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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 Apr 14, 2020 7:10 am 
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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Feb 15, 2021 12:27 pm 
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Played yesterday against Space Marines (Scions of Iron, lots of Land Raiders and two Warhounds, + Terminators).

I fielded Chaos undivided, the typical Covens with Cultist+Land Transporter+ 2 Technicals. Upgraded 2 cultists in each to Big Mutants for the extra resilience and FF4+. All support was Undivided: Hellcannons + Defilers.

The Plasma Blastguns on the Warhounds were quite precise and annoying, making a lot of damage to the Daemon Engines, but being Fearless is a blessing.

The Flamers of Tzeench seem fine at FF3+ ( ;D but it's hard, being used to such FF beasts - I know they were a bit OP though). I barely caused any damage due to RA on Land Raiders, Shields on Warhounds, and lucky saves, but I had the numbers on my side.

Ended in a draw (1-0, just the Blitz taken by LatD).


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Last edited by lord-bruno on Mon Mar 22, 2021 4:28 pm, edited 1 time in total.
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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri Mar 19, 2021 6:04 pm 
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Just noticed an error - the Daemon Knight's Castigator Cannon has the "Disrupt" and "Indirect Fire" abilities.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Jan 03, 2022 1:32 pm 
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Could someone confirm that the Flame Cannons of the Tzeencht airforce are 15cm range instead of 30m (they are 30 cm in the PDF).

Anyway to push the list forward?? the original LatD list seems utterly obsolete (CSM get same formations with better SR and Ini for less points)...

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Jan 03, 2022 3:21 pm 
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I'd go with current approved stats, so 15cm.

I e-mailed MikeT before the holidays, asking if I could take over to get it approved in the next few months. We have enough reports except for those from the AC, so I'd be doing those in that time. I haven't heard back so I'll try once more this week.

No changes planned, except for corrections and bringing all the Chaos stuff in-line with one another.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Jan 03, 2022 5:05 pm 
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Dave wrote:
No changes planned, except for corrections and bringing all the Chaos stuff in-line with one another.

Does that include bringing the Plague Tower Speed back down to 15 cm?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Mon Jan 03, 2022 9:10 pm 
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Probably, given the current and UK stats, but nothing's set in stone. I know gunslinger007 has some thoughts on it, and quite a few locals play LatD (Redux or original) or Death Guard as well. We can always poll the audience to see where people land on hot button issues.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Tue Jan 04, 2022 2:57 pm 
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Dave wrote:
I'd go with current approved stats, so 15cm.

I e-mailed MikeT before the holidays, asking if I could take over to get it approved in the next few months. We have enough reports except for those from the AC, so I'd be doing those in that time. I haven't heard back so I'll try once more this week.

No changes planned, except for corrections and bringing all the Chaos stuff in-line with one another.


So I can confirm I have been using the wrong stats (the ones in the PDF for Plague Tower, Flamers, Doomwings...) all these years.

Back to the starting point with testing I guess...

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