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Discussion on LatD changes

 Post subject: Re: Discussion on LatD changes
PostPosted: Thu Apr 19, 2012 4:02 pm 
Brood Brother
Brood Brother

Joined: Thu Jan 31, 2008 9:15 am
Posts: 1832
Location: Oslo, Norway
Quick comment: I imagine the oldskool Daemon Engines as coming from the Eye of Terror, not built by cultist uprisings on Imperial worlds. Is that wrong?


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 Post subject: Re: Discussion on LatD changes
PostPosted: Thu Apr 19, 2012 4:38 pm 
Purestrain
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Joined: Sat Jan 31, 2004 6:42 pm
Posts: 3305
Location: West Yorkshire, UK
Exactly- I have had to spend the last half an hour clearing 4 shared from my computer. It is effectively a virus. I had to unistall and then reinstall Firefox to clear it.

Thanks Tim!!

:(

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 Post subject: Re: Discussion on LatD changes
PostPosted: Thu Apr 19, 2012 4:39 pm 
Hybrid
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Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Sorry Old Bean, I haven't had any problems on my system.

New thread started with file attached.


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 Post subject: Re: Discussion on LatD changes
PostPosted: Sun May 27, 2012 11:40 pm 
Brood Brother
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Joined: Sun May 27, 2012 11:27 pm
Posts: 17
Evil and Chaos wrote:
I'm of the opinion that while the L&TD list is reasonably balanced, it has no real central theme, and once 3 or so variant lists are developed* it can quietly fade into history.


* Each would allow much greater depth and character, rather than the "mile wide and an inch deep" style of the L&TD list:

- Cultist Uprising Army (crappy human cultists + summoned daemons + limited allied Chaos support)
- Traitor IG Army (IG elements + summoned daemons + daemon engines - think Blood Pact type army)
- Daemonworld Army (daemons in their own independent formations + daemon engines)


Speaking personally, none of these three would properly represent my LatD force without resorting to heavy "counts-as" . The background is basically that they are the non-marine contingent of my Thousand Sons force. The "core" is a Blood Pact style army, within which are included Tzaangor and heavy use of psykers. Daemon engines are obviously just limited to the Towers that go hand-in-hand with the Thousand Sons and there doesn't really need to be any explanation for including summoned daemons in an army of wizards right?

My point is that the current list as stands handles either of the 3 options you listed well, covers my list well, and can accommodate a pile of other themes and options should the player desire. On the other hand, you can build non-sensical "skittles" armies with the list. My rebuttal to that is that other people building armies I dislike aesthetically is far less important to me, then me building an army I like.


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