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Made in us
Virulent Space Marine dedicated to Nurgle




Its a bit dire, rules wise. The scope here is just the army rule, the detachment rule is caught up with stratagems and will not be easily resolved.

The goal is to improve Death Guard without straying from the "Simplified, Not Simple" philosophy while using existing rules and older rules as templates.

The initial pitch: Nurgle's Gift becomes Nurgle's Three-Fold Blessing.

1) Contagions remain but change from -1 Toughness to 5+ critical hits against enemies in contagion range (This is taken from the Nurgle CSM mark, granted to melee, but given the added limitation of needing to be within contagion range).

2) While in contagion range enemies cannot reroll hits, wounds, or damage (was tempted to pitch the Knight 6+++ but this is simpler and is the old Mortarion's Anvil rule).

3) While in contagion range, Death Guard infantry ignore movement, advance, and charge penalties (the old Remorseless rule, will always be on unless someone turns off an aura, simple to remember).

And that's it. More lethal up close, slightly more resilient up close, doesn't suffer penalties to moving up close, and is incentivized to buff/manipulate the army rule range.

This message was edited 1 time. Last update was at 2023/07/28 15:16:02


 
   
Made in dk
Loyal Necron Lychguard






PoorGravitasHandling wrote:
Its a bit dire, rules wise. The scope here is just the army rule, the detachment rule is caught up with stratagems and will not be easily resolved.

The goal is to improve Death Guard without straying from the "Simplified, Not Simple" philosophy while using existing rules and older rules as templates.

The initial pitch: Nurgle's Gift becomes Nurgle's Three-Fold Blessing.

1) Contagions remain but change from -1 Toughness to 5+ critical hits against enemies in contagion range (This is taken from the Nurgle CSM mark, granted to melee, but given the added limitation of needing to be within contagion range).

2) While in contagion range enemies cannot reroll hits, wounds, or damage (was tempted to pitch the Knight 6+++ but this is simpler and is the old Mortarion's Anvil rule).

3) While in contagion range, Death Guard infantry ignore movement, advance, and charge penalties (the old Remorseless rule, will always be on unless someone turns off an aura, simple to remember).

And that's it. More lethal up close, slightly more resilient up close, doesn't suffer penalties to moving up close, and is incentivized to buff/manipulate the army rule range.

Have you checked out the Age of Sigmar Nurgle rules? If you have an idea for how you'd like the Nurgle Detachment to work I can try to brew something up.
   
Made in us
Fixture of Dakka





1. I don't know DG well, but this would be really potent in armies with weapons that have devastating wounds or similar. Do DG not have any weapons this would be too good on?

2. Can we make it less situational? Debuffing units that reroll wounds but not units with +1 t wound feels weird.

3. Seems fluffy, but do you really want to encourage people to optimize offense instead of movement gimmicks? Put another way, do you want your eldar opponent to swap out their shadow spinners and night spinners for d-cannons and fire prisms?


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






Most DG weapons have lethal hits, so their unmodded hit rolls of 5+ would auto-wound instead of their unmodded hit rolls of 6. Critical hits don't affect devastating wounds.

No matter what rule or stat you change it won't affect everything equally. What would be best is having it not be gamey, like if this part of threefold blessings is meant to represent enemy weapons rusting and sharp weapons were represented by having re-roll wounds that'd be ideal and if sharp weapons were represented with +1 to wound you'd want to negate that and not re-rolls, 40k does not have a design language like this though so I don't think it's possible. You could just include +1 to wound, but then you have mortal wounds, lethal hits and just regular high S weapons that wound Death Guard on 3+.
   
Made in us
Longtime Dakkanaut




Merge them back in with the main CSM codex so they can use all the toys they should have access to using to begin with would be a start.
   
Made in fr
Locked in the Tower of Amareo





 Wyldhunt wrote:
1. I don't know DG well, but this would be really potent in armies with weapons that have devastating wounds or similar. Do DG not have any weapons this would be too good on?


This would actually make devastating wound less effective as every time it procs you don"t get chance to proc devastating wounds.

Its 1 problem tson sorcerer has. Lethal hits when you want proc devastating wounds.

2024 painted/bought: 109/109 
   
 
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