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[EXPERIMENTAL] Lost and the damned redux v0.2

 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Tue Dec 19, 2017 9:26 pm 
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I'm fine with there being unlimited mech formations myself. I don't necesarily see a need but perhaps limiting them to a smaller size formation ala the Tau list could be an idea if people have a problem with them.

I think the Questor is the best of the daemon engine options. Silver Towers are overpriced for what they do and the Plague Tower as was is a poor choice (I'm not up to speed on any changes to it here).

I've mentioned it before but the option for a faster chaos altar is my most wanted for the list. Having an alternative option (similar to the alternate choice a Demon Prince or Hive Tyrant has) for it where it gets 25cm move in exchange for dropping to 5+ Reinforced Armour would be great. It'd still slow down a mech formation some but you could have an altar keeping up with them. An Altar is a WAY more characterful and unique element of the army that should be encouraged to be regularly taken but as is Hydras are nearly always taken instead as only having Altars for AA results in a slow and inflexible army. There's no reason cultists couldn't mount an altar on top of a fairly mobile vehicle and it would be particularly appropriate for gods like Tzeentch or Slaanesh who are very into their speed.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Tue Dec 19, 2017 9:43 pm 
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Faster Altar is in the v0.3 list:
4+ RA w/ 15cm move or 5+ RA w/ 25cm move


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Tue Dec 19, 2017 9:51 pm 
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Woohoo! Great :) Sorry, I haven't been keeping up with the development.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Feb 04, 2018 11:38 am 
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I just checked and Undivided fms in this list are the only ones able to summon daemonic beasts:

Quote:
The type of unit that can be summoned depends on the summoning formation’s faction, as follows:
Khorne – Bloodthirster, Bloodletters
Nurgle - Great Unclean One, Plaguebearers
Slaanesh - Keeper of Secrets, Daemonettes
Tzeentch - Lord of Change, Flamers
Undivided - Daemonic Beasts


Shouldn't every fms be able to summon those units? like in Black Legion and normal LatD??:

Quote:
The faction of the summoning formation determines w
hat type of daemons may
be summoned as below:
Khorne Bloodthirster, Bloodletters
Nurgle Great Unclean One, Plaugebearers
Slaanesh Keeper of Secrets, Daemonettes
Tzeentch Lord of Change, Flamers
Any Faction Daemonic Beasts.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Feb 08, 2018 3:29 pm 
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Good to see this list coming along!

Just checking if its intentional that Doomwings have 30cm flame cannons, while the Firelord's only has 15cm?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Feb 08, 2018 5:26 pm 
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lord-bruno wrote:
I just checked and Undivided fms in this list are the only ones able to summon daemonic beasts:

Quote:
The type of unit that can be summoned depends on the summoning formation’s faction, as follows:
Khorne – Bloodthirster, Bloodletters
Nurgle - Great Unclean One, Plaguebearers
Slaanesh - Keeper of Secrets, Daemonettes
Tzeentch - Lord of Change, Flamers
Undivided - Daemonic Beasts


Shouldn't every fms be able to summon those units? like in Black Legion and normal LatD??:

Quote:
The faction of the summoning formation determines w
hat type of daemons may
be summoned as below:
Khorne Bloodthirster, Bloodletters
Nurgle Great Unclean One, Plaugebearers
Slaanesh Keeper of Secrets, Daemonettes
Tzeentch Lord of Change, Flamers
Any Faction Daemonic Beasts.


This is correct, MikeT informs me he copied the summoning rules directly but somehow missed the daemonic beasts, yes any mark may summon daemonic beasts as per black legion and original latd

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri May 25, 2018 1:05 pm 
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Made a battle report with this list, but i don´t think will be of much use for the development, but just in case i will put it here a link: viewtopic.php?f=84&t=33307

By the way, does this list need something to test or just battle reports to move on+ Now that we have a LaTD army in the club i want to know if there is something i can do ton help push it into approval.

Mrdiealot wrote:
Good to see this list coming along!

Just checking if its intentional that Doomwings have 30cm flame cannons, while the Firelord's only has 15cm?


That sounds to me like an errata, as they have 15cm in the original LaTD.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sat Jul 07, 2018 2:38 pm 
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Just played a gam4e against Norto on Vassal using this list. He used a Raven guard list. The Cultists won 2-0 in turn 3 (DtF & TSNP).

I used this list:

Incompertus, 2990 POINTS
Lost And The Damned - Redux (0.3 - Experimental)
==================================================

COVEN [375]
Daemonic Pact, Demagogue, 11 Cultists, (Tzeentch), Chaos Altar

COVEN [310]
Daemonic Pact, Demagogue, 11 Cultists, (Tzeentch), Technical, 6 Land Transporter

COVEN [310]
Daemonic Pact, Demagogue, 11 Cultists, (Tzeentch), 6 Land Transporter, Technical

COVEN [310]
Daemonic Pact, Demagogue, 11 Cultists, (Tzeentch), 6 Land Transporter, Technical

PLAGUE ZOMBIE INFESTATION [175]
3D6 Plague Zombie Units

PLAGUE ZOMBIE INFESTATION [175]
3D6 Plague Zombie Units

TZEENTCH DOOMWINGS [150]
3 Doomwings

TZEENTCH DOOMWINGS [150]
3 Doomwings

TZEENTCH SILVER TOWERS [325]
4 Silver Towers

TZEENTCH SILVER TOWERS [325]
4 Silver Towers

COVEN [310]
Daemonic Pact, Demagogue, 11 Cultists, 6 Land Transporter, Technical, (Tzeentch)

DAEMON POOL [75]
5 Lesser Daemon

The win came mostly to Norto being really unlucky with his assault resolution rolls.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Jul 08, 2018 5:10 pm 
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Had a fight against a rather standard IG (Russ Coy, 2x shadows, valkyria stornmies, etc.) using this list:

Incompertus, 2995 POINTS
Lost And The Damned - Redux (0.3 - Experimental)
==================================================

HELLFIRE CANNONS [200]
4 Hellfire Cannons

HELLFIRE CANNONS [200]
4 Hellfire Cannons

NURGLE PLAGUE TOWER [300]
Plague Tower

COVEN [285]
Daemonic Pact, (Chaos Undivided), Demagogue, 10 Cultists, Technical, Big Mutants, Mutants

COVEN [435]
Daemonic Pact, (Chaos Undivided), Demagogue, 11 Cultists, Chaos Altar, 6 Land Transporter

COVEN [375]
Daemonic Pact, (Chaos Undivided), Demagogue, 11 Cultists, Chaos Altar

PLAGUE ZOMBIE INFESTATION [175]
3D6 Plague Zombie Units

PLAGUE ZOMBIE INFESTATION [175]
3D6 Plague Zombie Units

NURGLE CONTAGION [325]
4 Contagion Engines

COVEN [525]
Daemonic Pact, (Chaos Undivided), Demagogue, 11 Cultists, Plague Tower

Fun fact. Du to real life induced fatigue I accidentally picked an early version that happened not to have any demons. Still managed to draw and win by points due to blastmarker spamming in a game characterized by failed initiative rolls on both sides, but with a slight advantage given to the forces of Nurgle.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Tue Jul 10, 2018 9:02 am 
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LatD vs IG - draw, win on points [1050-700]

And another one here! Played yesterday. Same LatD as in my post above again against IG with fairly standard build. 2 x warhound, 1 shadowsword, 1 tank coy, 2 inf coys, 1 sup commander, 2 x roughriders, 1x3 manticores.

IG placed most units on right flank, but failed to push through. This left LatD right flank quite open, and Plaguetower with coven pushed all the way to the blitz, eradicating a rr-unit. Was prevented from scoring that point by marching chimeras. Cautionary game with lots of opportunity to shoot BMs att troops bunched up behind cover. No points draw. minor victory to Latd on points (1050-700)

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jul 11, 2018 10:09 am 
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I'd like to ask about some tactics for foot covens, as I don't have land transporters for everyone...

Garrison two tough coven fms in order to hold the line, wait and then summon and assault? Another foot coven for guarding the Blitz together with an Altar???

The rest of the army is plenty of Tzeench and Nurgle engines, Hellfires, and a mechanised coven...

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jul 11, 2018 6:51 pm 
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Pretty much sums it up I think.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jul 11, 2018 7:29 pm 
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This list is really fun to play and i really like the design. How does MikeT feel about pushing it to approved? Any builds that needs more testing?
There was some talk about limiting mechanized covens a while back, but that discussion didn't carry on for long.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jul 18, 2018 8:37 am 
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Agreed. A great change from the previous coven spam. There was talk about it but the camp of ”I dont like change” and ”I like having IG with demons” won, I think. Perhaps if those inclined to read the so called fluff could come up with Another name, the pill would go down more easily?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jul 18, 2018 11:56 am 
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"Chaos Cult" short and simple.

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