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2020/12/06 11:41:50
Subject: Codex:Death Guard 'Early Next Year' (Dec 4th: Release Delayed, Mortarion full spoiler)
AngryAngel80 wrote: If I was afraid of GW to let me down I'd play nothing but loyalist marines. As is I just wish they wouldn't do that, it feels lame to right out the gate need or want two books just to get the most bang for your plague covered buck.
There is this old MadTV segment which always reminds me of the secret to enjoying GW's products:
Spoiler:
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2020/12/06 23:20:12
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
I remember that show and yes I agree but if you post with your low expectations you get flakk for hating, then you try and say " Hey, maybe they won't do that ? " and then you're too optimistic.
I feel GW will do what I don't want them to do, but I also still hope they won't. It's a fine line and if they let me down ? Well it's still that same old GW at the end of the day.
2020/12/07 07:14:37
Subject: Re:Codex:Death Guard 'Early Next Year' (Dec 4th: Release Delayed, Mortarion full spoiler)
Midnightdeathblade wrote: Did GW really just delete Blood Angels Tactical squads and the start collecting Blood Angels set as a codex for them came out? If so, what an absolutely idiotic company.
Start collecting was predictable. Gw did say combat patrols are REPLACEMENTS for sc's after all.
That seems like a poor choice on Geedubs part. I can't imagine that making it easier for new players to get into this hobby. I got in on a Start Collecting box, there's no way I would have started this hobby with a $140 item. I know there's the Necron vs Primaris sets, but if a newbie wants a starting point for CSM for example, the cost would be pretty discouraging.
"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
AngryAngel80 wrote: If I was afraid of GW to let me down I'd play nothing but loyalist marines. As is I just wish they wouldn't do that, it feels lame to right out the gate need or want two books just to get the most bang for your plague covered buck.
There is this old MadTV segment which always reminds me of the secret to enjoying GW's products:
Spoiler:
the anthem would be " curb you enthusiasm"?
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2020/12/07 08:55:28
Subject: Re:Codex:Death Guard 'Early Next Year' (Dec 4th: Release Delayed, Mortarion full spoiler)
Midnightdeathblade wrote: Did GW really just delete Blood Angels Tactical squads and the start collecting Blood Angels set as a codex for them came out? If so, what an absolutely idiotic company.
Start collecting was predictable. Gw did say combat patrols are REPLACEMENTS for sc's after all.
That seems like a poor choice on Geedubs part. I can't imagine that making it easier for new players to get into this hobby. I got in on a Start Collecting box, there's no way I would have started this hobby with a $140 item. I know there's the Necron vs Primaris sets, but if a newbie wants a starting point for CSM for example, the cost would be pretty discouraging.
I'm sure there is a thread about this that is not the news thread about Death Guard.
AngryAngel80 wrote: If I was afraid of GW to let me down I'd play nothing but loyalist marines. As is I just wish they wouldn't do that, it feels lame to right out the gate need or want two books just to get the most bang for your plague covered buck.
There is this old MadTV segment which always reminds me of the secret to enjoying GW's products:
Spoiler:
the anthem would be " curb you enthusiasm"?
Oh,but I'm totally enthusiastic about this release
I'm just not expecting MtG levels of rules writing or e-sports levels of balancing, because I'm also not expecting someone who has just gotten their licence to be awesome drivers. I still expect them to not drive into a wall, or in other words, create another clusterfeth like 7th edition's ork codex and the supplement that shall not be named which rendered my entire army unplayable and caused me to quit the game.
This message was edited 2 times. Last update was at 2020/12/07 09:03:43
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2020/12/07 09:22:45
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
Considering we are talking about a company that misses whole sections of rules, can't even work with their own keyword system, a system so fething easy if one has a bit of brainpower remaining i don't know...
also i meant this:
This message was edited 1 time. Last update was at 2020/12/07 09:23:12
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2020/12/07 17:07:58
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
Designer's Note: Hardened Veterans can be represented by any Imperial Guard models, but we've really included them to allow players to practise their skills at making a really unique and individual unit. Because of this we won't be making models to represent many of the options allowed to a Veteran squad - it's up to you to convert the models. (Imperial Guard, 3rd Edition)
2020/12/07 17:13:51
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
I do like the ability to ignore movement modifiers, meaning that while we are slower in general, we can move unhampered through craters, woods and other difficult grounds. This is nice on a proper table that offers plenty of varying terrain, especially in narrative games where you can enjoy properly bombed-out environments..
Definitely helps our standard bolter dudes, and given that we don't have any infantry with heavy weapons (except the one blightlord option I think) I think that's an improvment.
Vehicles firing in combat without penalty seem nice, especially since they all just went to 3+, but given most things will have plague spewers or blast it really benefits defilers.
Ignoring movement, advance, and charge modifiers is nice, particularly against TFC and admech bombers, and since it says 'can' ignore, you can still benefit from any positive modifiers.
Also good to see that we still have Malicious Volleys, gives me hope that we still keep Hateful Assault
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
2020/12/07 17:16:34
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
Sherrypie wrote: I do like the ability to ignore movement modifiers, meaning that while we are slower in general, we can move unhampered through craters, woods and other difficult grounds. This is nice on a proper table that offers plenty of varying terrain, especially in narrative games where you can enjoy properly bombed-out environments..
Yes, and Tanglefoot Grenades.
WH40K Death Guard 5100 pts.
Daemons 3000 pts.
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2020/12/07 17:22:55
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
I like it a lot. Though it does somewhat push the balance back to plasma from blight launchers, as DG no longer ignore the penalty for firing Assault weapons after advancing.
This message was edited 1 time. Last update was at 2020/12/07 17:23:16
2020/12/07 17:33:13
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
Atlatl Jones wrote: I like it a lot. Though it does somewhat push the balance back to plasma from blight launchers, as DG no longer ignore the penalty for firing Assault weapons after advancing.
Eh. That's pretty corner-case, especially when you consider that plasma won't be firing at all after advancing.
The big problem with plasma on DG is that the low-power setting just isn't enough anymore, and 1s on the overcharged setting just evaporates an expensive model while ignoring its otherwise great defensive buffs. It's one thing to self-immolate guardsmen, its another to set 30+ point models on fire. The guardsmen are doomed anyway, but the DG could otherwise hold for a while.
Efficiency is the highest virtue.
2020/12/07 17:38:27
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
It's lore-friendly, it's good and there is something for every unit type (infantry and vehicle).
Bonus point for it because GW thought of positive modifiers for Movement, Advance and Charge rolls. You are not forced to ignore all modifiers, thus, you can still benefit from the positive ones.
I like it. Quite a lot.
2020/12/07 17:42:37
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 5th: Plague Marine Datasheet)
Plasma also lost its 18" rapid fire, so I think blight launchers will remain the best choice.
This message was edited 1 time. Last update was at 2020/12/07 17:43:09
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2020/12/07 17:46:26
Subject: Re:Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
They're just the ones that were in dark vengeance. GW love using them in promotional photos but still haven't released the rest. The heavy weapons guy looks like he's been slightly converted tho which is odd.
Probably means they are removing the heavy options because they are clearly OP and cultists need a nerf...
This message was edited 1 time. Last update was at 2020/12/07 17:53:11
Abaddon303 wrote: They're just the ones that were in dark vengeance. GW love using them in promotional photos but still haven't released the rest. The heavy weapons guy looks like he's been slightly converted tho which is odd.
Probably means they are removing the heavy options because they are clearly OP and cultists need a nerf...
Thanks. I recognized the Cawdor and Orlock guys, but didn't recognize the others. Didn't see them on the site...but judging by the sculpt I didn't think they would be new.
Selfcontrol wrote: It's lore-friendly, it's good and there is something for every unit type (infantry and vehicle).
Bonus point for it because GW thought of positive modifiers for Movement, Advance and Charge rolls. You are not forced to ignore all modifiers, thus, you can still benefit from the positive ones.
I like it. Quite a lot.
My only immediate question is a rules one: 'can ignore any or all modifiers' should let cherry picking happen, yes? If you've got a -2, a -3 and a +1 to a move, you can ignore the penalties and still take the bonus, rather than being forced to ignore them all.
There are just times when I second guess GW rules for wording and intent, even if it feels like it should be obvious.
Partly because they feel the need to write redundant redundancies like a 'Rapid fire bolt weapon is a bolt weapon that Rapid Fires.'
This message was edited 3 times. Last update was at 2020/12/07 17:59:12
Efficiency is the highest virtue.
2020/12/07 17:57:44
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
This is a nail in the coffin to plasma on Death Guard infantry which is how a lot of people including me modeled a lot of plague marines and blightlord terminators. Sucks in a major way.
That said, overall this is a powerful boost to the army. Bolters will benefit a huge amount. You can now move 5" in the first turn and rapid fire 24" into units a couple inches into your opponent's deployment zone. Once you're sitting on an objective in midfield, you have pretty comfortable reach into your opponent's backfield with bolter weapons.
Likewise, ignoring movement, advance, and charge modifiers on infantry is very powerful. Psychic powers and strats to cut movement or charges are some of the strongest things in the game and were extra punishing against slow units like Death Guard. This is a thematic rule that gives DG something very useful in game terms that is unique compared to other power armor armies.
Selfcontrol wrote: It's lore-friendly, it's good and there is something for every unit type (infantry and vehicle).
Bonus point for it because GW thought of positive modifiers for Movement, Advance and Charge rolls. You are not forced to ignore all modifiers, thus, you can still benefit from the positive ones.
I like it. Quite a lot.
My only immediate question is a rules one: 'can ignore any or all modifiers' should let cherry picking happen, yes? If you've got a -2, a -3 and a +1 to a move, you can ignore the penalties and still take the bonus, rather than being forced to ignore them all.
I'd say yes. Keyword there is "Any". So if you have -2, -3, and +1, you can ignore all of them (no modifiers) or any of them (the -2 and -3, in all probability).
Clocks for the clockmaker! Cogs for the cog throne!
2020/12/07 18:11:12
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
Alright, who stomped the writers or their manager with perma-advance blight launcher spam squads and plasma squads?
It’s a seriously undeserved nerf in both respects and while maybe further rules this week give the 18” plasma rapid fire and no-penalty advance and assault weapon bits I’m not confident.
2020/12/07 18:14:01
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
Abaddon303 wrote: They're just the ones that were in dark vengeance. GW love using them in promotional photos but still haven't released the rest. The heavy weapons guy looks like he's been slightly converted tho which is odd.
Probably means they are removing the heavy options because they are clearly OP and cultists need a nerf...
Thanks. I recognized the Cawdor and Orlock guys, but didn't recognize the others. Didn't see them on the site...but judging by the sculpt I didn't think they would be new.
Converted cultist dude is actually in the current Codex, hiding in the background on pg.63.
2020/12/07 18:22:00
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
Yes the advance and shoot at full BS and rapid fire 18" plasma is gone.
But the consistent movement and constant 24" rapid fire on infantry makes up for it.
And frankly it suits the theme better. Running and firing was nice, but really it wasn't their style. This consistent bolter march feels much more like I imagine they would look on the battlefield
2020/12/07 18:34:50
Subject: Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
PoorGravitasHandling wrote: To make up for the 16% fewer shots made by Blight Launchers against MEQs, you would need a lot of bolters.
If you are constantly advancing your PMs with BLs then you are playing your DG very different from me.
I rarely have to advance in 9th ed compared to 8th with my PM squads
I'm not saying there may not be a slight reduction in damage in a vacuum for people who do use advancing a lot, but I have rarely relied on my PM squads to do range damage beyond plinking off a few wounds.
Consistent movement for me is much more important.
Also, if cataphactii armour still exists this means no more 1/2 advancing!
This message was edited 1 time. Last update was at 2020/12/07 18:54:02
2020/12/07 19:03:25
Subject: Re:Codex:Death Guard Delayed to 'Early Next Year' (Dec 7th: Inexorable Advance)
Inexorable advance is basicly the UM super doctrine as a chapter tactic. and UMs are one of the stronger marine factions right now aren't they? this I suspect is going to make deathguard pretty strong
Opinions are not facts please don't confuse the two