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		<title><![CDATA[Latest posts for the thread "Lost and the damned auxiliary from traitor legions"]]></title>
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				<title>Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ Hi!<br /> Does anybody have any experience with thr Lost and the damned auxiliary? I have the cultists from 3 sets of <span class="glossaryitem" onmouseover='gp(437);'>DV</span> 24 autoguns, 24, cultists with <span class="glossaryitem" onmouseover='gp(19);'>cc</span> weapons, 6 lords, 4 flamers and 2 stubbers. I wanted to use them in a 1850 list im putting together but is it worth it? I could give a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unit the poxwalker hive too, im not sure. Could you guys give me some pointers]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:08:58]]> GMT</pubDate>
				<author><![CDATA[ killerpenguin]]></author>
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				<title>Re:Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ I would say the two Legions it benefits most are <span class="glossaryitem" onmouseover='gp(528);'>DG</span> and <span class="glossaryitem" onmouseover='gp(544);'>AL</span>.  You hit the nail on the head for <span class="glossaryitem" onmouseover='gp(528);'>DG</span>; toss the Poxwalker on the Dark Apostle and use it each turn to get even tougher cultists.  With <span class="glossaryitem" onmouseover='gp(544);'>AL</span>, I'd consider buying more than the minimum number of Cultist squads; if you run this in the Insurgency Force detachment the cultists will come back on a 3+.  Mix that with Infiltrating to start with and you have a ton of cheap, small, harassing units to tie things up with throughout the game while your marines grab objectives or eliminate targets.<br /> <br /> Those are the ways that I've run it and had success in both.  You might also go with <span class="glossaryitem" onmouseover='gp(529);'>NL</span> and then the Dark Apostle will give the squad he joins Stealth ... but that doesn't seem as good as the other two, in my opinion.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:21:33]]> GMT</pubDate>
				<author><![CDATA[ Elroniel]]></author>
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				<title>Re:Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/66be05d0f580bfe77cbf06c5fe628a6d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718564/9211580.page"><b>Elroniel wrote:</b></a><br/>I would say the two Legions it benefits most are <span class="glossaryitem" onmouseover='gp(528);'>DG</span> and <span class="glossaryitem" onmouseover='gp(544);'>AL</span>.  You hit the nail on the head for <span class="glossaryitem" onmouseover='gp(528);'>DG</span>; toss the Poxwalker on the Dark Apostle and use it each turn to get even tougher cultists.  With <span class="glossaryitem" onmouseover='gp(544);'>AL</span>, I'd consider buying more than the minimum number of Cultist squads; if you run this in the Insurgency Force detachment the cultists will come back on a 3+.  Mix that with Infiltrating to start with and you have a ton of cheap, small, harassing units to tie things up with throughout the game while your marines grab objectives or eliminate targets.<br /> <br /> Those are the ways that I've run it and had success in both.  You might also go with <span class="glossaryitem" onmouseover='gp(529);'>NL</span> and then the Dark Apostle will give the squad he joins Stealth ... but that doesn't seem as good as the other two, in my opinion.</div></blockquote><br /> <br /> Thanks for the comment. I have <span class="glossaryitem" onmouseover='gp(528);'>DG</span> so thats the only option for me, but the auxiliary seems so expensive for what they do. Its at least 471 pts if you want some autoguns and flamers. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:28:15]]> GMT</pubDate>
				<author><![CDATA[ killerpenguin]]></author>
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				<title>Re:Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ As far as I know, they lose access to Shooting attacks and Running, so the only things worth buying are more dudes.  Makes the base cost 305 or 325 with the Poxwalker Hive.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:34:13]]> GMT</pubDate>
				<author><![CDATA[ Elroniel]]></author>
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				<title>Re:Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/66be05d0f580bfe77cbf06c5fe628a6d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718564/9211612.page"><b>Elroniel wrote:</b></a><br/>As far as I know, they lose access to Shooting attacks and Running, so the only things worth buying are more dudes.  Makes the base cost 305 or 325 with the Poxwalker Hive.</div></blockquote><br /> <br /> Thats true, but i could give the virus to my two <span class="glossaryitem" onmouseover='gp(19);'>cc</span> units and keep my two auto gun units a bit behind, but inside the apostles 6" zealot bubble.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:44:31]]> GMT</pubDate>
				<author><![CDATA[ killerpenguin]]></author>
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				<title>Re:Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ You certainly could.  I mean, you have to figure over the course of a game that you won't be able to Pox every squad most times anyways.  So, if you left 2-3 with just more dudes, then you could feasibly buy autoguns/flamers/stubbers on the fourth squad.  I just wouldn't.  Cultists aren't known for offense for a reason; I'd either buy more dudes to make squads harder to get rid of or spend the points elsewhere in the army where a gun upgrade goes further. (Extra, left over points are terrible to spend on a few Cultist upgrades, however.)]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:48:04]]> GMT</pubDate>
				<author><![CDATA[ Elroniel]]></author>
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				<title>Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ I believe if you take Typhus in one <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>, and the Alpha legion in another, you can infiltrate all the cultists AND they are all zombies because his ability is Armywide not restricted to his <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>.<br /> <br /> That being said, I usually stay away from cultists because I play renagades]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:54:55]]> GMT</pubDate>
				<author><![CDATA[ SirSweetroll]]></author>
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				<title>Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/718564/9211673.page"><b>SirSweetroll wrote:</b></a><br/>I believe if you take Typhus in one <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>, and the Alpha legion in another, you can infiltrate all the cultists AND they are all zombies because his ability is Armywide not restricted to his <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>.<br /> <br /> That being said, I usually stay away from cultists because I play renagades</div></blockquote><br /> As far as I know, yeah, you totally can.  You just have to pay for him and his <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>.  Or take him in place of the Chaos Lord in the Vectorum Warband slot.<br /> <br /> +1 on Renegades.  Their Zombies are vastly better.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 19:57:27]]> GMT</pubDate>
				<author><![CDATA[ Elroniel]]></author>
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				<title>Re:Lost and the damned auxiliary from traitor legions</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/66be05d0f580bfe77cbf06c5fe628a6d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718564/9211649.page"><b>Elroniel wrote:</b></a><br/>You certainly could.  I mean, you have to figure over the course of a game that you won't be able to Pox every squad most times anyways.  So, if you left 2-3 with just more dudes, then you could feasibly buy autoguns/flamers/stubbers on the fourth squad.  I just wouldn't.  Cultists aren't known for offense for a reason; I'd either buy more dudes to make squads harder to get rid of or spend the points elsewhere in the army where a gun upgrade goes further. (Extra, left over points are terrible to spend on a few Cultist upgrades, however.)</div></blockquote><br /> <br /> Yea, maybe i should just run them all as having <span class="glossaryitem" onmouseover='gp(19);'>cc</span> weapon and pistol. I could go 10+10+10+30..]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2017 20:09:26]]> GMT</pubDate>
				<author><![CDATA[ killerpenguin]]></author>
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