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Greetings. I am new to this forum, and I am excited to be a part of this group. I am working on a casual Lost and the Damned army list as a second army. Please review and give me any feedback you see fit. Thanks.
Lost & the Damned--2,002 Pts.
Arch Heretic--96 pts
*Power Weapon, Bolt Pistol, MoCU, D. Strength, Chaos Spawn
[Will join Possessed.]
3 Aspiring Champions--141 pts
*Bolt pistols & C.C. Weapons, MoCU-LatD
[Will assign one each to the Traitor units.]
3 Obliterators--210 pts
6 Possessed--198 pts
*MoCU, D. Mutation
*Chaos Rhino (73 pts): Extra Armour, Smoke Launcher, Dirge Caster
5 Big Mutants w/ Boss upgrade--180 pts
10 Traitors--115 pts
* Lasguns, 1 Lascannon, 1 Grenade Launcher
10 Traitors--110 pts
* Lasguns, 1 Missile Laucher, 1 Grenade Launcher
15 Traitors--140 pts
* Lasguns, 1 Heavy Bolter, 1 Heavy Stubber
8 Chaos Space Marines--169 pts
* Bolters, 1 Plasma Gun, 1 Missile Launcher, Tankhunters
* Asp. Champ. w/ Bolt Pistol & C.C. Weapon
8 Chaos Space Marines--184 pts
* Bolt Pistols & C.C. Weapons, 2 Meltaguns, Infiltrate
* Asp. Champ. w/ Power Fist
20 Mutants--206 pts
* C.C. Weapons, 2xFlamers, Goatheaded (D. Strength)
* Boss w/ Power Weapon
1 Traitor Leman Russ--180 pts
*Hull Lascannon, Sponson Heavy Bolters, Extra Armour, Track Guards
Last edited by Kaoru; August 12th, 2005 at 17:33.
Switch Hull lascannon for hull heavy bolter on the russ, and get rid of Track Guards. I think you should get rid of Goatheaded on your muties, it's not really gonna help much. Also, give them firearms.
Why does your first aspiring champ have a Bolt pistol/cc weapon combo... when he's in a shootey squad? Just give him a combi-bolter instead. The Las and Missle's would work better with plasma in your traitor squads.
I dont like your Big Muties or possesd; you could get two large normal mutant squads for there price. Your HQ seems fine...
On the Russ I like the lascannon for two reasons: punching armor and as a back-up weapon when the battlecannon is inevitably destroyed. The lascannon is better for punching armor with its increased accuracy (1/2 vs. 1/3 probability) and improved strength. Even considering that the ordinance gets the best of two dice for armor penetration, its reduced accuracy really makes it better for hitting large blocks of infantry. The track guards can go either way.
I have been debating the champs b/n close combat and a bolter. The close combat would help when the inevitable assault closes in on the traitor unit. A bolter (or combi-bolter) would help the squad with long range fire.
I don't like plasma guns on "guardsmen". The space marines have a 3+ save to work with, but the guardsman only has a 5+. The grenade launcher is a little more conservative and still effective vs. infantry and light armor. For that same reason, firearms seem bad. With the Daemonic Strength, they are about as effective as orks (which I am familiar). But making 20 to-hit rolls with firearms will lead to casualties galore. Better to charge in.
The big mutants and possessed are for color and because that is what I have available. Sure, I could get more mutants, but I want as many troop choices to be chaos space marines and traitors. Right now my Troops are full at 6 choices. I think possessed get a bad rap in the latest edition. Sure, they are pricey, but they make a good retinue for an HQ and can really take a beating from weapons fire.
I like your suggestions, and if I were to get competitive with this army I would probably follow most of your advice. But this is my casual, DIY conversion-time army. My orks are for pounding people, but I want this army to be the hobby/modeling army that is casual.
A very good list. Can't really say much to change. I agree with the lascannon on the Leman Russ, I always have one. And don't take plasma on guardsmen unless you really have to.
By day he fought with sword and shield.....
By night he fought with pen and parchment.....
He was....The Warrior Poet.......
Fear the ANZAC Clan!!!!!
ORDER OF THE SHADOWY FLAME!!!
Do you have uber micro...????