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Proposed LatD revised army list structure

 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sat Sep 01, 2012 1:28 pm 
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I looked up this thread to find out what was happening with the Daemon engines as they may have an impact to the World Eaters. As it stand i believe that the LatD khorne assaults are too expensive especially due to thier limited 30cm range and limited formation size.

Is there a consideration to beef them a little and reduce thier cost as I have done in the World Eaters? Just looking to to gain some parity so as we can share like units where possible. At LatD stats and costing, they are not a viable option for World Eaters due to activations required.

Thanks in advance.

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sat Sep 01, 2012 3:33 pm 
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Yes, it is a consideration. I'm getting back into this list again so will look.


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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sat Sep 01, 2012 4:10 pm 
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frogbear wrote:
I looked up this thread to find out what was happening with the Daemon engines as they may have an impact to the World Eaters. As it stand i believe that the LatD khorne assaults are too expensive especially due to thier limited 30cm range and limited formation size.

Is there a consideration to beef them a little and reduce thier cost as I have done in the World Eaters? Just looking to to gain some parity so as we can share like units where possible. At LatD stats and costing, they are not a viable option for World Eaters due to activations required.

Thanks in advance.



Hurrah! :D

Any chance of seeing FF 4+ on Khornish engines? The figures are full of guns, and they used to be great shooting platforms back in the days...

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sat Sep 01, 2012 5:22 pm 
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LordotMilk wrote:
Any chance of seeing FF 4+ on Khornish engines? The figures are full of guns, and they used to be great shooting platforms back in the days...


I think this is a case were Undivided stole Khorne's clothes. He used to be all about brutality in warfare, but in modern GW lore he's focused solely on close combat while Undivided gets all the big guns.


Last edited by Ulrik on Fri Sep 07, 2012 10:16 pm, edited 2 times in total.

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sat Sep 01, 2012 10:24 pm 
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Yeah i am interested in the guns aspect being extended to 45 cm to make them a viable option.

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sat Sep 01, 2012 11:35 pm 
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Ulrik wrote:
LordotMilk wrote:
Any chance of seeing FF 4+ on Khornish engines? The figures are full of guns, and they used to be great shooting platforms back in the days...


I think this is a case were Undivided stole Khorne's clothes. He used to be all about brutaliy in warfare, but in modern GW lore he's focused solely on close combat while Undivided gets all the big guns.



But our Khorne engines have big guns! I mean look at the Reaper or the Doom Blaster or even the Tower of Skulls

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sun Sep 02, 2012 12:38 am 
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Tiny-Tim wrote:
Yes, it is a consideration. I'm getting back into this list again so will look.


The Firelord needs some love...

Especially when compared to the Marauder Heavy Bomber.

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Sun Sep 02, 2012 7:33 am 
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LordotMilk wrote:
Ulrik wrote:
LordotMilk wrote:
Any chance of seeing FF 4+ on Khornish engines? The figures are full of guns, and they used to be great shooting platforms back in the days...


I think this is a case were Undivided stole Khorne's clothes. He used to be all about brutaliy in warfare, but in modern GW lore he's focused solely on close combat while Undivided gets all the big guns.



But our Khorne engines have big guns! I mean look at the Reaper or the Doom Blaster or even the Tower of Skulls


In what way does that contradict what I wrote? :P


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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Thu Sep 06, 2012 9:30 am 
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Points to take into consideration from BL Review
SPECIAL RULES
BL - Faction rule deleted
LatD – Will remain.

BL - Undivided formations now can summon daemons from any faction in any combination, however lesser daemons (apart from Daemonic beasts) cost 2 summoning points rather than 1. Any GD can also be summoned (cost as normal)
LatD – Will try this out, but with caveat that if an Undivided formation raises faction daemons they count as that faction for as long as they have them. Undivided & Greater Daemons might be too powerful though.

LIST
BL - structure – No effect on the LatD, but I still have my own issues with the LatD structure. (see below in summoning for one example)

DAEMON SUMMONING
BL -
    The basic summoning mechanic remains the same
    - Daemonic Pact - stay at 25pts. For each Daemonic Pact purchased add 1 lesser daemon to the daemon pool. Extra lesser Daemons can be purchased as normal.
    - Icon Bearer - reduced to 25pts
    - Champion- stays at 50pts. The Champion augments summoning as before, in addition instead of augmenting the summoning of lesser daemons the Champion may be Sacrificed. If the unit is Sacrificed it uses its full possible 6 summoning points (in combination with a Daemonic Pact) to summon a Greater Daemon, the Greater Daemon is placed within 10cm of the Champion and the Champion unit is then permanently removed.
LatD - Can follow this as well, I would like to see Deamonic Pact changed to free for the LatD and a restriction on the total number of upgrades that can be taken.

UNITS

BL - Lesser Daemons - all drop to 15pts
BL
    - Greater Daemons - drop to 50pts
    - gain daemonic focus in notes
LatD – We will trial this as well.


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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Thu Sep 06, 2012 11:35 am 
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LordotMilk wrote:
But our Khorne engines have big guns! I mean look at the Reaper or the Doom Blaster or even the Tower of Skulls


Some of the Khorne engines may have big guns, but it doesn't mean that they have a particularly long range. If you go back to the old rules from second edition where each Khorne Daemon Engine had separate rules, only the Doom Blaster exceeded 50cm in terms of range, and 50cm was a mid range weapon at best under those rules.

If Khorne Daemon Engines were to be changed, then I don't think that a range extension necessarily fits. They were always more powerful the closer they got to the opposition (remember the high CAF of the Deathdealer, Brass Scorpion and the Cauldron of Blood, for example, along with the devastating short ranged fire from these three Daemon Engines. If anything, therefore, boosting their FF value, would make the most sense to me.

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Mon Sep 17, 2012 9:45 am 
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I apologise to being late to the conversation, this post is mainly to feed into my thoughts from the UNITS discussion and so as I can share my thoughts with Tim (Tim: I appreciate you'll be away for a while ;) ), about list construction.

In my other post I made hints that you're forced to take a certain type of list, I usually end up taking:

Incompertus, 3000 POINTS
Lost And The Damned (NetEA Army Compendium v20120208)
==================================================
STIGMATUS COVEN [385]
(Chaos Undivided), 11 Cultists, Chaos Marine Aspiring Champion, Traitor Hydra, 5 Chimera, Land Transporter
STIGMATUS COVEN [385]
(Chaos Undivided), 11 Cultists, Traitor Hydra, 5 Chimera, Land Transporter, Chaos Marine Aspiring Champion
STIGMATUS COVEN [385]
(Chaos Undivided), 11 Cultists, Traitor Hydra, 5 Chimera, Land Transporter, Chaos Marine Aspiring Champion
STIGMATUS COVEN [250]
(Chaos Undivided), 11 Cultists, Daemon Prince (Arch Heretic)
STIGMATUS COVEN [200]
(Chaos Undivided), Demagogue, 11 Cultists
DAEMON POOL [20]
Lesser Daemon
ROUGH RIDER PLATOON [150]
6 Rough Riders
ROUGH RIDER PLATOON [150]
6 Rough Riders
SLAANESH SCOUT TITANS [550]
2 Questor
ARTILLERY BATTERY [325]
4 Basilisks
HELLFIRE CANNONS [200]
4 Hellfire Cannons

Whereby the two covens on foot sit back protecting the hellfire cannons and artillery on objectives whilst all the rest of the army goes hunting. It's worth noting that I'd regularly take MUTANTS in my mechanised formation for their 6+ saves.

One is tempted to take a Lord of Battle isntead of the titans for a cheaper BTS (otherwise BTS is one of your covens!) but then I have to - what I consider - waste points on zombie formations.

The need to mechanise can be seen in a lot Dave Thomas's list: it seems to be one of the only ways to do LatD: and Dave goes with LT's all round and then spams titans: it's a pretty boring list to play against and I'd be bored playing with it!

In terms of list structure I've always wondered if we can't look at having a 1/3rd allowance on Demon Engines/War Engines/Traitor Guard formations built into the list which ISN'T linked to having to take covens? I feel it may well go some way to stopping the cookie cutter problems that I percieve.

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 Post subject: Re: Proposed LatD revised army list structure
PostPosted: Mon Sep 17, 2012 9:46 am 
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PS: I always take a single lesser daemon as otherwise you can't access the +/-D3 demons rule for your strategy rating. A 1/6 chance of getting up to 60pts of free units is well worth it once you get given free Daemonic pacts

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