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This has been a very long-term project, but my Lost and the Damned army is finally coming together. The first 1000pts is done, and I'm busy converting and painting the next 500pts. The final 500 will be done after that, to give me three sizes of force.
Of course, it might well be a case of "all change" once I've played them a few times! I'd be keen on hearing feedback from any LatD players as to what you think of the units I've chosen.
HQ: 2 x Aspiring champions, each with Mark of Khorne, Axe of Khorne and bolt pistol. (104pts)
Elite: 8 bloodletters. (208pts)
Troop: 20 mutants with "brawny" upgrade (S4). 17 have pistols (3 of these carry icons), 2 have flamers, and one is a boss with bolt pistol and power weapon. (233pts)
Troop: 20 mutants, as above except that instead of flamers, 2 carry heavy stubbers. (237pts)
Troop: 9 traitors. 1 has a heavy stubber, 2 form a heavy bolter team, 1 carries an icon, and 1 is an agitator with a combi-bolter. (109pts)
Troop: 9 traitors. 1 has a sniper rifle, 2 form a missile launcher team, 1 carries an icon, and 1 is an agitator with a combi-bolter. (109pts)
For 1500, add the following:
HQ: Arch-heretic with Daemonic Steed, bolt pistol, cc weapon, and 4 chaos hounds. (120pts)
Fast attack: 10 rough riders. 7 have laspistol and cc wpn, 1 has a flamer, 1 has a meltagun, and 1 is a veteran sergeant with bolt pistol and power weapon. (108pts)
Fast attack: 10 rough riders. 8 have shotguns, 1 has a meltagun, and 1 is a veteran sergeant with bolt pistol and power weapon. (102pts)
Fast attack: 8 Flesh Hounds (168pts)
Overall total: 1498
And finally for 2000, add:
Elite: 8 bloodletters. (208pts)
Troop: 10 traitors. 1 has a grenade launcher, 2 form a missile launcher, 1 carries an icon, and 1 is an agitator with a bolter. (122pts)
Heavy support: Leman Russ tank with hull lascannon, heavy bolter sponsons, and extra armour. (170pts)
Overall total: 1998.
Notes: The aspiring champions will lead the mutant packs, the traitors will all infiltrate, and the fast attack cavalry (with the arch-heretic) will probably attack up the flanks while the mutants draw fire. The daemons and flesh hounds can be summoned wherever they will do the most damage, as every mutant and traitor unit has an icon.
This army is probably also unique in that it features no CSM allies! I wanted to try out a "pure" LatD army.
Opinions, anyone? Be as brutal as you like...
Hello Fellow LatD,
One of the best things about LatD is the crazy variety that the list brings for us. It is also critical that your army is YOURS and plays YOUR way.
So here goes nothing...
The Great Karmoon ( whos name must be praised ) once said: Powerfists, for the win.
One of the real cool things that the mutant bosses and ACs bring to us is that they are "hidden", in that they can not be singled out for close combat attacks. This gives us the only Chaos Troop unit that gets multiple hidden powerfists.
I know, I know... The possible upside of the Axe of Khorne is awesome. meh. The first time some walker, or MC, or T5 unit runs into you, you'll be wishing you listened to Karmoon ( who gives us life ).
If you are going the Khorne route to get the extra attack, you might as well give them the Collar of Khorne. Yes, it will be useful 1 out of 4 games. But the ability to cancel psychic powers is cool when the librarian with his "please run away from me, you worthless swarm" can be ignored. Maybe it's just me.
Pistols and brawn on a mutant...
I really, really wanted my basic mutant trooper to be effective in combat, but I gave up. S4 is nice... but quantity over quality is what I say. MathHammer tends to agree. I like to think of mutants as transports for the boss and AC. Let them all die, I say! As long as I get 10 PF attacks on the charge, I don't need no mutants left.
Pistols are an interesting sell. Periodically, I give one mutant unit pistols because they give you two things: a chance to put some hits on units 7-12 inches away. And an "extra" attack before combat by shooting before charging. But with mutants AWFUL BS and the low S of flashlights, I just don't think that they meet a need, considering that you already have, for FREE, a better gun.
Don't mock... "firearms" are a great free weapon. For a long time, I so despised them that I would expressly remove them from any list I would make. But as I learned to accept my mutants dieing, firearms give you a gift. A desperate chance to reduce an enemy unit to non-scoring late, late in the game. Whenever you have that " If I could only kill one more <bad guy> I would win" feeling. The Firearm is there to help. Sure mutants will die... but the unit is most likely nonscoring already. and a S4 24 inch range can help. Especially when you have mutants lugging around heavy stubbers anyway. Think of them as free, distributed, short range, hot, heavy stubbers!
Have fun with your rough riders, I like them, but I like fewer but with Melta Bombs better. Death rides into tanks is a great use for the traitorous scum.
I don't like your Arch-heretic. He needs to be able to kill MEQ quickly, but he lacks a punch. With all the dogs, joined to the Cav will look nice, but will not kill enough to make you happy.
Since you are only going with 1 Hvy, I LOVE Spawn. Running slightly ahead of your mutants, they force targeting priority checks that can save mutant, and roughrider lives. And people tend to shoot at them ALOT, again saving other models. ( cheap too ) Please make your own, the fantasy spawn leave me cold.
By reducing brawn and pistols you could get SPAWN!
May Karmoon ( blah blah ) bless this thread.
Hi, and thanks for the feedback!
The Great Karmoon (whose name is rightly feared) is right on the money with his comments about powerfists. I guess I've got too much into the mindset of powerfist wielders being killed before striking to be happy taking them, but with a 20-mutant meatshield, the chances of the AC and boss dying in the first combat has to be pretty slim. So the ACs and bosses will have PFs.
Collar of Khorne I hadn't considered, but as there are few things in the universe I detest as much as space marine librarians, for 5 points a pop I'd be mad to leave them out. Praise be to Karmoon (who is probably more misunderstood than evil).
Firearms I'd also rejected, for similar reasons to you. I had visions of my glorious mutant horde sweeping all before them, but in reality, the first concentrated burst of bolter fire is going to decimate them. And pistol fire in return is going to feel like a light rainshower to the SMs firing those bolters. So I think I'll keep one unit with pistols, and give the other one firearms. The saving will help to pay for those powerfists and collars! More sound advice from the Great Karmoon (whose mother would appreciate a call now and then - how hard is it to pick up a phone anyway?).
My mutants are all converted WH Beastmen, which pretty much coloured my thinking from the early design stage. I'd always envisaged them being goat-headed, because, well, they are! But if they're cannon-fodder, erm I mean armed with firearms, I can get three for the price of the two with +1S they'll never get to use. So I'll try for a 30-man unit with firearms - better get converting again! Actually, Gors with pistols and Ungors with firearms would work pretty well...
The arch-heretic is more fluff than a combat monster. I imagine him as a former PDF officer turned fanatic hunter, who likes nothing better than "hunting with hounds" - along with his mutant cavalry (all vaguely human but mounted on Gorkamorka mutie steeds, and you won't believe how long it took to acquire 20 of them!). I'll probably keep him until the tenth time he dies without affecting the battle at all, in which case a rethink will be needed.
And lastly the spawn. They're a nice idea (and yes, I'd convert them every time - otherwise it's a unit of horribly mutated gribblies which all happen to be mutated in the same way - no thanks GW!). I'll stick with the tank for now, as I already have one undercoated ready to paint! But spawn are certainly on the shopping list for future expansion, along with Big Mutants (minotaurs toting machine guns, anyone?)
Once again, thanks for the feedback, and may the ruinous powers duly appreciate every soul you offer them!
I'm sorry to tell you this, guys. But on the topic of having 2 powerfists in a unit, YOU ARE WRONG!! YOU ONLY GET 10!!!!! POINTS TO GIVE TO YOUR MUTANTS, AND A POWERFIST COSTS 15!!! POINTS. that is all, good bye
Hold on a sec...
PLEASE REFER TO PAGE 44 IN THE EYE OF TERROR CODEX...
Maybe you are confusing mutant bosses with Traitor Agitators... wait... no... they can have PFs as well... hmmm...