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Allied Alpha Legion-Veins Elite
Pair of lightning claws, daemonic strength, spiky bits, daemonic mutation, infiltrate, Mark of Chaos Undivided, frag grenades
4 bolt pistols, 4 close combat weapons, 3 meltaguns, infiltrate, Mark of Chaos Undivided
Chosen Sorcerer Fey-57
great weapon, bolt pistol, wind of chaos, infiltrate, Mark of Chaos Undivided
Aspiring Champion Tarius-31
power fist, bolt pistol, infiltrate, Mark of Chaos undivided, daemonic visage
Aspiring Champion Haven-86
power fist, terminator armour, Mark of Chaos Undivided, combi-flamer
close combat weapon, 1 icon, 2 flamers
power fist, close combat weapon
15 Tzeentchian mutants-168
1 icon, close combat weapons
power fist, close combat weapon
1 icon, missile launcher, grenade launcher
1 icon, lascannon
heavy bolter, 2 heavy bolters, pintle heavy stubber, searchlight, hunter killer missile
Total: 1508 points
So where can I drop the 8 points from? broken any rules this time around?
I like the idea of your list but think you may have a few problems.
Firstly, in non-Infiltrate games, your Alpha Legion guys may not see much combat - which will be a huge waste of points.
I'd field at least 2 more Deamonettes.
The 5man LC squad is far too fragile. You need more meat round the LC. Also Traitors always need their Agitators.
Overall the speed of your army is too slow.
If you need points, lose the Sorcerer.
Hope this helps.
This is not good advice. Traitors die instantly. You just need to accept that. 6 man squads with one lascannon or a heavy bolter/stubber(or sniper) combo are the norm for these guys. Agitators just take up points and don't accomplish anything.The 5man LC squad is far too fragile. You need more meat round the LC. Also Traitors always need their Agitators.
Your single sentinel is going to die and accomplish nothing. It's awfully alone and exposed, and armed with a lascannon it's going to go down pretty quickly.
For a Lost and the Damned army, you don't have nearly enough models. You've got a huge bloated HQ section compared to the rest of your list. What is the point of your Chosen? They're just more expensive Chaos Space Marines, the way you have them set up. One bonus meltagun and a wind of change is worth all of those points?
Split your 29 mutant mob into two smaller mobs. Also, split your 12 man traitor squad into two smaller squads of 6. Like I said before, traitors melt like butter and it's better to lose a squad of six and still have another squad on the board than lose all 12. Also, that way you can get another heavy weapon.
Your champion, who I assume leads the large mutant mob, has terminator armor. Why is this? He's buried in the mob so he can't be hurt until all of the mutants are dead. Is it just for the extra attack? That's a pretty expensive extra attack which you can get cheaper with Mutation or a Mark of Khorne.
Open up in the name of the Lawl!
Ok well the chosen are there:
1. I want some kind of marine presence in this list.
2. Because I have written approximately 20 pages of fluff on this squad and would rather not change it (although some things I can).
3. because it doesnt cost much money.
Why should I split the mutants in 2? that means I'll need 2 champions to keep them on the board. I don't really see the advantage.
The champion is in termy armour because he suffers from majority armour. Trust me, this squad is going to experience 20 man squads of necron warriors rapid firing often. My most common enemy. Also because the model looks cool.
I agree with you about the sentinel but where else do I get my anti-tank?
Is it 1 traitor squad per sentinel or per sentinel squadron? I guess I can find points for a second lascannon sentinel.
2 6 man traitor squads actually sounds pretty good. That would allow me to field more daemonettes and more anti tank.
A sentinel squadron is a choice on the Force organisation chart, so it's per sentinel squadron.Originally Posted by LordLink
I like the idea of the AC in terminator armour. However, is he going to last all that long by himself when the mutants all die? It might not be worth the hassle.
I agree with Kingcomrade, for an LatD army this is way too small. I've read some of the fluff for the chosen squad in your blog, and although it's nice the squad may not fit in here.
hmmm I guess I can turn them into normal marines. Its one of those things that doesnt need to be represented so I can just buy the models and experiment with both.
What if I drop the 86 point aspiring champion. Make Vein my compulsory HQ and then split up the mutants? would give me about 80 points to run with and if I turned the traitors into 6 man that would give me another big mutant squad, I can also tone down the russ.
Although I'm still stuck with an anti-tank problem. 2 traitor squads with missiles isn't to reliable in that scenario. Any sugestions?
You're probably not going to like hearing this but. . .
I'd run aspiring champions as my primary (and perhaps only) LatD H.Q. They're ultra effeicient, and well protected. For just a general rule, the more mutants / aspiring champs you have, the better off you are.
The marines and their hqs just scream target me with your ap 3 weaponry, we're extremely expensive and they don't do anything special. They're not the uber fast first turn chargers Kroot are, they're not the uber hand to hand your mutant squads are, they're just dead weight.
You should make the russ as cheap as you can while still keeping it efficient. Drop the upgrades, keep the HB, sponsons, and consider extra armor, that's it for upgrades.
Definately split the traitors and drop the sentinal. Lascannons, especially lascannons that only hit half the time, don't do alot to monoliths (or many other things for that matter).
Everything I have told you, even this, is a lie.
That's another thing. Why haven't you maxxed out your Aspiring Champ choices? They're the best HQ LatD can get, and 3 of them only take up 1 slot. Aspiring champions are what your Mutant mobs are ALL ABOUT. They are your PUNCH. The mutants are just extra wounds.Why should I split the mutants in 2? that means I'll need 2 champions to keep them on the board. I don't really see the advantage.
Splitting them into two squads does this: it means that you are two separate targets and so your enemy has to split his fire. It reduces the 50% threshold and makes your enemy have to reduce a squad twice. It's the same reason that people would rather make two squads of 10 marines rather than one squad of 20.
My LatD army is based around these guys:
Khorne, Fist, Spiky, Mutation
3x20 Mutants w/ flamers
Open up in the name of the Lawl!
I don't really understand why the chosen are so bad. They pack a huge punch in cc. If I need to drop something surely the 5 bloodletters would be good to get me more mutants.
I can tell you now 10 MEQ's isn't really fragile. I can quite easily run 10 striking scorpions into an assault without being gunned down. Besides I would have thought a lot of firepower would be pointed at the Tzeentchian mutants. Thats another thing i can turn them into normal mutants for more points.
So aspiring champions are the punch? and a lieutenant can't do the same thing?
And if I decide to take more mutants whats going to happen the first time I play eldar or tau or dark eldar or anything in a rhino. They are just going to run rings around me and mutants arent very fast... I really need some anti tank and more mutants arent going to solve that.
I'm not particularly in LatD to get a horde, if I wanted that I would have massed spinegaunts instead. I prefer to think LatD play similar to orks and ask any player, 46 basic orks are enough for a 1500 point army.
and Kingcomrade do you use traitors?
There are just so many other things I could drop as opposed to the chosen if I really need more numbers. LatD isn't just 3 aspiring champions and 90 mutants (is it?)
Sorry I didn't notic this till just now. . . been kinda busy.
Anyway: besides 8 pts over you have not broken any obvious rules.
I would drop either the hunter-killer missile or a traitor from your squad of 12 for the extra points to take you down to no more than 1500.
In my opinion your chosen are fine, the do represent a good chunk of your force, but their combat potential is up to the task of earning their points back.
Your HQ AC: terminator armor isn't going to do much for him. I can compleatly understand wanting to use a preexisting model together with fluff, so it's not a big thing, just realize that he's not going to get to use it untill he's all alone. Also double check the points on him, he seems a little low. (did you assume you started with a powerweapon, then pay the upgrade price shown in the Chosen entry?)
I'm of mixed feelings about the Tzeenitch Mutants... 15 more mutants would be a great help for your model count (wich is a little low due to the Chosen)
On the other hand, having a fast unit is very handy for qickly tying up enemy shooting unts, and preventing them from shooting up your slower close combat units untill they have time to engage.
I reccomend droping the size of your larger traitor squad to 5 men like your other one, then using the points to buy a few more bloodletters, or mutants.
That's all I can think of off hand. . .
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.