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[EXPERIMENTAL] Lost and the damned redux v0.2

 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon May 02, 2016 12:49 pm 
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We got the game done!

List as above vs. thunderhawkish SM list

Result: LATD win as SM concedes in the beginning of 5th round at LATD 1 - SM 0

I have a more detailed account (with pics) if this is requested.

Due to the extreme proximity of all objectives, I am not sure of the generalizability of it all, but the new PlagueTower movement of 20 did relatively little difference in this game.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Jun 05, 2016 7:56 am 
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Mate of mine and I got together for a game with LATD vs Red Corsairs, link here if peoples need it for progression.

viewtopic.php?f=84&t=31342


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri Jun 17, 2016 5:44 am 
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Has anyone playtested the Daemon Knights yet? With Disrupt and Indirect Fire added this unit appears to have become crazy powerful.

The range is limited to 45, but with Scout they're able to garrison up the board. Even if the enemy wises up and puts the objectives well back on your side, with Scout you place one within 15cm and then have the other three 20cm up from there. This means you'll be able to expect to be dropping sustained Indirect Fire on the enemy from turn 1.

If you do get all four in range in turn 1, they'll be averaging 10 hits on infantry out of cover, for 11 blast markers. That will break a lot of units in the game even before casualties are accounted for. Even if the infantry is in cover it'll still be 8 hits for 9 blast markers. Against vehicles in no cover you can still expect 6 hits for seven blasts, enough to break many armoured units.

I know there are plenty of indirect fire units with disrupt, but they're almost all barrage weapons, and this means they only get as many attacks as there are in the unit, only hitting on a 3+ at best. With the Daemon Knights you get the full 12 shots no matter units are in the target, and so this unit becomes capable of breaking any unit with less than 10 models in a single volley.

I was planning on playtesting this, but putting this unit on the field and what might come of it made me worry about having people agree to future playtests :)

Should we try playtesting versions with either Disrupt or Indirect, but not both? Or possibly dropping them to 2 shots each?


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri Jun 17, 2016 6:54 am 
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When did the stats for the knights change?? Must have missed that!

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri Jun 17, 2016 8:09 am 
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I'm 99% sure that is a mistake, probably a cut and paste error from the contagion engine

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jun 22, 2016 7:39 am 
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I don't think any Knights have disrupt weapons and yeah it would be stupidly powerful so I'd guess typo


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jun 22, 2016 8:27 am 
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According to MikeT it was indeed a cut and paste error from the contagion engine

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Sep 01, 2016 11:07 am 
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Looks like I'm doing LATD redux for the slowgrow on D6addiction... should hopefully generate a bit more attention and some bat reps for this awesome list.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Sep 18, 2016 8:11 am 
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Can I just check what the current status of this list is? Do we have an active AC and what do we need to happen to push it along the process?


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Sep 18, 2016 1:31 pm 
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Batreps, dude

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Sep 18, 2016 2:48 pm 
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I've started to build an army for this list now. Will take a while to get it done. But when it's finished i'll try the list out (no, wont play with proxies or paper tokens).

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Sep 19, 2016 1:40 am 
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jimmyzimms wrote:
Batreps, dude


No problems, will get some done, just asking because it's a quiet forum


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Sep 19, 2016 8:43 am 
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Would love to help, but no One plays here it seems.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri Oct 21, 2016 4:54 pm 
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Why bring Khorne? Can anyone please enlight me? :-)


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Oct 24, 2016 4:28 am 
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Here's my first Bat rep, more to come.

http://d6addiction.blogspot.com.au/2016 ... -take.html


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