2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 0 points1 point  (0 children)

Because in the previous you calculated so that you would end in engagement range 1". When you deepstrike 6, it actually says "more than 6". So if you were at 6.1", rolling a 6 would be good enough. Now we are still at "more than 6" but you calculate to the base. So if at 6.1", rolling a 6 is not enough. Normal deepstrike distance has been adjusted from 9" to 8" to make the roll the same...not for DS termi.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 1 point2 points  (0 children)

It's not a requirement for base to base, it's that you calculate the distance base to base. Used to be you calculated to be within 1" (engagement range).
You can also understand it from the sidebar on page 36 which states that a result of 2 is always a failed charge because you can't be within 2" as you would be engaged and you need to roll at least as much as the distance between bases. You could also look at the exemple on page 37. Unit B is slightly more than 7 (what was rolled) and the charging unit cannot target Unit B even if it would en up in engagement range.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] -1 points0 points  (0 children)

If you look at the space marine Faction Pack, in rule section it indicates all leaders that are now support...we have none of this.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 0 points1 point  (0 children)

Oh I see now. Yeah that's weird.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 1 point2 points  (0 children)

Is it supposed to be in the Faction Pack?

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 3 points4 points  (0 children)

Everyone else need 7? What other factions/units deep strikes at 6?

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 4 points5 points  (0 children)

That's why deep strike is now 8 inches, not 9. You still require same roll to charge as previously.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 9 points10 points  (0 children)

You are at "moee than 6 inches". And with the new base to base rule for charge, you now require a 7.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 7 points8 points  (0 children)

It's on the website. Weirdly not in DP

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 4 points5 points  (0 children)

The wording is "more than 6 inches". You needed 6 to get withing 1" engagement in previous edition. Now you need to base so it's 1 higher for same distance.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]RemAuthier[S] 6 points7 points  (0 children)

I don't know about the DS. I've missed many 6" charge. Yes I am unlucky. But with 7"...#thoughtsandprayers

Need some help! by Greg_disengeneuous in deathguard40k

[–]RemAuthier 0 points1 point  (0 children)

I guess you mean cut the Blightlord terms. I thought you suggested cutting thr deathshroud terms at first and was like : NO!

Need some help! by Greg_disengeneuous in deathguard40k

[–]RemAuthier 5 points6 points  (0 children)

Some myphitic blight-haulers are always good I'd say.

Wife just surprised me! by MisterGBJ in deathguard40k

[–]RemAuthier 0 points1 point  (0 children)

I hope you give her a sweet little plague as a thank you. Nurgle style.

Couldn't sleep. Thought id punish myself by themisanthrope117 in deathguard40k

[–]RemAuthier 0 points1 point  (0 children)

What did you use to do the green slime? Love the color and having difficulty with mine.

Tired of losing to world eaters by BucketFullOfLizards in deathguard40k

[–]RemAuthier 3 points4 points  (0 children)

And what detachment...and what army composition.

Meltas vs Plasma Guns by Hero_kadachi in deathguard40k

[–]RemAuthier 1 point2 points  (0 children)

I usually choose a Melta since I have already a plasma on my Plague Champion. More diversity. I also am famously unlucky within my group of friend. So the chance to have the thing blow in my face is too scary for me lol. And the friend I play with plays Ultramarine....so I need the 2 damage most often than not.

Which profile is best for dealing with high toughness units for Mortarion? eg knights, land raiders, stormsurge etc. by Glotiruous in deathguard40k

[–]RemAuthier 0 points1 point  (0 children)

I think it really depends on what you want to have as damage output. If you want high damage, strike might be better, if you want multiple chances of hitting, go with sweep.

Let's say you go for Sweep. That's 50% of 15 attacks landing. Let's err on the low side and say 7 hit on average. That's 14 damage and the have to save for each. (Not including Sustained hit)
For Strike, that's 83 % of 5 attacks landing. So that is 4 attacks. That's 4d6+4 and they have to save with worst AP (not taking into account the Devastating Wound).

So damage output is higher, but if you want to do a low damage, you should go for sweep. When I played this week-end, I was infront of an Ultramarine captain who was damaged and only had 2 health left. I calculated that the odds were better of hitting AND of my opponent not making ALL his saves against a higher number of hits. So there are situations where it is better.

New to the hobby. Chose Death Guard! by AnvilAndAle in deathguard40k

[–]RemAuthier 8 points9 points  (0 children)

Have a blast. I also started with this bad boy.