Jump to content

Legion of the Damned tactics


Ishagu

Recommended Posts

So... I'm thinking of finally making the plunge to get a squad of these guys.

I hate the fact that their options are so limited in terms of available models, and I really don't want to try and convert the minis as the last time I messed with Resin I made a real mess.

 

So... I think that a plasma pistol, rifle and cannon squad would be best as it works well with their ignore cover rules and makes them effective at killing troops. Sternguard with combi meltas or a command squad are much better at hunting vehicles when deployed in a drop pod so I don't feel the melta variant is worth it...

 

Unfortunately models equipped as such don't exist. How about a 6 man unit equipped with flamer/heavy flamer? You could potentially tost a unit as you RE roll the deepstrike...

 

Anyone use these at all?

Link to comment
Share on other sites

If your having problems with skimmer tanks the full melta loadout works good. Apparently the flamer loadout aren't as good mostly about range but also because anything they shoot ignores cover anyway. 

Link to comment
Share on other sites

I agree with Markham, for a cheap flamer bomb, a 5 man assault squad with 2 flamers is more worth it than the Legion ;)

 

I would recommend trying to benefit from the Relentless ! I would go combi-grav, plasmagun and multi melta on them

Link to comment
Share on other sites

I need to get around to converting my LotD counts-as - an elite 'vanguard' squad that teleports in (has GK teleport backpacks) and secures landing areas/reinforces assaults (has boarding shields for the 3++).

 

Currently got enough pieces for a full squad with plasma gun, multi-melta, plasma cannon and heavy bolter options. Sergeant has grav pistol and power axe. I'll probably mostly run with plasma and melta, they run the same range bands. Will likely end up making another sergeant with combi-weapon as well.

 

As the others have said, assault squad with 2 flamers is a better flamer option, and you can put them in a DP to be virtually certain of getting right up close for max effect. Also, for a squad that ignores cover anyway, the flamer options are too pricey.

Link to comment
Share on other sites

The melta squad option is the most popular because it takes advantage of the units big four rule buffs.

 

1) relentless so you can fire full BS the turn you deep strike.

2) reroll the scatter dice on the deep strike so you can always get them within 6"

3) ignores cover on any weapon they fire so the only defense against them is an invuln and most vehicles don't have an invuln.

4) 3++ invuln save

 

The plasma option takes advantage of the relentless but getting to within 12" is not too difficult so no real use of the reroll. The next issue is the ignores cover plasma is more anti infantry then anti armor and anything you need an ap2 in order to kill is gonna have an invuln. So yes your ignoring there cover but the higher probability the unit has an invuln makes that moot. Then there is the 3++ if you go after sizeable squads to make use of the ignores cover the amount of shots you take in return nullifies the 3++ as they just drown you in dice and a 3 up is a 3 up.

 

The flamers suffer from the 7th ed rule change about only wounding what's in range. So while flamers are dependent and take advantage of the reroll on the scatter no matter what you do your still fixed on wounds you can deal. Flamers are assault why spend the points for a relentless unit to carry an assault weapon load out? Flamer weapons ignore cover so why spend 20+ pts per model for ignores cover and then spend pts on weapons upgrades that are ignores cover. The 3++ is moot cause anything you want 3 templates to damage is gonna have the modies to make you roll enough dice to undermine the invuln saves.

 

 

So just taking a hypothetical scenario into account that really shows what LotD can do. They excel at diversion popping in and exposing a unit or slowing that units progress.

 

Against Eldar with say wraithguard in a waveserpent with ap1 weapons. The LotD can wedge in to get rear armor using reroll on the scatter. Fire three melta shots at rear armor ignoring cover and the shield (rear armor). They get full BS so pretty much garunteed two pens so high likelihood of an explode. Once the units exposed a grav equipped unit can shred the the wraiths before they fire!

 

Ork meganobz come down the field. You drop the LotD about 10" behind them. You drop in pop two or three with melta shots. ID at str 8 so no FNP. Now the nobz can either ignore you and press forward or they have to turn around and assault. If they go with the latter you have five 3++ targets to keep them bogged down for a round or two while you line up something else. Put those meganobz in a battle wagon and you pop it before they get on target and now they are walking and spending a round or two assaulting your LotD.

 

IG and there infantry wiper tanks, you can drop into a tiny spot and take them out forcing them to pull blob units back to defend and away from objectives.

 

 

All for 155 pts. The cheapest most effective melta unit in the game. No other unit does this better not sternguard or command squads etc. A plasma based squad will always suffer from the fact that grav can do it better and LotD can't take grav guns. Its up to 165 pts and your not taking full advantage of your rules. Why spend 165 pts to kill 5 termies or get 7ish potential hits on meganobz when you can spend 155 pts and have a 5 man bike squad with 2x grav, 1x combi grav, 1x grav pistol that can do the same thing and get 7-9 shots a turn. Or drop the pistol and go 145 pts.

 

The flamer is really not a good choice for them your way over paying for the models that assault or tactical marines can do as good or sternguard can do better. In this case and the bikes those units also benefit from your chapter tactics which LotD dont.

Link to comment
Share on other sites

Oddly enough, I'm partial to the idea of a mixed loadout.

 

Plasma gun

Multi melta

Combi grav

 

All AP2 or better and wounding most things on a 2+.

Against vehicles you are a threat to anything AV13 or less and AV14 has to be aware of you.

And best of all you get to move and still have a 18-24" effective range.

 

Probably not as good as a dedicated unit but a true swiss army unit.

Link to comment
Share on other sites

I think it's best to focus on anti-infantry and monsters with LotD.

Preferably I want at least 3 melta shots for anything that is supposed to kill a vehicle.

One melta will miss. Second will either fail to pen, get saved, or roll something useless on the table. Third shot to actually do damage. tongue.png

Always remember your cover ignoring grenades! :D

Link to comment
Share on other sites

  • 3 weeks later...

If you take LotD as a Primary Detachment, are they Objective Secured? (They were "Scoring" in 6th, but [almost] everything is now)

 

I can't see any FAQs up for the Codex: LotD, do digital codices actually get official FAQs? (LotD, Sentinels of Terra etc.)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.