Quote: (GlynG @ Feb. 24 2010, 12:26 )
The fact 3/4 of the ones you take are cultists is indicative though. Mutants are usable but a bit of a sub-par choice compared to Cultists. Not sure whether it's enough of a difference to warrant a change or if anything small enough could be tweaked as -5 points or 5+ save could make them rather too good. I've seen Ryan / Man of Kent use Mutants in his LaTD, but then his is all Khorne themed so it's background appropriate.
The 6+ save Mutants get is not really enough for them to be happily left in the open - both types really have to kept in area terrain as much as possible. Might some or all Mutants have some advantage in a cheapish demon-less mechanised assaulting formation though? If you launch an assault you can never claim cover saves and having some 6+s at the front could reduce kills and lost combat resolution a small amount. Then again you're probably still better upgrading with a Chaos Spawn and a Big Mutant or few to take the hits to anyway.
The problem for me is that LatD are unable to engage with any reliability. I have seen too many formations with added Big Mutants, Pacts, Icons, summoned Daemons fail their activations and be forced to shoot pitifully on the inevitable Hold.
Assaulting is no longer my modus operandi, doubling forward and delivering firepower from attached IG armour is, the Cultists only serve to soak BM and provide frontage. Failing initiative is so much more palatable if you at least get to shoot some 75cm Battlecannons instead camping in the open field at point-blank range inb front of an entrenched enemy.
Oh, and I have 4 Cultist and 4 Mutant Coven, 2/2 Khorne, 1/1 Nurgle and Tzeentch each.
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