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variations on the Lost and Damned

 Post subject: variations on the Lost and Damned
PostPosted: Wed Jul 18, 2007 6:34 pm 
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I want to pose this question here, as I'm starting to get my chaos force organised, and I'm tempted to go with a Nurgle theme for the army.

So, are there any ideas or guidelines on costing a nurgle based L&D force, akin to the god specific forces for the CSM?

I'm toying with point values in my head, based on the differences between Retinues of 11 in the L&D list, and how that would scale down to  Nurgle's sacred number of 7.

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 Post subject: variations on the Lost and Damned
PostPosted: Sat Jul 21, 2007 6:20 pm 
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Personally, I've always felt the way to make variations on the list is to make more specific choices of upgrades and "Traitor Gear" available depending on the world on which the coven has sprung up on.

For example, the Stigmatus Covenant, the base list, is I believe intended to represent one that sprang up on Cadia, a highly militarised world, and so has access to some first rate imperial military gear (Basilisks, Leman Russ, Thundebolts etc)

A coven springing up from a backwater world could instead have access to the siegemasters equipment (Ragnaroks, Gotteramdungs etc) but perhaps in slightly larger numbers (batteries of 6, independent AA batteries and so on) - and perhaps also with limited access to fortifications. A defensive, dug in, siege style chaos horde

A coven springing up on a feral world could have no access to imperial heavy equipment at all, but instead have access to a "Mounted Coven" as a primary choice - chaos roughriders! A fast attack assault army

A coven springing up in the belly of an imperial hive could have access to irregular equipment and hive gang knowledge (I am thinking of infiltrator covens, and "technicals" IE heavy stubber buggies and such) but lack military equipment.This list would be swarms of cheap vehicles and perhaps include some rabble infantry (yes, more rabble than regular cultists) and thus seem a true horde!

I think  myself LATD variations like this are more appropriate than chaos power specific ones. A nurgle cult, for example, can be built quite effectively with the regular LATD list IMO, and I cant think of any changes that would significantly change how a specific "nurgle cult" list would play as there are no specific cult troops that arent already in the regular LATD

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 Post subject: variations on the Lost and Damned
PostPosted: Sat Jul 21, 2007 8:34 pm 
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Plague zombies. :D

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 Post subject: variations on the Lost and Damned
PostPosted: Mon Jul 23, 2007 9:11 pm 
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I'd think the quickest way to make a nurgle themed force would be to restrict demon engine choices to nurgle ones (obviously), perhaps even avoiding the undivided options, and then taking plague zombies, perhaps even the maximum  amount. Make sure all formations are bound to nurgle and stock up on nurgle demons and voila!

From a fluff perspective, I'm not sure fixed formation sizes relating to the sacred numbers are worth the effort of applying though. This is CHAOS after all, the kind of background associated with most underground chaos cults would make organised bodies of troops with set numbers unlikely. Chaos cults, despite their name, are distinct from marine cults insofar as chaos marine cults are marked by the chaos powers to a much greater extent. Each plague marine is in a sense practically an aspiring champion and probably there is thus more importance to the sacred numbers for that reason (plus, they also square with marine formations better!)

More specific troop organisations could be self imposed. Perhaps make sure the total number of TROOPS in each formation is divisible by seven. Seven stands of five is 35 troops, but is also a weak formation for LATD, and impossible in the base list. 49 men, 7x7 but also happily approximately 10x5, may be appropriate. 10x5 Cultists, and then some Mutant rabble who surely would not count as part of the coven = A respectable LATD formation!

Going further into creating an actual list to create a devout nurgle cult, perhaps the covens could be set at 10 stands, plus the command stand, with no cultists allowed to be added (but mutants permitted?). The nurglesque defiler from the Death Guard list could be added, as well as lifting the 0-2 cap on plaque zombies, but all non nurgle demon engines and demons could be removed. The coven could come down 25 points (a slight points break to take account of the fact you have much less choice).

I dont think that would be overpowered, except the plague zombies which might need testing.

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 Post subject: variations on the Lost and Damned
PostPosted: Mon Jul 23, 2007 9:20 pm 
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I've thought through this a bit more, and I agree with the sacred number idea. 7 stands is too few. They wouldn't last, so I'm probably going with 14 for a retinue, though I do like the idae of basing it around number of troops rather than stands.

Thanks for the feed back, I'll cogitate some more on this. The Demon engine ideas are the way I was going to go.

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 Post subject: variations on the Lost and Damned
PostPosted: Wed Aug 01, 2007 2:53 pm 
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OK, I'm starting to get ideas on paper, and when I get them down and word processed, I'll get them posted here.

Basically, I'm going 10 stands including the command, which gives 49 cultists plus the leader, per retinue, and I'm using the idea that only mutants can be added, up to 14 stands total.

Nothing non Nurgle allowed of course, and I'm tempted to keep the 0-2 plague zombie cap but give them 'Nurgle's Rot' from the Death Guard List, and make them the same points. I will add the Nurgle Defiler.

I'm toying with adding the Nurgle Titans as well, but I'm not as convinced with that idea.

[Edit] Apparently I can run with the Plaguereaper now as well...





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