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Well, i'm recorverting old minis to get a full LaTD as 5th army, and i have some critical problems to decide which troop may i buy/use.
i have designed a full only chaos demons/mutants army, and a traitor/CSM army (possessed, etc.) and i don't get which will be more playable.
one it would be a khorne based mutant army, with a bloodthirster, three squads of 8 bloodletters for elite, and three squads of 8 khorne flesh hounds as fast attack, and for base troops, 6 mutant squads: 4 khorne gifted and 2 plague zombies squads. Two defilers and 3 chaos spawns finish the heavy support
the other would be a more imperial guard type, with 6 traitor squads, 3 possessed squads, 2rough riders squads, 1 hellhound tank,2 leman russ battle tanks, and a basilisk.
every list has its benefits and its problems: mutant based lists are great in c/c but they do not convince me for shooting, and imperial like army is not as powerful as IG, and is not as good as mutant list in c/c, but allows you to have great tanks & infiltrate
i don't know what to do... what do you prefer, mutants or traitors?
KIL, KIL, KIL
My reccomendations is to go somewhere inbetween the two ideas, take your manditory slots as mutants, and go the rest traitors, then split your remaining points between tanks and daemons.
If you have specific fluff you want to stick to for the two different armies I would go with your mutant idea. My experience with guard-like LatD armies is that they end up being just like guard, except you pay more per model, have leadership issues, and don't have access to docterines. In other words just playing guard is more practical.
Some things to watch out for with your list though, I can't recommend plague zombies, they can't have any upgrades, and that includes a boss. A mutant squad with a power fist wielding boss, is far more effective in hth. (expecially when he's fighting beside an aspiring champion. . .) Also the slow movement, with no transport options, really hurts a unit that has nothing to add to a fight outside of hand to hand combat.
I've done the math, and the only upgrades that, in my evaluation, are worthwile on mutants are bloated, and firearms (and these only because they're free; it's not worth firing them at most targets.)
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.
I prefer traitors because of traitor recon, I would fill out the compulsories with traitors and then add a mutant mob or two.
This is how I play my Nurgle LatD. However instead of possesed I field nurgle marines instaed and some plaguebearers ( tricky keeping rot away from your own traitors). I use all the imperial units you list ( in different quantities) and have lascannons in each traitor squad. I do use some mutants though ( two big units ) and keep my traitor guard to the minimum size - I just want the las and the tanks they can get me.the other would be a more imperial guard type, with 6 traitor squads, 3 possessed squads, 2rough riders squads, 1 hellhound tank,2 leman russ battle tanks, and a basilisk.
I have friends who plays the all mutant list and this can be effective too - he uses Khorne LatD with a tooled up Lord, possesed, big mutants and reg. mutants. You need to fill out with other fast attack choices though - hounds and raptors - and add defiler - not as good as bassie in my mind.
LatD can be a very effective army. Its beauty is its flexibility. Experiment and see which approach suits your play style.
I think you need some traitor squads that way you have access to the guard tanks, sentinals, hell hounds etc. That way your army can have a balance of some heavy shooting and be able to summon daemons from other squads.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
Are they in an open .pdf, like the space wolves rules? Can someone link them?
Comfirmed Disciple of Chaos
Rogue Angel: "Meet da Chaos Lord"
Use Blood Pact Troopers, there dedicated to Khorne, dont have to charge when close to enamy have BS 4 too. Can find stats in one of the white dwarfs...290something
It's been a minute.
Personally.. I'd go with mutants.
Not a fan of marking them myself though, 6 points for a T4 beastie with 2 attacks? Bargain anyone?
Once you get 2 squads of mutants, then consider adding a minned out traitor squad to infiltrate with a lascannon. It's not worth having to buy a maximum size squad of overpriced guardsmen as a compulsory troops choice.
I'll just second what most people said really.
When I play LatD I use a mix of Traitors and Mutants. The thing with this army is this option if fair shooting and closecombat-skills.
Like Mantis said, avoid using Traitors as compulsory one can use either bloodpact, mutants or my favourite Gibbering Hordes for this.
The lesser spawns are not to be neglected, they are in fact really good for keeping other units out of harms way. They can prevent both unwanted charges, deepstriking-close-to-tanks-Assault marines and they can be deployed to prevent Wolfscouts from entering within melta range.
They are also very durable in CC and when (if) they charge that's 4 attacks Ã* base. They have done good I must say.
two squads of thirty mutants with firearms.