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[EXPERIMENTAL] Lost and the damned redux v0.2

 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Oct 27, 2016 2:54 pm 
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Beefcake4000 wrote:
Here's my first Bat rep, more to come.

http://d6addiction.blogspot.com.au/2016 ... -take.html


Thanks for this; batreps are definitely appreciated (and I now realise I haven't posted any of my batreps :( ).

Regarding the question about Khorne pacts; I do tend to agree that they feel they have less value than the other ones. Nurgle unlocks artillery and the Plague tower, Tzeentch unlocks flyers and Slannesh unlocks scout AVs and the ever popular Warhound size titans. Khorne instead only unlocks a CC focused War engine that often struggles to get into B2B contact, and generic daemon engines that compete with and are probably outclassed by the generic Defilers.

One of the options I'd considered is re-naming the Hellfire Cannons (back) to Cannons of Khorne, thus linking them to a Khorne pact. Another option I'd considered was statting up a dedicated daemonic transport for Khorne, using one of the various Khorne Daemon engines as the model. This would give Khorne covens something unique and allow for greater use of the various different Khorne Daemon engines that already exist.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Nov 02, 2016 9:17 am 
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That would not change, that the lord of battle or the other engines is still not worth taking?

Why not change the stats/ rules or point costs?
I like the +1 to assault.
A transport engine sounds interesting to :-)

I really like the idea of different alters, giving different bonuses or something like that...
Could be: Nurgle alters gives + to AS. Tzeentch gives +1FF, Slaanesh gives Strike first. Khorne gets infiltrater/+1 to assault
The alter gives it to the whole unit...


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Nov 02, 2016 3:00 pm 
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You don't want to mess to much with stats of units that exist in other lists.
You also want to refrain from adding to many extra rules.

Changes to points cost are usually the best option.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Nov 03, 2016 10:10 am 
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In that case, I think the khorne engines should be much cheaper.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Nov 03, 2016 12:11 pm 
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Kragh wrote:
In that case, I think the khorne engines should be much cheaper.


I agree.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Fri Dec 02, 2016 6:12 pm 
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batrep featuring the LATD redux list is now up :)

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Dec 21, 2016 9:57 pm 
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Battle Rep featuring the LotD against the Eldar Titan Clan:

http://www.taccmd.tacticalwargames.net/ ... 2&start=18

Though this is a themed Slannesh list rather than amix of all chaos, the list felt fun to play and had pluses and minuses over what you could do with a standard Emperors Children list. The covens going from useless to terrifying once demons were summoned were quite satisfying.

Only query I had - any reason for the change to strategy rating one? Is this thematic or did the list really outperform at higher strategy?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Dec 22, 2016 1:38 pm 
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Cool. Will try my Nurgly list again in January. Must say that the redux list made LatD so much more fun to play. Not necessarily better, but more fun.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Dec 22, 2016 1:59 pm 
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I agree with Nitpick on the fun comment!

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Dec 22, 2016 2:58 pm 
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Any news on the 0.3 version that's been mentioned in batreps? ;)

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Last edited by IJW Wartrader on Wed Jan 04, 2017 1:48 am, edited 1 time in total.

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Dec 22, 2016 3:26 pm 
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mordoten wrote:
I agree with Nitpick on the fun comment!

Hmm... I wonder. Will there be a merry LatD fratricide in January?

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Thu Dec 22, 2016 4:14 pm 
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Nitpick wrote:
mordoten wrote:
I agree with Nitpick on the fun comment!

Hmm... I wonder. Will there be a merry LatD fratricide in January?


Haha, that would be something to see! :-)

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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Sun Dec 25, 2016 7:19 am 
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I've started playing these guys mostly as a coven based force since I lack a lot of the daemon engines and refuse to play with what I don't own or cant reasonably proxy. They have been a blast so far ill start posting battle reports after I've gotten more practice with them. I have only played 2 games so far but results were promising with both wins!

Also after reading through the thread I was wondering if any serious consideration was given to the daemon packs. If so I think that they could be a very cool addition though I recommend if they are able to teleport that you must also have a coven of that type and/or they not be able to claim objectives to avoid those last turn objective grabs.

one of the lists I ran so far in case anyone wants to know.

Incompertus, 3000 POINTS
Lost And The Damned - Redux (0.3 - Experimental)
==================================================

COVEN [525]
Daemonic Pact, (Chaos Undivided), Daemon Prince, 6 Mutants, 5 Big Mutants, 2 Technical, 10 Land Transporter

COVEN [525]
Daemonic Pact, (Chaos Undivided), Daemon Prince (Arch Heretic), 5 Big Mutants, 6 Mutants, 2 Technical, 10 Land Transporter

COVEN [525]
Daemonic Pact, (Chaos Undivided), Daemon Prince, 5 Big Mutants, 6 Mutants, 2 Technical, 10 Land Transporter

COVEN [265]
Daemonic Pact, (Chaos Undivided), Demagogue, 9 Cultists, 2 Big Mutants

COVEN [265]
Daemonic Pact, (Chaos Undivided), Demagogue, 9 Cultists, 2 Big Mutants

DAEMON POOL [95]
Greater Daemon, 3 Lesser Daemon

HELLFIRE CANNONS [200]
4 Hellfire Cannons

HELLFIRE CANNONS [200]
4 Hellfire Cannons

TZEENTCH DOOMWINGS [150]
3 Doomwings


DEFILERS [250]
4 Defilers


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Tue Dec 27, 2016 8:32 pm 
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Just a couple of quick follow up questions

Not sure if this is an error with the army builder or not the list shows the icon bearer at 10 points but the builder shows it at 50.

The icon bearer on 3.0 is listed at 10 points and just has demonic focus in the original latd they were 50 points and had demonic focus, leader and invulnerable save.

Not sure if the Arch Heretic should have character listed in the notes same with icon bearer.

Demonic assault engines have lost invulnerable save.

Are Greater deaemons destroyed on a crit or do they go back to the pool?

I looked but didn't see any of these listed as questions if I missed the answer im sorry.


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 Post subject: Re: [EXPERIMENTAL] Lost and the damned redux v0.2
PostPosted: Wed Jan 04, 2017 2:00 am 
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Is the Plague Tower still being tested with 20cm move in this list?

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