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![[Post New]](/s/i/i.gif) 2010/09/16 05:57:43
Subject: so what makes Death Korp different from normal guard?
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Happy Imperial Citizen
Bemidji, Minnesota
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I'm humoring the idea of picking up the guard, but I don't plan on using the forge-world models since i've seen really impressive stuff done with cadians and Pig-iron stuff.
So what am I sacrificing from a normal guard force by using the krieg rules, and what do I gain. I always want to do a nice gunline army supported by big guns so I don't think it would be hard for me to make a list that could work with either list.
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Never, ever suggest to me to take a Daemon prince with the lash, and obliterators to me when I ask for advice about my chaos army. |
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![[Post New]](/s/i/i.gif) 2010/09/16 06:07:29
Subject: so what makes Death Korp different from normal guard?
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Sinewy Scourge
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Look up the army list rules on the FW website.
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2010/09/16 10:22:15
Subject: so what makes Death Korp different from normal guard?
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Devestating Grey Knight Dreadknight
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I am under the impression there are no free rules given out for them? If there are, link please.
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![[Post New]](/s/i/i.gif) 2010/09/16 10:46:15
Subject: so what makes Death Korp different from normal guard?
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Pyromaniac Hellhound Pilot
Australia
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Erm...there are definity rules for them on thier website, I got them a few weeks ago in a nice PDF file!
Sorry though, I'm too much of a noob to put in a link!
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4th company
The Screaming Beagles of Helicia V
Hive Fleet Jumanji
I'll die before I surrender Tim! |
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![[Post New]](/s/i/i.gif) 2010/09/16 13:11:04
Subject: so what makes Death Korp different from normal guard?
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Happy Imperial Citizen
Bemidji, Minnesota
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http://www.forgeworld.co.uk/Downloads/Product/PDF/k/kreig.pdf
it's available on the forgeworld site, so I don't think there should be any issues about posting it here.
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Never, ever suggest to me to take a Daemon prince with the lash, and obliterators to me when I ask for advice about my chaos army. |
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![[Post New]](/s/i/i.gif) 2010/09/16 13:47:52
Subject: so what makes Death Korp different from normal guard?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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They're to scale with Marine models?
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![[Post New]](/s/i/i.gif) 2010/09/16 14:11:42
Subject: so what makes Death Korp different from normal guard?
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Hanging Out with Russ until Wolftime
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I have to admit, I rather like the DKoK rules.
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Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
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Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!) |
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![[Post New]](/s/i/i.gif) 2010/09/17 16:42:07
Subject: so what makes Death Korp different from normal guard?
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Happy Imperial Citizen
Bemidji, Minnesota
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Ok, so you basically get immobile versions of most common artillery like griffin mortars(heavy mortars), and medusa's and basilisks. they are a little cheaper though.
Basic squads get +1 weapon skill and stubborn, but lose heavy weapons in your average platoons.
You still get access to staples like hellhounds, and leman russ's.
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Never, ever suggest to me to take a Daemon prince with the lash, and obliterators to me when I ask for advice about my chaos army. |
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![[Post New]](/s/i/i.gif) 2010/09/17 17:12:21
Subject: so what makes Death Korp different from normal guard?
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Sinister Chaos Marine
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This requires some correction.
Darwin_green wrote:Ok, so you basically get immobile versions of most common artillery like griffin mortars(heavy mortars), and medusa's and basilisks. they are a little cheaper though.
Normal guard armies can take these, too, as far as I know. They're all in the IA books. Same goes for breaching drills - I have three and don't play DKoK.
You still get access to staples like hellhounds, and leman russ's.
But no chimeras, which is a rather painful loss.
You also get access to engineers, which, depending on your view, might be a bit better or worse than veterans.
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This message was edited 1 time. Last update was at 2010/09/17 17:12:40
Iron Warriors - 4000 points (non-inflated, full FOC)
Black Crusade - 1500 points (non-inflated, led by Abaddon)
Jenen Ironclads (traitor IG/ABG) - 4000 points (non-inflated) |
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![[Post New]](/s/i/i.gif) 2010/09/17 17:26:08
Subject: so what makes Death Korp different from normal guard?
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Drop Trooper with Demo Charge
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Wait a second, no chimeras? Am I missing something? Grr.... gonna have to re-read that list.
EDIT: Holy crap, I was reading Centaur as Chimera. Well this is going to change my army build plans.... lol
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This message was edited 1 time. Last update was at 2010/09/17 17:32:27
Paperhammer40K FTW!
Khornholio wrote:I sometimes think Jesus manifests in gaming stores as a weirdo to test other people's patience.
John Lambshead said...
Never read 40K forums. They are populated by trolls. |
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![[Post New]](/s/i/i.gif) 2010/09/17 18:19:14
Subject: so what makes Death Korp different from normal guard?
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Sinister Chaos Marine
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Yes, who would have thought that FW would release a list that required buying masses of models from them?
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Iron Warriors - 4000 points (non-inflated, full FOC)
Black Crusade - 1500 points (non-inflated, led by Abaddon)
Jenen Ironclads (traitor IG/ABG) - 4000 points (non-inflated) |
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