Daemoneater version 2 comments here!

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Re: Daemoneater version 2 comments here!

Postby Guy In Suit » Mon Jun 01, 2009 10:47 pm

Alric wrote:New Juggernaut



Gorgeous! :shock: :shock: :shock:
2014: 91/52
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Re: Daemoneater version 2 comments here!

Postby mattbird » Tue Jun 02, 2009 8:11 am

Alric wrote:
Since this is supposed to be a new list for future use, you should use the new trends in chaos dwarf army war machines. Think about the mounts for chaos armies, the juggernauts, a daemon with metal and mechanics bound to its flesh, this is what you need to be doing with units like a daemoneater.

Push Cart tech is low tech, Orc and Goblin army like, from 20 years ago. :orcs:


I actually agree with this. I think the solution is in the unit description, which I'll discuss with Kevin.
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Re: Daemoneater version 2 comments here!

Postby Hashuts Scion » Tue Jun 02, 2009 10:36 am

mattbird wrote:
Alric wrote:
Since this is supposed to be a new list for future use, you should use the new trends in chaos dwarf army war machines. Think about the mounts for chaos armies, the juggernauts, a daemon with metal and mechanics bound to its flesh, this is what you need to be doing with units like a daemoneater.

Push Cart tech is low tech, Orc and Goblin army like, from 20 years ago. :orcs:


I actually agree with this. I think the solution is in the unit description, which I'll discuss with Kevin.



and that is a great way to rethink what the daemoneaters are. As long as we think 'chariot' then the idea of impact hits continuing every round causes confusion. If we think 'bound daemon' then it can be the daemon attacks that occur every round. the bullcentaur is there to provide steering (or pointing the weapon at the enemy), but it is the daemon that is attacking.
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Re: Daemoneater version 2 comments here!

Postby Grimstonefire » Tue Jun 02, 2009 4:59 pm

It would be a whole lot easier imo just to drop the bull centaur and use 3 CD crew. Treat it as monster and handlers. You could use the hellcannon basic profile as a starting point.

No ranged attack obviously, no rampaging either.

Having only one crew to a non daemonic warmachine is a bit pointless really I think.
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Re: Daemoneater version 2 comments here!

Postby Aves » Fri Jun 05, 2009 6:50 pm

Grimstonefire u seem to be very negtive about whole idea of new army, usualy just because. If i add to it fact that u tried to create ur own version of CD army book (not so good in my oppinion) then i can only assume its envy.
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Re: Daemoneater version 2 comments here!

Postby allanmcnab » Sat Jun 06, 2009 5:33 pm

Hey aves, get a life and learn to spell.
:roll:

we've already got larro if we need a troll :lol:
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Re: Daemoneater version 2 comments here!

Postby Aves » Sat Jun 06, 2009 6:37 pm

And i see we have you if we need a fool.
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Re: Daemoneater version 2 comments here!

Postby Larro » Sat Jun 06, 2009 6:44 pm

Burn.

And how the hell can I be a troll on my own boards?

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Re: Daemoneater version 2 comments here!

Postby allanmcnab » Sat Jun 06, 2009 9:41 pm

Aves wrote:And i see we have you if we need a fool.


WTF guys, have you been talking to Aves behind my back :P
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Re: Daemoneater version 2 comments here!

Postby Aves » Sun Jun 07, 2009 6:26 am

WTF guys, have you been talking to Aves behind my back


And the nasty stuff they told me...


But about the topic, is it mentioned somewhere that impact hits on turns others than D-eater's charge turn are not impact hits when comes to initiative?
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