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LatD changes

 Post subject: LatD changes
PostPosted: Fri Jul 11, 2008 1:44 pm 
Purestrain
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Location: Nashville, TN, USA
All the official errata and FAQs are available on the SG/GW website.  There are a very few changes in the NetEA suggested tournament mods which will be done soon.  Quickly:

The Marauder change is in (250 points, 3BP), the Daemon Prince lost TK (MW only), and the Greater Daemon was left as-is.

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 Post subject: LatD changes
PostPosted: Fri Jul 11, 2008 1:48 pm 
Hybrid
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In addition LordI (BL Champion) and I are working on proposals for testing in Chaos month (october)

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 Post subject: LatD changes
PostPosted: Fri Jul 11, 2008 10:42 pm 
Brood Brother
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I was wondering regarding Hydra vs Chaos Alter:

eg, I am thinking of getting 3x Hydra to add some AA defensive fire against an opponents fighters/bombers. But was wondering if taking another Chaos Alter would be better.

I already have an Alter in my Force. So what would you all say is a better option:

A] 1x Chaos Alter

or

B] 3x Hydra Flak

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AJ


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 Post subject: LatD changes
PostPosted: Fri Jul 11, 2008 11:25 pm 
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Here is my Chaos Alter I made for Slaanesh. is the fig to big?  :O


http://img79.imageshack.us/my.php?image=img0839xe0.jpg


the Alter is based on one of those large square monster bases [WHFB] I want the Alter to be big and seen on the battle field. I am now thinking maybe 3 would be a good number. As I was planning on adding 3x Hydra and 3x Hell hounds [already have 3 in the army.]

So now would 3x Alter be to much or just right?

Cheers
AJ





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 Post subject: LatD changes
PostPosted: Sat Jul 12, 2008 8:21 am 
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I am having 12 units of Daemonettes and 1 Greater Daemon of Slaanesh. So I will be having fun tonight by converting up 2 more Chaos Alters. by dropping the 3 hydras and 3 extra hell hounds its going to save me $54USD/$71NZD [$17USD per pack with $20USD for p&p]to make the 2 extra alters $0USD/$0NZD  8v)

So i'll go with the 2 extra Chaos Alters rather than the $71NZD purchase [the wife is a bit tight fisted on my hobby spending  :vD ]

Cheers
AJ





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 Post subject: LatD changes
PostPosted: Tue Jul 22, 2008 2:56 pm 
Hybrid
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This is more of a LatD question than BL, but could be applicable to both.

Are Icon Bearers being used that much?

I ask this as I was playing around with a Daemon heavy list for the LatD. Initial thoughts on this list were brilliant, however the army which I was testing only had 1 Icon Bearer in it and as a result the army suffered very badly from beginning of turn engagements before daemons could be raised.

The list I used was:

Coven - Demagogue & Icon Bearer, Cultists (5), Mutants (6), Transports - Land Transporters (6), Hydra (2) + Daemon Pack - 425pts
Coven - Demagogue - Arch Heretic, Cultists (5), Mutants (6), Transports - Land Transporters (6), Hydra + Daemon Pack - 335pts
Coven - Demagogue, Mutants(6), Additional Mutants (1) Big Mutants (5)+ Daemon Pack - 340pts
Coven - Demagogue, Mutants (6) Big Mutants (5)+ Daemon Pack - 325pts
Support - Basilicks
Support - Leman Russ Tanks
Support - Traitor Rough Riders
Support - Hellfire Cannons
Daemons - Greater (1) & Lesser (20)

I think that to make the daemon heavy list work I would have to have an Icon Bearer in each Coven, but at 40pts each I wonder if these are a little bit too expensive.

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 Post subject: LatD changes
PostPosted: Tue Jul 22, 2008 6:02 pm 
Brood Brother
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The main problem I've found when trying to use icon bearers in a Latd army is the speed of the Daemons when using mechanised covens.

Coven - Demagogue & Icon Bearer, Cultists (5), Mutants (6), Transports - Land Transporters (6), Hydra (2) + Daemon Pack - 425pts

As you may find with this formation your manouverabilty will be serverely limited once you've summoned daemons.
They aren't too bad when using foot covens but as my main use of daemons is in assaults opponents have a chance to keep well away or atleast at FF range.

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 Post subject: LatD changes
PostPosted: Tue Jul 22, 2008 6:44 pm 
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Quote: (Hena @ 22 Jul. 2008, 18:11 )

One thing bothers me a bit in the LatD list. Plague Zombie Infestation. I feel it's way too random to be used. You can end up spending 175 points for 3 units (with worst luck). That could be toned down a bit (like 8+d6 or something).

I agree with hena,whilst fun to roll 3 d6 the sheer randomness is why I would never use them in a tournament.


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 Post subject: LatD changes
PostPosted: Wed Jul 23, 2008 8:25 am 
Hybrid
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I don't mind the randomness of Infestations, I more use them for annoyance and disruption rather than expect anything to happen.

I was trying out different sets of Daemons and found that Flamers worked well with the mechanised coven, Tranporters leading for the save and flamers providing the main FF. The alternative was beasts which also worked well.

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 Post subject: LatD changes
PostPosted: Fri Aug 08, 2008 9:44 am 
Brood Brother
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whats the beast tactics using Daemonettes in a pure Slaanesh LatD army?

I have 5 covens available to use [eg 9,000pts  8v) 2x are mechanized and 3 are foot.

the largest of the three foot sloggers has alot of mutants/cultists and big mutants the maximum amount. I also have 3x Chaos alters as well.

any suggestions would be greatly appreciated


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 Post subject: LatD changes
PostPosted: Thu Sep 11, 2008 3:42 pm 
Hybrid
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I would use the daemonettes with your foot sloggers as if you will lose your speed with the mech covens.

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 Post subject: LatD changes
PostPosted: Thu Sep 11, 2008 3:44 pm 
Hybrid
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Can we look at increasing the number of Defilers to 5 for 400pts?

I think that they are great in an army, but will not pay for a unit of 4 at 400pts, they are just too fragile.

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 Post subject: LatD changes
PostPosted: Thu Sep 11, 2008 4:07 pm 
Brood Brother
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Well, it's 75 points more than the basilisk formation, 5 cm slower (artillery don't really move much anyway), +1 armour, +2 FF/CC, slightly shorter range (150cm should still cover it), better guns, an extra small arms attack, an extra macro weapon attack in close combat, fearless, an invulnerable save and walker. Sounds pretty good to me. They shouldn't be shot at much anyway, since they just sit behind your lines in cover and sustain. They'll be moderately hard to shift, since assaulting them is risky and they don't die to some random shots that easily.

Of course, if those Black Legion defiler changes (which I dislike for reasons mentioned in the thread concerning them) are implemented in this list too, they're obviously pretty worthless, losing to khornate daemon engines in pretty much everything except firefight killyness. And the khornates cost 100 points less. Which is another good reason to leave defiler stats as is.


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