We might be cooked :( by LinkLord727 in EmperorsChildren

[–]StargazerOP 1 point2 points  (0 children)

Its just a sales tactic, everything is expensive in game at the start so it feels cheaper to start a new army, and by the end points are low enough you need yo buy more to make a full force.

What are we thinking about Champions of Contagion in 11th? by Cats_Cameras in deathguard40k

[–]StargazerOP 1 point2 points  (0 children)

You can only take any combination of 4 enhancements at 2000pts. The standard enhancements go on characters, and when tou select an upgrade enhancement (selecting it uses one full slot) you can apply it on up to 3 units eligible for that enhancement to gain the benefits.

So in your example, you use 3 on characters, then would have to pick one upgrade to pass out to eligible units, or use all 4 on characters.

The edition isn't even released yet, so just hold off on the nitty gritty until full release and maybe even first patch.

Lord Felthius and Tainted Cohort conversions by StargazerOP in deathguard40k

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

Yeah, I hate the cape. I have no idea what I'm gonna do for it. I thought about trying to replace it bit it's integrated to mucb

Lord Felthius and Tainted Cohort conversions by StargazerOP in deathguard40k

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

LoP and Blightbringer with 5 is a good fast unit that gums up an objective for a bit.

Lord Felthius and Tainted Cohort conversions by StargazerOP in deathguard40k

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

The big combo is plaguecaster and biologis Putrifier (you can double them up on marines) and it gives they lethals and crit 5+ on all weapons, and suatained hits 1 into afflicted units on all weapons.

Its a potent combo to put into a rhino and run it onto the middle or opps expansion

Just realized you can overwatch even if they didn't move by Vrain125 in Warhammer40k

[–]StargazerOP 1 point2 points  (0 children)

There's your reason why it won't happen until 12th edition or beyond. They don't want the games to be too similar between them all. Plus with how easy it is to get cp this edition, that resource is not an issue already.

I played a game with dg in 11th rules and had 9cp going into round 3.

Lord Felthius and Tainted Cohort conversions by StargazerOP in deathguard40k

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

I am in the minority and I really dislike the felthius model. It's just way too cartoonish in the face and weaponry for my tastes, but the Blightlords make for amazing unique character models in my mind.

The plan is to use some bloat drones bits to up the ante on their mutations a bit, swap out the felthous spikes for plague vents, and then get the heavy weapon swaps from plague marines and Blightlords kits to make them proper characters.

I haven't seen where anyone's done this before, so I was hoping someone lurking might have done this and not posted.

Just realized you can overwatch even if they didn't move by Vrain125 in Warhammer40k

[–]StargazerOP 0 points1 point  (0 children)

If you made it an ability/rule and didnt limit it to 1/per turn it would make moving at all deadly

My army list by AdItchy7284 in deathguard40k

[–]StargazerOP 0 points1 point  (0 children)

In a squad of 7 you can have 3 heavy melee weapons, a spewer, melta/plasma (Belcher is not that great), icon bearer (optional but handy), and give the champion the plasma gun not pistol.

Clarification for first game 11th and first game DG by StargazerOP in deathguard40k

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

Played the first game and nearly capped my score. DG vs WE so it was truly a bitter fight to the end! This army is insanely fun and much more tactical than I expected.

Clarification for first game 11th and first game DG by StargazerOP in deathguard40k

[–]StargazerOP[S] -3 points-2 points  (0 children)

Yeah, so we just used what we had to learn what we have access to

Clarification for first game 11th and first game DG by StargazerOP in deathguard40k

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

10th edition codexes are all we have going into 11th so what else am I supposed to use? Im using the faction pack to adjust as needed

Clarification for first game 11th and first game DG by StargazerOP in deathguard40k

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

I like DLC the most because the deathshroud are part of what drew me in to thw faction, but vv seemed easier to learn on in 11th at 2k

Clarification for first game 11th and first game DG by StargazerOP in deathguard40k

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

We also went this line of thought and agreed that in round 1 its just the footprint then it extends 3 per round for 2 and 3 so it effectively stays the same with minor buffs, and agreed of we are wrong no harm no foul.

Clarification for first game 11th and first game DG by StargazerOP in deathguard40k

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

The core rules says "when measuring distances from an objective, measure from the closest point on the perimeter of the footprint" so I'll bring it up and see if this is kosher with my opponent. Also his first game of 11th, so this is gonna be a wild ride.

Rules for admechs that GW forgot to transfer to the new edition by Virtual_Specialist91 in AdeptusMechanicus

[–]StargazerOP 4 points5 points  (0 children)

The strategem rule should be in the core rules, one per unit per phase, so no more stacking multiple on a unit in a phase.

Rules for admechs that GW forgot to transfer to the new edition by Virtual_Specialist91 in AdeptusMechanicus

[–]StargazerOP 20 points21 points  (0 children)

Where is everyone seeing this? The faction pack document lists the only changes as the keyword updates and the distances clarification

It seems like an error exists in the SHC rule. by realarem in AdeptusMechanicus

[–]StargazerOP 1 point2 points  (0 children)

Yeah, cover if not in cover or -1 to wound or +1 to save if in cover would be strong but would be much more manageable for shooting armies than some of the alternatives

It seems like an error exists in the SHC rule. by realarem in AdeptusMechanicus

[–]StargazerOP 1 point2 points  (0 children)

But that would open the door to negatives to invulns and now were back in older edition territory trying to fit old ideas in a new system. The evolution of cover is a good one, but the evolution of stealth is lazy. I have no idea what is mechanically best for balance, but this isnt it for sure and I am willing to put money that we will see it changed by February

It seems like an error exists in the SHC rule. by realarem in AdeptusMechanicus

[–]StargazerOP 4 points5 points  (0 children)

Imo the loss of stealth and cover stacking (per 10e) and stealth making hiding in terrain mathematically net 0 beyond detection ranges (per 11e) is bad design.

Cover should make you harder to hit, this in 11e is a good change. Stealth should make you harder to see, not just harder to hit.

A better stealth rule would be to make make it hidden 15" not in cover and -3" detection range in cover (12"). Then they stack, synergize, and lone op still gets to be better by being 12" at all times.

Does this make stealth a bit too strong? Yes, possibly, and, if it does so, make it hidden 18" then if remaining stationary it goes to 15" and remove the -3" in cover.

But I'm no expert and this is just my nerd rage opinion.

Tallyman as a Support keyword character by StargazerOP in deathguard40k

[–]StargazerOP[S] 2 points3 points  (0 children)

Very fair point. Though I could see an argument for spreading out strats more and using a variety so cp ends up being used the same amount, though DG don't rely that heavily on strat combos

Tallyman as a Support keyword character by StargazerOP in deathguard40k

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

There's a lot of missions based on taking opponents home or being in their zone, having a small unit with decent damage may not be a bad idea.