone who played a zombie LatD army back when it was permitted. I went from winning 85% of my games to losing 85% of my games.
But you made an issue with the Charnel Beast so lets explore that. Giant spawn were monstrous creatures available to the LatD. They were 1-3 per heavy slot, had a 3+ armor save, and better stats than my Charnel Beast. They were priced at 60 points and I used them in my LatD zombie army. When comparing, my Charnel beast has reduced leadership and initiative and a fixed attack (spawn had D6 attacks). I impaired both its movement and application with the shambling and rage rules (removed stupidity) and then gave it feel no pain after changing its armor from 3+ to 4+. Despite that the most of my changes degraded the value of the giant spawn, I raised its point value from 60 to 100 points. My heavies are not over powered they are the same units that where available to LatD that I used when the codex was still permitted with the exception of the Charnel Beasts which are modified Giant Spawns with an inflated point value.
That way you can have a couple hundred of them.
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Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/18 16:36:41
Subject: Codex Zombie Horde
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Dakka Veteran
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Necanor wrote:That way you can have a couple hundred of them.
The zombies you made are to weak for anything. Imperial guard and tau would be able to defeat them by gripping their guns as bats and charging into them. My zombies might be expensive at 9 points (same price and stats as GWS zombies), but without the ability to buy upgrade weapons and with their cheap characters you will be able to comfortably outnumber even imperial guard most of the time (I used 90 zombies in 1250 point games during the days of LatD). Your zombies just don’t work, not in fluff or game mechanics. It would basically be target and bayonet practice for the opponent, and fielding hundreds of them just makes them more unwieldy. Also, chaos cultist had better stats than your zombies and were priced at 2 points each. shrike wrote:A local at my FLGS made up rules for a halloween zombie game. Everyone had a guardsman w/ lasgun and CCW. D6 zombie units consisting of D6 zombies pop up. T3, S3, I2, Feel no pain. guardsman attacks and lasgun shots are rending. you must survive for 20 turns. This became a popular event at out LGS, and now we do it annually (and sometimes if there's nothing else to do. Only one group has managed it (the spread out near buildings, so the zombies mishapped). The IG pick up weapons as they go (50 kills= jump pack, 10 kills= PW, ect.) Very fun.
That game sounds awesome. I made my own zombie scenario a while ago that is somewhat similar (items were picked up as scattered counters): http://www.dakkadakka.com/wiki/en/Horror_Scenario:_Zombie_Assualt
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This message was edited 1 time. Last update was at 2010/11/18 16:38:16
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![[Post New]](/s/i/i.gif) 2010/11/18 18:10:34
Subject: Codex Zombie Horde
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Focused Dark Angels Land Raider Pilot
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mmm.... I think 9 points each are too much... you're right saying that lower stats are useless but i don't think you have to lower stats... maybe just WS 2 for basic zombies... why don't you add vulnerable to blast template? ( Flamethrower is an iconic zombiekilling weapon) In this way you could lower the point cost without rendering them useless. WS2 BS2 S3 T3 I 1/2 A 1 LD 7 feel no pain, shambling, vulnerable to blasts/templates looks fine to me for 7 points or perhaps less. and another thing... they're game-balanced, of course... but I simply can't understand the obliterators and the IG tanks... Why don't you invent something creepier to face tanks (something like suicidal running zombies packed with dynamite??)
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This message was edited 1 time. Last update was at 2010/11/18 18:16:35
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![[Post New]](/s/i/i.gif) 2010/11/18 18:53:30
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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I'd say 5 points each.
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Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/19 00:37:09
Subject: Re:Codex Zombie Horde
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Dakka Veteran
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I wrote these rules to be an off shoot of my zombie LatD so units I used in that army found their way into the codex, with the addition of some rules for flavor and make the army competitive. The obliterators virus, a mutating sickness that is not directly linked to any of the four chaos powers, turned the marines into the dimwitted walking guns. The obliterators are very close to being zombies themselves – so I toyed around with that by suggesting the viruses are linked somehow, with an odd kinship being displayed. I could have created a unit that performs like the obliterators, a large gun zombie creation somewhat like the Charnel beast, but it seem just simpler just to use obliterators rather then making a unit that is just like them. Plus it integrates the zombie horde more into the 40K background, which I like.
The zombie army in Soul Drinkers book that I mentioned previously used complex machines and even manned space vessels. The antagonist rogue pysker could preserve traces of identity in the zombies that where useful so they could man vehicles and fire weapons and basically fight same as they did when they were living, and in some cases he preserved their intelligence entirely for generals and other tactical thinkers. Most of the zombies in the book were of the mindless category, but there where many examples of “smart” zombies as specialist. In my army the vehicles are either crewed by such specialized zombies or by the ghoulies that helped themselves to the tanks. The vehicles are scavenged by the zombie horde in much the same way orks loot imperial tanks, they didn’t build them, they took them from those they killed. Also, I am fond of the imagery of zombie crewed vehicles.
On the price of the normal zombies, I agree that 9 points seems a bit expensive, but that was the price they were under the LatD codex so I decided not to change that for the time being. I might lower their cost or throw in Without Number or something like that, but I was hesitant to deviate from GWS prices – I would rather have a proposed army be underpowered than overpowered so not aggravate opponents.
Toughness 3 FnP is a normal person on PCP. They might not feel pain, but if you shoot them through the heart/lung or tear off a limb, or cause shock through trauma, then they die just like a normal person. If you shoot a Max Brook’s zombie through the heart or tear off a limb you just managed to draw its attention. That’s why I have them at 3(4) FnP. At base three toughness anything that reduces a human body to mush kills zombies equally as well. My zombies are more like feral animals than the mindless dead shown in some movies, that’s why they are WS 3. The problem here is that there are many different calibers of zombies displayed in the media – generally a weak dumb kind that are killed by the dozen by scrawny layabouts with house hold utensils; and a more able predator kind like the ones described in WWZ and the zombie survival guide – the kind that are actually able to contend with a military response. My zombies are the stronger type of undead not the stumbling, slow, you can run through a mob of them kind.
Zombies are already very vulnerable to blast and template weapons as a slow moving horde army. Flame based weapons generally kill by shock and suffocation – two things that zombies don’t really have to worry about. Concussion weapons might burst eardrums, collapse lungs, break bones, and inflict internal trauma, but that’s not that big of a deal to a zombie. The Zombie Survival Guide goes on in length about what weapons are effective against zombies and what aren’t – flame and concussion weapons get a big thumbs down on their ability to tackle the undead.
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![[Post New]](/s/i/i.gif) 2010/11/19 15:41:02
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Yes, but don't forget that a zombie is a corpse and that their muscles and flesh are rotten of, thus making them weaker than a normal person. And the LatD codex is way too old to be used. Automatically Appended Next Post: For an example do you think it's hard to tear of a limb that has no muscles or fat and only a few strips of flesh?
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This message was edited 1 time. Last update was at 2010/11/19 15:45:20
Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/19 15:57:56
Subject: Codex Zombie Horde
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Tunneling Trygon
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no.
but then a Space marine charging in would be ignoring its feel no pain save making the zombies Useless in combat against everything except Guardsmen, orks without charge and Gaunts....
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Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
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![[Post New]](/s/i/i.gif) 2010/11/19 19:52:38
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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True. It would be best to leave it with T 3.
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Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/19 22:39:51
Subject: Re:Codex Zombie Horde
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Xeno-Hating Inquisitorial Excruciator
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I like the idea of zombie scenarios very much. I think a good solution to the strength problem would be poisoned attacks(4+), I mean it's a plaque, isn't it? I think it would balance it out.
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This message was edited 1 time. Last update was at 2010/11/19 22:40:10
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![[Post New]](/s/i/i.gif) 2010/11/19 22:42:22
Subject: Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Poison zombies????
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Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/20 04:41:44
Subject: Re:Codex Zombie Horde
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Dakka Veteran
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Like I already stated before, there are many different incarnations of zombies – you are pushing a weak, slow type that are seen in many movies that I am attempting to distinguishing my zombies from. If some slacker like characters can kill a hundred zombies in a two hour movie with shovels and kitchenware then it is completely ridiculous to expect those same zombies to be able to contend with marines and tyranids. If the zombies can’t compete with the other armies then they don’t make sense as the chief unit in a codex or to be present in 40K in any capacity. In WWZ, the premier book on the zombie apocalypse, a zombie horde marched through the sustained fire by a futuristic military force and won, despite having 20 pounds of lead blast through their bodies and being bombarded by heavy explosives. Tearing the arm off a dead body is just as hard as tearing the arm off a live body (it’s improper to assume the zombie to be skeletonized), that’s why corpses are used for an assortment of tests centered around human injury. Tearing the arm off a space marine is probably just as hard as tearing the arm off a nurgle enhanced marine if anything the rotted flesh of the nurgle marine would make it easier – so why are they toughness 5 with feel no pain? By your logic they should be weaker than normal marines. And many will be in disagreement with you on the LatD being outdate, particular the number of Dakkites that spent their time and energy creating the Dakka LatD codex.
Poison is a nice thought, but I would rather take a different approach to balancing the zombies. Maybe if they were not the main unit in the army, but having an entire army with that many poison attacks seems to be too big of an alteration to the codex. I don’t think that my zombies should be able to tear down c’tan, wraithlords, and carnifexes that easily. I will try to balance them some other way.
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![[Post New]](/s/i/i.gif) 2010/11/20 05:13:39
Subject: Codex Zombie Horde
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Mutilatin' Mad Dok
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I read your codex and everything seems right, I approve! Good job. I am reading World War Z also, half way through it man I am loving it.
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"See a sword is a key cause when you stick it in people it unlocks their death" - Caboose
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![[Post New]](/s/i/i.gif) 2010/11/20 09:31:12
Subject: Re:Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Grunt13 wrote:Like I already stated before, there are many different incarnations of zombies – you are pushing a weak, slow type that are seen in many movies that I am attempting to distinguishing my zombies from. If some slacker like characters can kill a hundred zombies in a two hour movie with shovels and kitchenware then it is completely ridiculous to expect those same zombies to be able to contend with marines and tyranids. If the zombies can’t compete with the other armies then they don’t make sense as the chief unit in a codex or to be present in 40K in any capacity. In WWZ, the premier book on the zombie apocalypse, a zombie horde marched through the sustained fire by a futuristic military force and won, despite having 20 pounds of lead blast through their bodies and being bombarded by heavy explosives. Tearing the arm off a dead body is just as hard as tearing the arm off a live body (it’s improper to assume the zombie to be skeletonized), that’s why corpses are used for an assortment of tests centered around human injury. Tearing the arm off a space marine is probably just as hard as tearing the arm off a nurgle enhanced marine if anything the rotted flesh of the nurgle marine would make it easier – so why are they toughness 5 with feel no pain? By your logic they should be weaker than normal marines. And many will be in disagreement with you on the LatD being outdate, particular the number of Dakkites that spent their time and energy creating the Dakka LatD codex.
Poison is a nice thought, but I would rather take a different approach to balancing the zombies. Maybe if they were not the main unit in the army, but having an entire army with that many poison attacks seems to be too big of an alteration to the codex. I don’t think that my zombies should be able to tear down c’tan, wraithlords, and carnifexes that easily. I will try to balance them some other way.
Plaguemarines aren't corpses, they have the body of a Marine that is even stronger and more massive through Nurgle's powers. OK maybe your right about toughness 3(4) but you should lower their initiative to 2 or 1.
Automatically Appended Next Post:
And your Lord shouldn't have W 5.
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This message was edited 2 times. Last update was at 2010/11/20 09:32:58
Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
2500 1250
9000 1000
1500
5500
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![[Post New]](/s/i/i.gif) 2010/11/20 16:25:01
Subject: Re:Codex Zombie Horde
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Focused Dark Angels Land Raider Pilot
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Like I already stated before, there are many different incarnations of zombies – you are pushing a weak, slow type that are seen in many movies that I am attempting to distinguishing my zombies from. If some slacker like characters can kill a hundred zombies in a two hour movie with shovels and kitchenware then it is completely ridiculous to expect those same zombies to be able to contend with marines and tyranids. If the zombies can’t compete with the other armies then they don’t make sense as the chief unit in a codex or to be present in 40K in any capacity. In WWZ, the premier book on the zombie apocalypse, a zombie horde marched through the sustained fire by a futuristic military force and won, despite having 20 pounds of lead blast through their bodies and being bombarded by heavy explosives. Tearing the arm off a dead body is just as hard as tearing the arm off a live body (it’s improper to assume the zombie to be skeletonized), that’s why corpses are used for an assortment of tests centered around human injury. Tearing the arm off a space marine is probably just as hard as tearing the arm off a nurgle enhanced marine if anything the rotted flesh of the nurgle marine would make it easier – so why are they toughness 5 with feel no pain? By your logic they should be weaker than normal marines. And many will be in disagreement with you on the LatD being outdate, particular the number of Dakkites that spent their time and energy creating the Dakka LatD codex.
Poison is a nice thought, but I would rather take a different approach to balancing the zombies. Maybe if they were not the main unit in the army, but having an entire army with that many poison attacks seems to be too big of an alteration to the codex. I don’t think that my zombies should be able to tear down c’tan, wraithlords, and carnifexes that easily. I will try to balance them some other way.
Yes yes... all right... I was just suggesting some rule twist to let your zombies cheaper so you could field more of them... they should be a horde... and cheap hqs are fine, but orks and IG have cheap hqs too and I imagine a horde overwhelming in numbers also the IG... Anyway that's your codex... you're going to use it with you FGLG, so make them fun considering also armies you're used to play against.
The zombie scenario is a good idea... maybe the objective for the zombies is to totally destroy the enemy and the imperium (or whoever) have to kill the carrion lord ... and all zombie hordes have the "send in the next wave"
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![[Post New]](/s/i/i.gif) 2010/11/20 17:36:27
Subject: Re:Codex Zombie Horde
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Xeno-Hating Inquisitorial Excruciator
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Grunt13 wrote:Like I already stated before, there are many different incarnations of zombies – you are pushing a weak, slow type that are seen in many movies that I am attempting to distinguishing my zombies from. If some slacker like characters can kill a hundred zombies in a two hour movie with shovels and kitchenware then it is completely ridiculous to expect those same zombies to be able to contend with marines and tyranids. If the zombies can’t compete with the other armies then they don’t make sense as the chief unit in a codex or to be present in 40K in any capacity. In WWZ, the premier book on the zombie apocalypse, a zombie horde marched through the sustained fire by a futuristic military force and won, despite having 20 pounds of lead blast through their bodies and being bombarded by heavy explosives. Tearing the arm off a dead body is just as hard as tearing the arm off a live body (it’s improper to assume the zombie to be skeletonized), that’s why corpses are used for an assortment of tests centered around human injury. Tearing the arm off a space marine is probably just as hard as tearing the arm off a nurgle enhanced marine if anything the rotted flesh of the nurgle marine would make it easier – so why are they toughness 5 with feel no pain? By your logic they should be weaker than normal marines. And many will be in disagreement with you on the LatD being outdate, particular the number of Dakkites that spent their time and energy creating the Dakka LatD codex.
Poison is a nice thought, but I would rather take a different approach to balancing the zombies. Maybe if they were not the main unit in the army, but having an entire army with that many poison attacks seems to be too big of an alteration to the codex. I don’t think that my zombies should be able to tear down c’tan, wraithlords, and carnifexes that easily. I will try to balance them some other way.
I understand, though, I think it would represent a horde of zombies dragging said monstrous creature down. In the 4 ed Tyranid codex, IIRC, they talk about hordes of gaunts dragging down warhound Titans by climbing on them, and this is not represented in the game at all.
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This message was edited 1 time. Last update was at 2010/11/20 17:37:03
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![[Post New]](/s/i/i.gif) 2010/11/20 22:05:53
Subject: Re:Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Mustela wrote:Grunt13 wrote:Like I already stated before, there are many different incarnations of zombies – you are pushing a weak, slow type that are seen in many movies that I am attempting to distinguishing my zombies from. If some slacker like characters can kill a hundred zombies in a two hour movie with shovels and kitchenware then it is completely ridiculous to expect those same zombies to be able to contend with marines and tyranids. If the zombies can’t compete with the other armies then they don’t make sense as the chief unit in a codex or to be present in 40K in any capacity. In WWZ, the premier book on the zombie apocalypse, a zombie horde marched through the sustained fire by a futuristic military force and won, despite having 20 pounds of lead blast through their bodies and being bombarded by heavy explosives. Tearing the arm off a dead body is just as hard as tearing the arm off a live body (it’s improper to assume the zombie to be skeletonized), that’s why corpses are used for an assortment of tests centered around human injury. Tearing the arm off a space marine is probably just as hard as tearing the arm off a nurgle enhanced marine if anything the rotted flesh of the nurgle marine would make it easier – so why are they toughness 5 with feel no pain? By your logic they should be weaker than normal marines. And many will be in disagreement with you on the LatD being outdate, particular the number of Dakkites that spent their time and energy creating the Dakka LatD codex.
Poison is a nice thought, but I would rather take a different approach to balancing the zombies. Maybe if they were not the main unit in the army, but having an entire army with that many poison attacks seems to be too big of an alteration to the codex. I don’t think that my zombies should be able to tear down c’tan, wraithlords, and carnifexes that easily. I will try to balance them some other way.
I understand, though, I think it would represent a horde of zombies dragging said monstrous creature down. In the 4 ed Tyranid codex, IIRC, they talk about hordes of gaunts dragging down warhound Titans by climbing on them, and this is not represented in the game at all.
Don't talk about what's not represented in the game, the game doesn't match the fluff anyway.
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Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
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![[Post New]](/s/i/i.gif) 2010/11/20 23:48:12
Subject: Re:Codex Zombie Horde
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Dakka Veteran
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In the witch hunters book the rouge psyker under the adversaries section has 5 wounds. My carrion lord is based on this character, it also shows how the HQ is not a mortal creature, makes it unique in 40K, and represents the level of durability I think something like that should possess. I am not going to weaken my zombies, I gave numerous fluff and mechanical reasons both in this thread and the article justifying their stats, if they were changed they would no longer be the creatures described in the codex. When a dog acquires rabies does it become weaker, slower, and less reactive to the threats? No, nor do my zombies.
What was mentioned about the titian sounds a lot like my swarm rule extended into an apocalypse setting. Just thinking off the fly, a rule could be that the player of zombies or fearless tyranids can remove 2D6 models to inflict a glancing hit on a warmachine. It could easily be a strategic asset for certain armies.
I added to my codex. The carrion lord now has eternal warrior, demon hosts are now elites, and I gave my zombies the without number rule with the price of 9 points remaining - I think that works due to the shambling rule.
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![[Post New]](/s/i/i.gif) 2010/11/21 02:17:15
Subject: Re:Codex Zombie Horde
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Xeno-Hating Inquisitorial Excruciator
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@ Necanor
If we shouldn't talk about what's not represented in the game, then why are we trying to help Grunt make Codex: Zombie Horde? I think that you are incorrect, and we should try to have the most fun we can have, and if making up rules doesn't appeal to you, don't make up rules
Meanwhile, I will continue to try to improve the game for myself.
Automatically Appended Next Post: Grunt13 wrote:In the witch hunters book the rouge psyker under the adversaries section has 5 wounds. My carrion lord is based on this character, it also shows how the HQ is not a mortal creature, makes it unique in 40K, and represents the level of durability I think something like that should possess. I am not going to weaken my zombies, I gave numerous fluff and mechanical reasons both in this thread and the article justifying their stats, if they were changed they would no longer be the creatures described in the codex. When a dog acquires rabies does it become weaker, slower, and less reactive to the threats? No, nor do my zombies.
What was mentioned about the titian sounds a lot like my swarm rule extended into an apocalypse setting. Just thinking off the fly, a rule could be that the player of zombies or fearless tyranids can remove 2D6 models to inflict a glancing hit on a warmachine. It could easily be a strategic asset for certain armies.
I added to my codex. The carrion lord now has eternal warrior, demon hosts are now elites, and I gave my zombies the without number rule with the price of 9 points remaining - I think that works due to the shambling rule.
I like your idea for hordes vs. Vehicles!
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This message was edited 3 times. Last update was at 2010/11/21 02:22:37
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![[Post New]](/s/i/i.gif) 2010/11/21 11:55:52
Subject: Re:Codex Zombie Horde
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Legendary Dogfighter
Munich, Germany
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Grunt13 wrote:In the witch hunters book the rouge psyker under the adversaries section has 5 wounds. My carrion lord is based on this character, it also shows how the HQ is not a mortal creature, makes it unique in 40K, and represents the level of durability I think something like that should possess. I am not going to weaken my zombies, I gave numerous fluff and mechanical reasons both in this thread and the article justifying their stats, if they were changed they would no longer be the creatures described in the codex. When a dog acquires rabies does it become weaker, slower, and less reactive to the threats? No, nor do my zombies.
What was mentioned about the titian sounds a lot like my swarm rule extended into an apocalypse setting. Just thinking off the fly, a rule could be that the player of zombies or fearless tyranids can remove 2D6 models to inflict a glancing hit on a warmachine. It could easily be a strategic asset for certain armies.
I added to my codex. The carrion lord now has eternal warrior, demon hosts are now elites, and I gave my zombies the without number rule with the price of 9 points remaining - I think that works due to the shambling rule.
Come on, the witch hunter codex is 3 Edition.
Automatically Appended Next Post:
Mustela wrote:@ Necanor
If we shouldn't talk about what's not represented in the game, then why are we trying to help Grunt make Codex: Zombie Horde? I think that you are incorrect, and we should try to have the most fun we can have, and if making up rules doesn't appeal to you, don't make up rules
Meanwhile, I will continue to try to improve the game for myself.
Automatically Appended Next Post:
Grunt13 wrote:In the witch hunters book the rouge psyker under the adversaries section has 5 wounds. My carrion lord is based on this character, it also shows how the HQ is not a mortal creature, makes it unique in 40K, and represents the level of durability I think something like that should possess. I am not going to weaken my zombies, I gave numerous fluff and mechanical reasons both in this thread and the article justifying their stats, if they were changed they would no longer be the creatures described in the codex. When a dog acquires rabies does it become weaker, slower, and less reactive to the threats? No, nor do my zombies.
What was mentioned about the titian sounds a lot like my swarm rule extended into an apocalypse setting. Just thinking off the fly, a rule could be that the player of zombies or fearless tyranids can remove 2D6 models to inflict a glancing hit on a warmachine. It could easily be a strategic asset for certain armies.
I added to my codex. The carrion lord now has eternal warrior, demon hosts are now elites, and I gave my zombies the without number rule with the price of 9 points remaining - I think that works due to the shambling rule.
I like your idea for hordes vs. Vehicles!
I said the game doesn't match the fluff. If you want to improve the game to the fluff then make a new game Automatically Appended Next Post: Grunt13 wrote:In the witch hunters book the rouge psyker under the adversaries section has 5 wounds. My carrion lord is based on this character, it also shows how the HQ is not a mortal creature, makes it unique in 40K, and represents the level of durability I think something like that should possess. I am not going to weaken my zombies, I gave numerous fluff and mechanical reasons both in this thread and the article justifying their stats, if they were changed they would no longer be the creatures described in the codex. When a dog acquires rabies does it become weaker, slower, and less reactive to the threats? No, nor do my zombies.
What was mentioned about the titian sounds a lot like my swarm rule extended into an apocalypse setting. Just thinking off the fly, a rule could be that the player of zombies or fearless tyranids can remove 2D6 models to inflict a glancing hit on a warmachine. It could easily be a strategic asset for certain armies.
I added to my codex. The carrion lord now has eternal warrior, demon hosts are now elites, and I gave my zombies the without number rule with the price of 9 points remaining - I think that works due to the shambling rule.
The Initative is based on the plaguebearers. Also, since when are dogs with rabies undead bodies
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This message was edited 3 times. Last update was at 2010/11/21 12:00:02
Join the Imperial Guard. The pay's lousy, the battles fierce and you probably won't ever come back again. BUT you get a lasgun.
2500 1250
9000 1000
1500
5500
planned |
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![[Post New]](/s/i/i.gif) 2010/11/21 17:01:11
Subject: Re:Codex Zombie Horde
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Focused Dark Angels Land Raider Pilot
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I am not going to weaken my zombies, I gave numerous fluff and mechanical reasons both in this thread and the article justifying their stats, if they were changed they would no longer be the creatures described in the codex. When a dog acquires rabies does it become weaker, slower, and less reactive to the threats? No, nor do my zombies.
All right ...I think everybody here is trying to help and seems that almost everybody think 9 points each are too much expensive zombies, cause they could be easyly outnumbered by certain armies.
You're right saying that using other official army lists as a base can make them more balanced but consider that LatD and WH are old codices, very difficult to use as a valid base in the 5th edition...
I made 2 example lists and i noticed that if you want to have a "horde" comparable to a infantry IG list or a Green tide ork list you will lack decent counter-tank capability beside the obliged 3 obliterator unit....
Maybe that's your intention but what comes out with these 9 points each zombies is simply a close combat IG, with leman russes, basilisks, sentinels... and all other stuff that can be fine in a zombie horde only if limited....
Oh... another thing.... almost every fandex have a OP independent character.... this one makes no exception with basically a WS 5 S6 T4 W5 A4 rending eternal warrior 4++ save IC with ridicolously dangerous psychic powers... and all for the same cost of a basic SM captain or librarian, or chaos lord , eldar autarch etc...
Beside the fact that such a melee monster seems inappropriate for a kind of necromancer... fine the using of rebel psyker stats but I would like to remember you that these stats were:
WS2 BS 2 S 2 T3 W5 I3 A1 D9 Save -
and that such a character to have all the 3 powers used to cost 80 points....
And I simply don't get the fluff reason for making such a character able to kick Grimnar's ass in CC.....
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