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Made in us
Longtime Dakkanaut





Orlando, Florida

Forget the whole "not allowed in the UK" thing. What is the best way to make this army list effective in a tournament situation. Thank you for your comments.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Rampaging Chaos Russ Driver




I only fielded my half build Lost and the Damned once. My infiltrating traitor guard and footslogging mutants never saw melee combat. The Raptors did all the killing. I had a really small force. Something like 500 or 700pts.

   
Made in us
Awesome Autarch






Las Vegas, NV

A good friend of mine with a penchant for poergaming runs a nails LatD list. I cant remember the exact specifics, but i can give you a general idea.

He took a tricked out chaos lord with bike and manreaper

Hoardes of mutants geared up to be similar to gaunts (fleet of foot, and i am pretty sure they have the 12" charge, but i could be wrong about that)

three hellhounds

two basiliks and a defiler

a few squads of mutants with las cannons

and i believe a greater deamon of nurgle.

Really tough list, 130+ model count, fearless, fast, tons of firepower at range plus hoarde assault troops and the lord. It was an all around brutal army.

I will see if he will e-mail me his list, that way i can give you some more specifics. He themed his around Nurgle and used zombies from fantasy with IG lasguns, etc. for his troppers, they ended up looking great.

   
Made in us
Longtime Dakkanaut





Orlando, Florida

I have seen mutants with speed do really well before.

One of my Ideas is to take a unit of 15 mutants with speed, a boss with a powerfist, and an Attached Aspiring Champion with a Power fist. Then to top it all up have my Statured DP with Demagoge (I play Word Bearers) join that mob. Now I have a fearless mob with 2 hidden powerfists and 14 ablative wounds charging on the second or third turn.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Dakka Veteran




Orlando, Florida

So Mahu, are you switching to Word Bearers lost and the damned now?
   
Made in us
Longtime Dakkanaut





Orlando, Florida

No, I plan to do both.

This was a thought I had originally with my Thousand Sons, I can use a lot of the same models in a LatD Army that I use in my "main" Chaos Army. After I saw the ForgeWorld Traitor Gaurd, I am convinced to take a LatD list to Adepticon, so between the Gladiator and the RTT (Eldar for the TT), I will play one then the other. I am currently considering the LatD list for the Gladiator, as I don't know how legel the list will be for the RTT (though I doubt they will restrict it).

So I can take the same bikes, defilers, DP, Bloodthirster, Deamonettes, etc. that I would build for my Word Bearers and use them again in a different army.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Dakka Veteran




Orlando, Florida

If Dp stands for daemon prince, then your losing out on the best part of Latd, that is, having two hidden fists in a squad of mutants. So a prince and a thirster would prevent Latd champions, as you get 3 for an HQ choice.
   
Made in us
Longtime Dakkanaut





Orlando, Florida

My first list had the combo you see in my second post and no Blood Thirster, but the Blood Thirster is still an option, my main point was that the investment in models between the two armies is different than is I played two different races.

But I am curious, Me_Person, what would be your LatD list look like?

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Maddening Mutant Boss of Chaos





Boston

Reecius: I don't understand your friend's list.
The mutants are by no means fearless. (Very low leadership, in fact.) (Unless he has a Word Bearers lord with demagogue?)
And if your friend wants to field 5 IG tank/fast choices (the 2 bassys and the 3 hellhounds) he has to include 5 traitor squads (which btw are also low leadership) -- leaving him only one remaining troops choice for a mutant mob.

Leaping mutants (which do charge 12", btw) are indeed a potent choice, particularly since you can bury a couple of powerfists in the unit.

Any LatD heretic general should seriously consider taking 2-3 aspirings champions as an hq selection to shore up the mutants' leadership. Purchasing a mark of chaos undivided for the champion also pays off (it's expensive, but it increases leadership for an entire mutant mob -- and these guys will lose combat regularly, so they will be rolling morale checks).
Making mutants bloated (giving them an armor save against bolter fire) is also a good idea. I usually run 2 mobs, one leaping and one bloated.

IG tanks are tempting. But definitely also consider a unit of chaos spawn, which doesn't cost many points, and which creates a unit that can take a lot of punishment and that is formidable in close combat.

Assuming you take mutant mobs (and you should -- they're scrappy), traitor squads should be stripped down to minimum cost -- just a heavy weapon (which will infiltrate) and at most, an agitator or an icon. Expect these guys to melt away after an opportunity shot or two -- or use them to draw out the enemy.

Demons and/or obliterators make great elite choices (one for hth, obviously, and the other for durable anti-armor capability).

   
Made in us
Dakka Veteran




Orlando, Florida

But I am curious, Me_Person, what would be your LatD list look like?


I'm no expert on LATD, but I put a quick list together

Word beaers LATD-2000
HQ
Daemon prince-accursed crozius, speed, armor, resilience, Mocu, stature, furious charge, spiky, ccw

3 champions-speed, MOCU, power fist, mutation, spiky

Elites
4 normal bikers-Mocu, skilled riders, 2 meltas
champion biker-power fist, mutation

Troops
19 normal mutants-speed
boss mutant-power fist

19 normal mutants-speed
boss mutant-power fist

19 normal mutants-speed
boss mutant-power fist

5 traitors-autocannon

5 traitors-autocannon

5 traitors-lascannon

Fast
5 rough riders-lances
vet sarg-lance

Heavy
Basilisk-indirect
Basilisk-indirect.

   
Made in us
Longtime Dakkanaut





I like that list, MePerson. I was thinking of doing LatD for a while, (which is why I have a half converted Khorne Bassy), but couldn't get the points to work out in a way I liked. I think I tried to fit in too many LatD units and too many CSM units. Mutants and Berzerkers and Bloodletters and Tanks are hard to fit into one standard list. But I like the units you've put together.

Also, I never gave serious thought to giving speed to the mutants, possibly because it's expensive and in the codex it's described as Tzeentch flavored, but I'll have to give that some thought.
   
Made in us
Awesome Autarch






Las Vegas, NV

tinfoil: sounds like you have a better grasp of the list than i do. i am at work and dont have the codex in front of me. however, i did play the army a few times and unless he was yanking my chain, the army was predomanantly fearless, but i could deffinately be wrong about that, i dont know the list that well or its options.

but what i do know from the playing it is that it was just brutal. He swarmed, shot well and had nasty cahracters, plus as Mahu said, lots of hidden powerfists.

and the indirct fire just kicked butt.

i think that this is one of the most pwerful lists in the game, to be honest. but, as i said, i dont know it all that well, just from playing against it a few times.

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I love LatD. They allow me to bring together my vast Chaos and Guard armies and field bits of both at the same time, plus when Codex EoT first came out I snapped up a whole bunch of those mutant kits, so I've got close to 100 unique models to go with the army. They're the best thing to come out of the EoT, and a fantastically flexible army that can do pretty much anything.

I usually go with the Daemon Prince + Champs + Mobs of Mutants w/Bosses led by the Champs + tiny Traitor Lascannon units + Defilers.

In our slightly altered version of 40K, I did just get my *donkey*handed to me to an extremely effective 1250 point LatD (Chaos Lord, Champ Leading Mutants, another group of mutants, 2 traitor units with Lascannons, 2 CSM untis with Lascannons, 2 Dreads).

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Cultist of Nurgle with Open Sores




Chicago, IL

Mahu,
Played LatD since before EoT came out. Here's my list for 1850, with comments on various units later.

HQ:
2 A/C, spiky bitz, personal icon, power fist, mutation, Mark of Chaos Undivided.

EL:
3 Oblits.

TR:
2x26 Mutants, nurgle's blessing, boss w/PF
2x5 Traitors, autocannon
2x5 CSM, tank hunter, lascannon

FA:
6 Furies
2x6 hounds

HS:
5 Chaos Spawn
2 Leman russ, hull heavy bolter.

The key to the above list is not any individual unit, it's the synergy they exhibit. Opponent's target tanks first with heavy weapons, allowing the spawn to advance and the Oblits to live. Once the Tanks are gone, the spawn are a bigger problem, not being instakilled by lascannons or MLs, so the heavy weapons target the spawn, letting the Oblits rain doom and destruction.

Chaos hounds get a turn 2 charge and can either assassinate characters or tie up shooty units for a turn.
Furies ditto, so 2-3 shooty units tied up and unable to shoot turn 2.

Meanwhile, the 54, T4, 4+ save mutants are nurgling across the board, hard to reduce below half, and with plenty of hidden power fists per to make life interesting.

The autocannon teams can infiltrate, claiming table quarters for 55 points. If an opponent sends a close combat unit to dig them out, that's 200 or so points that isn't facing the rest of your army.

5 man tank hunting squads will usally kill off any tanks by turn 2-3, after that, anything they do is gravy, but if they're being shot at, the mutants live.

I've seen attempts with the speedy mutants, but since they die to bolters, they don't seem to actually have the oomph to make it across the table and kill more than one unit. Plus, they're expensive, cutting down your numbers.

Big Mutants are pretty much a waste of points as they die to missile launchers and can't have much in the way of heavy weapons. If they were faster, that's one thing, but they're not.

Basilisk looks sweet, but if an opponent can't shoot at it, then they're shooting other stuff. I prefer to let the Russes die in 2-3 turns and save the oblits rather than hide the basilisks and lose the oblits.

Also, in escalation, everything starts on the table except the Russes, which can move on and shoot wherever it's safest.

Going to 2k points is just a matter of adding 2, 5 man units of demonettes. Rending attacks and things your opponent will be scared of. Always a good choice.

At 1850, 13 scoring units, most of them cheap.

Some swaps that I think would be interesting: Rough Riders for FA, replacing the 12 hounds and swapping a Defiler for a Leman russ. Gives you a really hard hitting unit but it may well attract a great deal of shooting (which may be okay).

I would also agree with Tinfoil. If you swap out the 26 bloated mutants for 20 leaping including the boss, and obligatory Aspiring Champion with powerfist, icon, MCU, spiky bits, and mutation, that makes another good turn 2 charge unit. That would be a good time to possibly run 2 units of Rough Riders and 2 Defilers. Pick your poison at that point.

Everytime you use the word fluff, a kitten dies
-Gav Thorpe

The only cheesy army is one that beats me because I am the greatest 40k player - ever. 
   
Made in us
Maddening Mutant Boss of Chaos





Boston

I guess I should add that the leaping mutants are particularly important in my lists because I tend to field demon packs as shock troops, so I need to get a summoning icon as far forward as possible by the top of turn 2.

If you go with a build like PapaNurgle's (which looks very solid to me), this consideration would weigh a bit less heavily.

   
Made in us
Fresh-Faced New User




why dont you go all normal mutants it is only 720 for 12 mutants and they have 2 attacks a piece. and spend the rest on demons or tanks.
   
Made in us
Maddening Mutant Boss of Chaos





Colorado

As an avid LatD player who has won many tournaments with them, I feel that the combo I play is pretty top notch.

For HQ
3 Aspiring Champions w/ powerfists, undivided, and visage

1 obliterator

10 deamonettes

3 units of 25 mutants w/ 2 flamers/ 2 icons and a boss with a power fist

3 units of 5 traitor guard w. lass plas one unit with an icon

2 units of furies

2 basilisks

1 leman Russ

LatD have the most under pointed troop choice in the game. There only problem is speed wich you can do 2 things to correct. The first is Tzeentch mutants with fleet and 12" assult. Thats all fine and dandy if you know the mission being played. Escalation butchers that concept with the quickness, and also as your mutants are now twice as expensive your horde has drasticaly been reduced. The other way which I prefer is Furies. Furies are also overlooked, but point for point I dont feel there is a better deamon you could take, with Flight, S 5 and I 5 at the price of a Space Marine they are a must. They are your shock troops and will hold up almost any unit in assult and outright beat a lot. They give the time your mutans need to make HTH.

NoTurtlesAllowed.blogspot.com 
   
 
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