Quote: (Irondeath @ Feb. 03 2010, 22:57 )
The problem with 4+ activations, or indeed 3+ activations, is that it kills LatD as an assault army.
A Coven kitted for assault easily hits 500+ points with summoned daemons, you´ll have to wait until turn 2 if all goes well or possibly to turn 3 until it is in striking range. These formations will strike exactly once, they either win that assault or will be too weak due to losses or out of position otherwise. Since daemons are summoned before activating you might end up with a whole bunch of shields when you that 4+ activation fails.
3+ (BMs are guaranteed, no coven survives turn 1 without them!) was enough to change my style from assault horde to traitor PDF, I learned that much from playing IG. You will fail activations constantly, with expensive formations quite useless at shooting, so better prepare for that, leave out the Demagogues, Pacts, Icon Bearers, Altars and LDs and go for added Leman Russes, Hydras and artillery.
At least they do something on the Hold that way.
Without "Factions", it was a matter of preference / army style, now I would feel forced to go mono-faction / undivided. LatD is difficult enough to play without another monkey wrench.
1) Coven 1 Daemon Prince + 12 cultists + 2 chimeras + 5 land transports + hydra + Pact 440 pts
2) Coven 1 CMA champion + 11 cultists + 6 land transports + hydra + Pact 335 pts
3) Coven 1 CMA champion + 11 cultists + 6 land transports + hydra + Pact 335 pts
4) Coven 1 CMA champion + 11 cultists + 6 land transporters + hydra 310 pts
5) Coven 1 CMA champion + 11 cultists + hydra 250 pts
6) Subjucator 225 pts
7) Subjucator 225 pts

Questor 275 pts
9) Questor 275 pts
10)Rough Riders 150 pts
Daemon pool 9 lesser daemons 180 pts
This army won 2 tournaments without losing a game and is certainly not a shooting army IIRC it was based around assaults using the covens/WEs supporting each other.