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[EXPERIMENTAL] Lost and the damned redux v0.2

 Post subject: Re: Sv: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Mon Nov 24, 2014 2:27 pm 
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Demons are great fun. I also find the 20cm towers viable mobile bastions. My mobile Coven was predictably taken out by air assault early on, but objectives were placed close enough to allow for an attrition game, which the marines eventually lost. The list is short on activations, and lacks air, so will probably not hold well against any type of enemy.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Mon Nov 24, 2014 5:05 pm 
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Interesting list. Can you remember what the SM force was that went up against you?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Mon Nov 24, 2014 10:19 pm 
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4 termies in T-hawk
Assault in T-hawk
4 termies in raiders
Tac in rhinos +hunter
Devs in rhinos
2xhounds

Arguably far from optimal. The termies in LRs especially.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Wed Nov 26, 2014 12:28 am 
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bat rep testing the list with MikeT here: viewtopic.php?f=84&t=28592

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Wed Nov 26, 2014 9:25 am 
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Nitpick wrote:
4 termies in T-hawk
Assault in T-hawk
4 termies in raiders
Tac in rhinos +hunter
Devs in rhinos
2xhounds

Arguably far from optimal. The termies in LRs especially.

Might not be optimal, but rather scary and effective if it can catch you off guard.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Wed Nov 26, 2014 10:05 pm 
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Yep. I had a good bit of Nurglous blessings in the first turn though. Even won initiative! That plus abysmal SM saves initially pretty much gave me the upper hand.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Wed Jan 28, 2015 11:58 pm 
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playtest bat rep with LATD redux posted here: viewtopic.php?f=84&t=28947&p=550886#p550886

list used by MikeT:
Lost and the Damned Redux v0.2 3000pts (20cm move plague towers, 15cm move contagions)

Coven (nurgle) 550
Demagogue
6 x Mutant
5 x Cultist
Plague Tower
Spawn

Coven (Slannesh) 320
Demagogue
5 x Mutant
5 x Cultist
1 x Mutant 2. Icon
6 x transport
1 x Technical

Coven (Slannesh) 310
Asp Champion
Arch-Heretic
6 x Mutant
5 x Cultist
6 x transport
1 x Technical

Coven (Tzeentch) 320
Demagogue
5 x Mutant
5 x Cultist
1 x Mutant w. icon
6 x transport
1 x Technical

Contagion Engines 325
Subjugator 225
Questor 275
Knights 275
Doomwings 150

Daemon Pool
4+10 150
2 x Greater Daemon 100

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Mar 05, 2015 10:11 pm 
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palytest with redux posted here: viewtopic.php?f=84&t=29224&p=555294#p555294

MikeT was running a plague tower heavy list at 20cm move:

LATD redux
Coven (N) + Plague Tower + Spawn 550
(Demagogue, 6 x mutant, 5 x cultist)

Plague Tower 300

Coven (N) + Plague Tower 525
(Demagogue, 6 x mutant, 5 x cultist)

Plague Tower 300

Coven (T) + 6 land Transport + tech 310
(Demagogue, 6 x mutant, 5 x cultist)

Coven (T) + 6 land Transport + tech 310
(Arch H, 6 x mutant, 5 x cultist)

DoomWings 150
hellfire 200

ZOMBIES!!! 175

greater demon of nurgle, greater demon of tzeentch +5 lesser demons

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Mar 05, 2015 10:33 pm 
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We have the plague towers with the same stats and points currently in the Death Guard V0.2 list. Just curious on your thoughts on how they performed with the increased move and reduced points.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Thu Mar 05, 2015 11:48 pm 
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Same here, particularly for Towers in formations of two.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Mon Mar 30, 2015 10:20 pm 
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Did this list die?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Tue Mar 31, 2015 4:16 am 
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Interesting question. I hope not.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Tue Mar 31, 2015 8:11 am 
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There was a batrep less than a month ago and I know there will be at least one more this week (schedules permitting) so I don't think its dead.....

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Tue Mar 31, 2015 11:25 am 
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Ah cool, thinking about building this list!

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.1
PostPosted: Tue Mar 31, 2015 11:55 am 
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Do it! I was surprised how much better it felt than the old LatD. I think it was a very good thing to separate traitor IG from the cult. Also, the change of support ratio makes it possible to build nice looking forces instead of the bland mass of super mobile cultists.

Yep. Nicelooking has always been my first priority.

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