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LatD - Units

 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 8:15 am 
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2 criticisms of the current Khorne engines:

1) They are not effective enough for assaults, mostly because of their little numbers.

2) They are not varied enough for some of the alternative lists

Khorne engines should be divided in two categories, and the formation should be able to mix and match:

CC Types: (Brass Scorpion, Death Dealer)


Shooty types: (Tower of Skulls, Blood Reaper)


Maybe the Doom Blaster could have BPS, or just be intgrated in the shooty types.

The formation size could be 4-8 or at least 4-6, this would help formation size.

Most importantly, they should have the pact option, as well as the icon/champion option. This would greatly help their numbers in assaults, + is totally compatible with their miniatures (Blood Cauldron, Tower of Skulls, Death Dealer).

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 8:35 am 
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LordotMilk wrote:
2 criticisms of the current Khorne engines:

1) They are not effective enough for assaults, mostly because of their little numbers.

.

I notice the WE list has them with +1 extra attacks - is the problems with that statline?

In Latd (and should be elsewhere) the statline is EA(d3) so they are as tough as terminators with 8-16 attacks per formation

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 8:37 am 
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Man of kent wrote:
Is this the place to raise issues I have with covens and what i perceive to be a gross over costing of them/the units therin being far too shoddy?
R>

Reduce the cost and you could then flood the table with even more infantry, also you are paying to unlock the support formations.

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 9:08 am 
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Steve54 wrote:
LordotMilk wrote:
2 criticisms of the current Khorne engines:

1) They are not effective enough for assaults, mostly because of their little numbers.

.

I notice the WE list has them with +1 extra attacks - is the problems with that statline?

In Latd (and should be elsewhere) the statline is EA(d3) so they are as tough as terminators with 8-16 attacks per formation


Do they often get into CC in your experience?

In my experience, they most often get assaulted in FF and lose miserably....

I would be in favor of a better FF and Daemons for numbers for this reason.

That way they would still be vulnerable to FF assaults, but would have better strike back abilities, and be more dangerous on assault.

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 9:10 am 
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Steve54 wrote:
Man of kent wrote:
Is this the place to raise issues I have with covens and what i perceive to be a gross over costing of them/the units therin being far too shoddy?
R>

Reduce the cost and you could then flood the table with even more infantry, also you are paying to unlock the support formations.



I agree with this.

Though I would hope for a price decrease in most of the LATD upgrades so as to make them viable, especially Big Mutants.

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 9:14 am 
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Man of kent wrote:
Is this the place to raise issues I have with covens and what i perceive to be a gross over costing of them/the units therin being far too shoddy?
R>

Noted and added to the first post. Go wild guys, I won't be able to contribute much this week as WL (Work Life) is going crazy. I will try and keep up and post if I can.


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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 9:34 am 
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I appreciate the reduction in points argument: that many cheap primary activations would be pretty boring to play against for a start.

My problem stems from how utterly awful a lot of LatD units are. Compare my 200pt Cutlist equipped coven with an IG Infantry Company for 250pts:

FF: the cultists are twice as bad
CC: Ok, so the cultists are twice as good...but WE ALL KNOW how hard it is to get into CC and how easy it is to counter.
Ranged shooting: 15cm less range
Shooting strengh: I'm willing to admit that it's basically the same as the cultists will get twice as many shot. In fact they're better at AT shooting than guard!

BUT...at least in the UK, FF based assaults seems to be where the game is won and lost, I find covens to be an immensely frustrating formation to HAVE to take as they're so utterly useless when they get in close! I could try keeping my activations mobile and plentiful by taking lot's of Land Transporters (a popular choice) but compared to an extra 15pts a piece for chimera's and the fact that I can't take a -1 to hit for being in AV cover from Tranposrters i'll take the chimpa's any day!

I usually end up taking:

STIGMATUS COVEN [385]
(Chaos Undivided), 11 Cultists, Chaos Marine Aspiring Champion, Traitor Hydra, 5 Chimera, Land Transporter

But feel a bit annoyed that, compared to a +65pt Steel Legion Armoured Fist Company they're still a bit shonky at FF...

However...this now leads me on to wanting to talk about list structure, viability and being forced to take useless zombie formations to keep the activation count up...god I hate zombies!
I'll post more once/if people can comment on my above gripes otherwise I risk talking about too much at once.

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 9:41 am 
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If the Cultists shooting and FF could be boosted by cheaper upgrades, I would not have much problem with the current stats.

Also, perhaps Traitor cultists could have different stats once the separation bewtween the two armies is confirmed. Traitor cultists would have FF stats closer to Guard, and Daemon cultists would keep the current stats.

@MoK also note that the Daemon rules are about to change making Daemons much more viable. And both Plaguebearers and Flamers have great FF assault abilities.

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 10:32 am 
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Could I suggest that we keep to discussing one unit at a time or set up multiple threads for each units which needs to be discussed? If we don't do this, then posts are going to get overlooked, and we're going to have a rather haphazard discussion where people keep jumping from one topic to the next, which is very difficult to follow, and makes drawing conclusions very difficult.

Following my own advice, I'm just going to talk about Khorne Daemonic Assault Engines.

First, I must declare an interest. Khorne's Daemon Engines have, alongside Tzeentch's Daemon Engines, are my favourite units from the old Chaos army from Space, and are the main reason why I play LatD forces, so I do have strong opinions about them, which I will do my best to moderate in the interests of reaching an agreement.

Second, this is going to be one of the few occasions I suspect where I agree with a number of Lordotmilk's suggestions for change :D. There is, however, a line which I think that we're going to have to decide on whether to cross quite early on, and that regards the uniqueness of the Daemon Engines.

All of the Nurgle and Tzeentch Daemon Engines retained their individuality from Space Marine (i.e. separate names and stats), but the six Khorne Daemon Engines lost this, and were just lumped together under one set of rules. I understand why this was done, but it does bother me a little bit, and ideally (note the emphasis) I would like to see them separated back out into individually named Daemon Engines.

Unfortunately, realism dictates that this isn't really such a good idea, owing to the fact that this would add yet more units/formations to the list, and that's something that most players here don't seem to want, and it's also impractical, because very few players, I suspect, myself included, have three of the same Daemon Engine to put into one formation.

My collection, for example, consists of two of each of the Tower of Skulls, Cauldron of Blood and Death Dealer, and one of each of the Brass Scorpion, Blood Reaper, and Doomblaster.

We could, of course, adopt a mixed formation à la Space Marine, but that would make the formation somewhat difficult to balance in terms of the rules, and could make for quite a bit of role confusion. As a result, I doubt that it's terribly practical.

The simplest fix, in my view, would be to increase their FF to 4+. Daemon Engines are supposed to be fearsome in an assault, and while I have found them to be pretty good in base contact, their FF lets them down in a big way against the sort of infantry formations I would expect them to be able to beat. I certainly would recommend play testing this first before making any more exotic changes.

Another small change which could be made would be to give them thick rear armour. Considering they had a 2+ all around save in Space Marine, and they are meant to be very tough, I don't see why this cannot be added on top of reinforced armour.

Finally, I don't think that they need champion options, icons, or anything like that, and I also doubt that they need a formation size increase. We could experiment with the idea of giving them back their names, and allowing mixed formations, but that would be something to play test after the FF increase.

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 10:36 am 
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Irisado wrote:
I agree with a number of Lordotmilk's suggestions for change :D. .


Trophied ;D

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 Post subject: Re: LatD - Units
PostPosted: Mon Sep 17, 2012 8:34 pm 
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The one reason that I have yet to include them in a list is because you get only four of them - they seem utterly incapable of assaulting something and succeeding often enough to be worth it.


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 Post subject: Re: LatD - Units
PostPosted: Tue Sep 18, 2012 8:52 am 
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The shooty types could have FF 4+, CC 5+, and EA +1. The shot could remain the same or be upgraded.

Perhaps the EA is unwarranted, but it would definitely help a lot.

The CC types could remain the same, or get their FF upped by 1.

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 Post subject: Re: LatD - Units
PostPosted: Tue Sep 18, 2012 8:56 am 
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Irisado wrote:
We could experiment with the idea of giving them back their names, and allowing mixed formations, but that would be something to play test after the FF increase.

I did this in one of the World Eater lists. Took a while to balance but the feedback was 'too many units'. So I bundled them up again.

So stats are not a real problem, just the 'kitchen sink' look when you add in everything else. Happy to go either way - as stated, the work has been done to give them stats.

The main issues for them are:
1. Lack of ability to stand up to a FF
2. Lack of numbers
3. Expensive

Other than for fluff reasons, I cannot see a reason for taking them when you can get a better 'bang for your buck'.

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 Post subject: Re: LatD - Units
PostPosted: Tue Sep 18, 2012 10:34 am 
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LordotMilk wrote:
The shooty types could have FF 4+, CC 5+, and EA +1. The shot could remain the same or be upgraded.

Perhaps the EA is unwarranted, but it would definitely help a lot.

The CC types could remain the same, or get their FF upped by 1.


All Khorne Daemon Engines are all very good in close combat, so it may not be necessary to change the CC value at all.

frogbear wrote:
I did this in one of the World Eater lists. Took a while to balance but the feedback was 'too many units'. So I bundled them up again.


Funnily enough, I was wondering how this had been handled in the World Eaters list, because if they could be separated anywhere, I thought that it would have been there.

Do you still have a copy of the stats from when you separated them out? I'd be interested to see what you came up with.

Quote:
The main issues for them are:
1. Lack of ability to stand up to a FF
2. Lack of numbers
3. Expensive


FF increase looks to be a given based on the comments so far, but I don't think that large formations of elite Daemon Engines is something that I would like to see, so we just need to make them more powerful to justify their cost.

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 Post subject: Re: LatD - Units
PostPosted: Tue Sep 18, 2012 11:00 am 
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frogbear wrote:
Irisado wrote:
We could experiment with the idea of giving them back their names, and allowing mixed formations, but that would be something to play test after the FF increase.

I did this in one of the World Eater lists. Took a while to balance but the feedback was 'too many units'. So I bundled them up again.

So stats are not a real problem, just the 'kitchen sink' look when you add in everything else. Happy to go either way - as stated, the work has been done to give them stats.

The main issues for them are:
1. Lack of ability to stand up to a FF
2. Lack of numbers
3. Expensive

Other than for fluff reasons, I cannot see a reason for taking them when you can get a better 'bang for your buck'.

Just to jump in between meetings ;) I'm not going to expand out the types of Khorne Daemon Engines.

Option to look at is allowing the formation to increase its size - saw this with the EUK World Eaters at Britcon. Was frightening to face.

I'm not convinced, but still listening about changing the FF, but as this would affect the pricing upwards & I am not keen on this.

Dropping the cost of the formation is also another option, again following EUK World Eaters.


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