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Some Mook

PostPosted: Sat Jan 06, 2007 1:48 pm


Seeing as I'm tempted to make a small investment in Warhammer Zombies in order to bring a Lost and the Damned army to the table, I'm wondering if anyone has any experience with the army. Some general things, like effectiveness, how it tends to look on the table, and overall, is the army worth it? Is it fun? I find the idea of a horde of creatures with Bolter fire failing to make massive gaps in the ranks entertaining.

I'm just wondering, since I'm bloody curious wether or not the seventy bucks is worth fourty Zombies I will probaly never use in Warhammer proper.

Also, if I do go the the mutant hordes, and GW does do away with the army proper, what can I use the Zombies as? Combine them with my IG and call them Conscripts?
PostPosted: Sat Jan 06, 2007 3:46 pm


Now I could have sworn that there was already a Lost and the Damned thread, but I couldn't find it. Perhaps it was locked and moved, meaning that this would need to be posted in the Chaos Space Marines thread?

Dunno, I await the word of another.


To answer your question though, from my understanding, L&D work much the same as IG does, so the effectiveness will ebb and flow with how a Guard army works. However, I'm not sure if you mean that they are literally zombies, or that they're just mutants and you're giving them guns.

Xenos Mortium


Some Mook

PostPosted: Sat Jan 06, 2007 4:19 pm


Warhammer Fantasy Zombies = Warhammer 40k Mutants / Plague Infested Populace

I'll state that they're both a mix of mutants, and people infected with the various diseases seeking relief from suffering by following Papa Nurgle.

And I dug around for a thread, but I couldn't spot it.
PostPosted: Sat Jan 06, 2007 8:04 pm


You probably want to combine zombie and Guards parts.

For my Lost and the Damned Army, I chose to make a Rat Guard army. My Traitor Guards are Skaven and Guard combined. My mutants are all rat themed My boss is a big rat guy.

Its not a very big army, but its fun to use every now and then. I pretty much use them as a Kill Team and as Sentries for my Word Bearer army.

I'm still working on the fluff for the army.

Clockwork_Creep

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Xenos Mortium

PostPosted: Sat Jan 06, 2007 9:32 pm


I meant to ask, are they melee units or ranged?
PostPosted: Sat Jan 06, 2007 10:19 pm


His stuff, or mine?

I'm planning on, since I already have the Cadians, going with a shooty section or two of Traitors. The Zombies/Mutants are going to be purely melee. A beautiful, howling mass of nine-point melee making mutants.

Some Mook


The Erstwhile Muse

PostPosted: Sun Jan 07, 2007 8:20 am


lord_illpalazzo
You probably want to combine zombie and Guards parts.


This is a very good suggestion. Not only should it cut down on the number of zombie regiment boxes you'd need to buy (should only need one, in conjuction with Cadian bits), but you can always use them just as regular old traitor imperial guard later on depending on how GW changes things.


Josef Gafencu
I'm planning on, since I already have the Cadians, going with a shooty section or two of Traitors.


Not a bad plan. My buddy has shown quite often that massed flashlights can put a hurting on just about anything in a d6 based system.


Josef Gafencu
The Zombies/Mutants are going to be purely melee. A beautiful, howling mass of nine-point melee making mutants.


One suggestion I might make, is to give at least some of them lasguns in some way shape or form if you are doing combined zombie/cadian figures. Even if they are just strapped to their backs, or wielded backwards like clubs, it'll make them easier to mix in with the rest of your cadians to act as just 'normal' traitors should you decide to use them that way.

As for how the army works, that's sort of up to you as it can be a relatively flexible mix of Chaos Marine and Imperial Guard elements. You can bring in some of the big guns that the Guard has (although not nearly as many), while getting some of the rock hard units that Chaos Marines have to offer. Plus, you get cheap HQ characters that can be attached to your massed shooty units of traitors to buff their leadership.

How the army looks is even more flexible. As Illpazzo has shown with his Skaveny cult, as long as you have an idea and represent things enough that you're opponent knows what he is shooting at, you're pretty much free to make them look any way you want.

Here's a rough overview of my current Slaaneshi L&tD cult, with some even rougher pictures of the models in progress (this is a low priority project for me, and work/school don't help with that).

HQ

Arch-Heretic and Retinue
Chaos Lieutenant
Chaos Sorceror
10 Castrati (Chosen Chaos Space Marines)
Marks of Slaanesh
Infiltrate Veteran Skill
Sonic Blasters/Blastmasters
Icon

One of my main shooty units, who can at least handle themselves respectably in CC (as well as any shooty Marine/Chaos Marine at least). I went for the Infiltrate skill to get these guys up front and hopefully into a covered position early in the game so they can put all the firepower dice they can dish out to good use. The Heretic and his Sorceror are kitted out for more H2H oomph in case that's where the unit ends up.

For models, I'm being a tad lazy and using my old, unmodified Fabius Bile for the Arch-Heretic. Actually, this entire army is an excercise in seeing if I could build a suitably themed army out of bits and peices I had lying around. I wanted to spend as little as possible on this force, as I started it right after the last bit of major rules changes/price increases and I was a bit annoyed at GW in general. The Sorceror is an older Fantasy Slaaneshi champion I had lying around, and the Castrati (very much in progress still, hence no photo) are CSM bodies with Dark Eldar legs and arms, and custom built sonic weapons.

Arch-Heretic (Chaos Lieutenant)
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Choir Master of the Castrati (Chaos Sorceror)
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Aspiring Champions
Two bare-bones Aspiring Champions from the L&tD list. These are attached to the traitor shooty units to bump up their leadership, and provide a small bit of help should they get overrun in H2H.

Elites

Big Muties
Old school Chaos Minotaurs, with an equally old Keeper of Secrets as the Big Boss. One of my main CC units, I chose not to 'upgrade' them to the crappy firearms that are available to them. These guys are basically your equivalent to Ogryns, and share many of the same benefits, good tougness, multiple wounds (power weapons? pffft...who cares) and the ability to put out a good beatdown.

Big Muties
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Mounted Daemonettes
Super-fast daemonic Genestealers you say? Sign me up! Yes they need to be summoned onto the board, but that's why I have a decent smattering of icons througout the army, including in my infiltrating units.

Model-wise, these are the older, much crappier versions of the mounted daemonettes, but it's what I had lying about, and the butch appearance with all the bondage gear fits the rest of the army, so I'm not that concerned with it.

Daemonettes
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Troops

Traitors
15 Traitors
Lasguns
Heavy Stubber
Autocannon
Icon Bearer

Two maximium sized units of Traitors for shooting support, these guys are old plastic Goliaths that almost no one wants, so they were easy and cheap to acquire in bulk.

Traitors w/ Aspiring Champion
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Bueno's Boys (Infiltraitors)
Agitator w/Plasma pistol
Laspistols/CC weapons
Icon Bearer

Since this unit is only 10 men, and is lead by an Agitator instead of an Aspiring Champion, their leadership is reduced, but they may Infiltrate. Their main goal in life is to get as close to the enemy lines as possible and hopefully not die long enough for the Daemonettes to be summoned through their icon. They are kitted out for H2H, partially because that's what I had left for weapons, and partially because of the run and gun nature that the pistols give them, and the fact that if they do survive, they can hopefully throw a few dice into a mixed combat with the Daemonettes or anyone else nearby in CC.

Bueno's Boys
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Fast Attack

Rough Riders
10 Rough Riders
Laspistols/CC weapons
Melta Bombs

Never underestimate the ability of a crack suicide squad of steroid abusing clones on greased pigs going allah ackbar on your opponents Land Raider to discombobulate his strategy. Plus, much like Bueno's Boys, if they survive, they are good grist for the CC mill.

Rough Riders
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Traitor Recon (Sentinel Squadron)
3 Sentinels w/Lascannons

With a BS of 3 these guys don't actually make that great of an Anti-Tank unit, but they do make a damn good distraction. And they usually get off at least 2 rounds of shooting, so hopefully they inflict some damage before being turned into smoking wrecks.

These particular Seninels are the older (not the really old egg shaped ones) metal Sentinels that a buddy of mine decided didn't fit in his Guard army anymore, so he let me have them. A few bits from an IG Anti-tank sqaud later, and they've become phallo-gunned mechanical approximations of Steeds of Slaanesh.

Traitor Recon (Sentinels)
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Heavy Support

Long Thom (Traitor Leman Russ)
Battle Cannon
3 Heavy Bolters
Heavy Stubber
Extra Armor

I tend to agree with my friend the Guard player that in a Guard Army, Leman Russes should be kept simple, eschewing the side sponsons and saving those points towards more tanks. As this is the only tank in the force, and because the chassis had been previously assembled for a SW variant Leman Russ (don't remember the name, the one with the twin linked autocanons), I went the opposite route and went for the full load of three heavy bolters. If I have to move and can't use the Battle Cannon, I at least want to be able to throw out a lot of dice. And with BS 3, volume of dice is your friend.

Long Thom (Traitor Leman Russ)
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Defiler
Stock Defiler with no upgrades. This was the last addition to the army, to bring it from an 1850 point Grand Tourney spec to an even 2000 points. As such I didn't have any room left for upgrades. But it's really here just to provide another pie plate to lob around, and to be an even bigger distraction than the Sentinels. Keeping it at 150ish points also allows me to swap either this or other simliarly priced units out for a tourney list, depending on what I think I might need.

I picked this Defiler up for $15 off of Bartertown. It was already assembled, mising a few minor pieces like the Heavy Flamer and had the start of a paint job on it, but it was damn cheap. A lot of cutting, splicing and swearing later, my cult has the animatronic dark god they deserve.

Defiler
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PostPosted: Sun Jan 07, 2007 10:21 am


That is a very nice army. I'll get some pics of my Word Bearer Rat Cult up as soon as I can.

Clockwork_Creep

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FlashbackJon

PostPosted: Sun Jan 07, 2007 10:49 am


The Erstwhile Muse
A lot of cutting, splicing and swearing later, my cult has the animatronic dark god they deserve.

Defiler
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Chernobog? eek
PostPosted: Sun Jan 07, 2007 1:12 pm


I lack the words to describe the awesomeness of the above photos.

As for the Zombie/Mutant/Guard, that makes excellent sense, besides giving me a way to easily mount Flamers onto one or two models. The only problem I see is that I will have more Mutants than I will Lasguns; do you think that will cause me any trouble with WYSIWYG die-hards? The current Guard I have, rather than waiting eons for another trip into Anchorage, will be assembled and partially painted. They'll be considerably more human looking than the shambling hordes, even when I get some Green Stuff and toy with them. They'll make for excellent Traitors, and I can just mix them in with the Mutants when I'm playing them as straight IG.

The Green Stuff itself, since it has been heavily suggested and it looks wonderful, will be applied in a variety of projects to my hapless Guards. Here's a few ideas - do they sound Chaotic or Nurgle-y?

-Rift in the armor with a length of intestine hanging out. Easy, really; I'd just have to make a little rope of Green and a few pieces to make the armor look ruptured.
-Tentacle in place of supporting Lasgun hand.
-Flesh begining to absorb Lasgun.
-Trailing tentacle in place of an arm.
-Fleshy growth permanently holding Flamer tank to one's back.
-Pure bone in place of flesh. This one would be difficult, and I doubt wether I could do it right. I'd have to hack a gap in a leg, place a Green Stuff bone, and then meld on tattered pieces of clothing hanging down.
-Maybe someone without a lower jaw.

Also, someone, someplace, is going to have two heads.

And the rest of the army... My Leman Russ is getting some new toys, of course. I was thinking about just picking up the coolest models I could find and using them for the HQ. >_> I wanted to do Big Mutants myself, but I was just going to get a thing of Chaos Beastmen.

Some Mook


The Erstwhile Muse

PostPosted: Sun Jan 07, 2007 9:29 pm


FlashbackJon
The Erstwhile Muse
A lot of cutting, splicing and swearing later, my cult has the animatronic dark god they deserve.

Defiler
User Image - Blocked by "Display Image" Settings. Click to show.

Chernobog? eek


Glad someone got the joke smile
PostPosted: Thu Feb 15, 2007 6:41 am


heh, lost and the damned...
they are a fun army to fight against and look at, i dont play 'em my self... yet...
but they're rules are good when you want to do a mega battle and dont wana use those hundreds of guards men as good guys.
hooray meat sheilds!
but any ways....

you cant give mutants las guns, just pistols, but thats okay, cause if your gonna do plague zombies you can't give them any upgrades
and i dont think many people would like the idea of fighting against a guard army with their limbs falling off... <.<;;

i'm gonna try and get a traitor tank bragade rules system started with jeff brooks, tha manager of my gw.
maby chapter approved will like the idea....

_Lion_El_Jonson


FlashbackJon

PostPosted: Thu Feb 15, 2007 8:09 am


Whenever I get around to my Word Bearers, I plan on running a side army of Word Bearer LatD & CSM Allies using "defiled" Inquisition models.
PostPosted: Sat Feb 17, 2007 5:26 pm


I've got a Thousand Sons Lost and the Damned army myself. Almost being too used to Hormagaunts from my Tyranid Horde, I went for those leaping/floating/winged mutants to give them Fleet and the 12" assault, it makes them really powerful and because of their large numbers they can do horrendous amounts of damage. Also I attached one of my Aspiring champions to the unit to add a bit of close combat punch. It works rather well and although some of the conversions are a bit... odd to say the least it looks good on the table.

Dark Lore

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