Codex:Legion of the Damned


One quick thing on background. After looking around on the net I have noticed that a lot people have origins written for the LotD. However I believe that the background should be left the way it is. It's this mysterious background that helps make the LotD so appealing and so by creating an explanation for how the Fire Hawks became the LotD people destroy that. Instead I prefer to call these different explanations theories by many Imperial servants such as certain members of the Inquisition for example, of course one of these theories is by Rick Preistley which is in White Dwarf 99, fluff is often altered throughout the history of both Warhammer and Warhammer 40,000, and since I haven't seen anything from WD 99 mentioned in the latest incarnations of the LotD I'm not sure it still stands or fits with the current descriptions. However the origins of the LotD are explained by Rick Preistley but this was back in the time of Rogue Trader but some things are still left unexplained and so I'm not sure what to believe...Which is why all the fluff I have included in this armylist is from White Dwarf 223, 224, 236, and the Ultramarines 2nd edition codex. I have also put in a few things of my own which should be pretty obvious for you to spot, but nothing that changes the current fluff and will not change the way you view the Legion of the Damned, like Gav Thorpe did for the Eldar codex I have simply made an attempt to emphasise certain aspects.
Armoury & Special Rules

Legion of the Damned Armoury
Characters can have up to two single-handed weapons, or a single-handed weapon and a two-handed weapon. You may also pick up to 100 points worth of wargear per model but no model may be given the same item twice. The full rules for the following wargear can be found on pages 34-35 of the Space Marines Codex. All wargear and weapons must be represented on the model.
Please refer to page 6 of Codex: Space Marines, please note that the following are NOT a part of the Lotd Armoury: Terminator Honours, Terminator Armour, Sacred Standard, and Teleport Homer.
In addition to the wargear found in the Space Marines codex the following items may be taken for the Legion of the Damned.
Company Icon 25pts - The Icon counts as a Sacred Standard in that any friendly units of the Legion of the Damned get a +1 to their combat resolution bonus. In addition to this any enemy within 12 inches of the company icon receives in addition to terrifying a -1 to their leadership. Note that you can only take a company icon if you have not chosen any holy relics or standards for your Icon Bearer.


Legion of the Damned Special Rules:
Fearless: It is debatable whether or not the LotD even have brains. Let alone actually be alive. The Legion of the Damned automatically pass all morale checks and leadership tests that they have to take. Therefore the Legion of the Damned never get pinned or fall back…ever.
Terrifying: Enemies that lose an assault to any Legion of the Damned unit suffer an additional -1 to combat modifiers.
Apparitions: All Legion of the Damned units *MUST* Deep Strike onto the battlefield as described in the Warhammer 40,000 rulebook even when the rules for using Deep Strike are not allowed. All units start in reserve even if the rules for reserves are not normally used in the chosen scenario however, start rolling for them to appear on the first turn rather than the second.
Where they come from nobody knows: According to witnesses that have been interrogated the Legion of the Damned appear suddenly and mysteriously adding confusion to the startled enemy and giving them less time to act. Due to this the Legion of the Damned player may have the first turn on a D6 roll of a 3+ regardless of the chosen scenario or it's special rules.
Allies
The Legion of the Damned may be taken as allies for an Imperial army if you choose to, however you may NOT use the rules for 'Detachments' (more than one force organisation chart) unless you are playing a game of 2,000 points or more.
Your Imperial army must correspond with the mission organisation chart before you select your LotD units. For example, in a standard mission your Imperial force must have one HQ and two troops choices before you could begin to add the LotD units to your force.
The Lotd army must also have a points value smaller than or equal to the total of the Imperial army.
For example, In a 1,000 point game you may NOT have one Space Marine Tactical Squad of 150 points and then let the rest of the army consist of LotD units equaling 850 points.
The LotD may not take allies from the Heroes of the Imperium army list. The Legion of the Damned are either a small force that are helping a greater fighting force of the Imperium, or an independent force consisting only of Legion of the Damned units.
Apothecaries can now be taken for the Legion of the Damned.
No tanks may be taken for the Legion of the Damned. Rhino transports, Land Speeders, Bikes, and Dreadnoughts are ok. For vehicle armoury choices refer to the Space Marine codex for that particular vehicle. Also, the LotD may NOT use Heavy Plasma Guns.
Army List & Special Characters

HQ
Legion of the Damned Heroes
Points
WS
BS
S
T
W
I
A
Ld
Sv
Force Commander
70
5
5
4
4
3
5
4
10
3+

Options: The Legion of the Damned Commander can be given any equipment allowed from the Legion of the Damned Armoury.
Special Rules: Refer to the Space Marine Codex. You may only choose the above Force Commander, no Leader or ordinary Commander.
Librarian
Points
WS
BS
S
T
W
I
A
Ld
Sv
Librarian
70
5
5
4
4
2
5
4
9
3+
Special Rules: Refer to the Space Marine Codex.
Chaplain
Points
WS
BS
S
T
W
I
A
Ld
Sv
Chaplain
80
5
5
4
4
2
5
4
9
3+
Special Rules: Refer to the Space Marine Codex.
Command Squad
Points
WS
BS
S
T
W
I
A
Ld
Sv
Legionnaire
25
4
4
4
4
1
4
2
9
3+
Vet. Sergeant
+15
4
4
4
4
1
4
3
9
3+
Rules: Refer to the Space Marine Codex.
Weapons: Bolter. The Sergeant can exchange his boltgun for a bolt pistol and close combat weapon at no extra points cost.
Transport Vehicle: The entire squad may be mounted in a Rhino at an additional cost of 60pts.


Elites
Dreadnought
Points
WS
BS
S
Front
Side
Rear
I
A
Dreadnought
75
4
4
6(10)
12
12
12
4
2
Rules: Refer to the Space Marine Codex.

Legion of the Damned Rhino Armoured Transport
Points
Front
Side
Rear
BS
LotD Rhino
60
11
11
10
4
Rules: Refer to the Space Marine Codex.

Troops
Legion of the Damned Tactical Squad
Points
WS
BS
S
T
W
I
A
Ld
Sv
Legionnaire
25
4
4
4
4
1
4
2
8
3+
Vet. Sergeant
+15
4
4
4
4
1
4
3
9
3+
Rules: Refer to the Space Marine Codex.
Weapons: Bolter. The Sergeant can exchange his boltgun for a bolt pistol and close combat weapon at no extra points cost.
Transport Vehicle: The entire squad may be mounted in a transport vehicle at the cost of 60 points.

Fast Attack
Assault Squad
Points
WS
BS
S
T
W
I
A
Ld
Sv
Legionnaire
25
4
4
4
4
1
4
2
8
3+
Vet. Sergeant
+15
4
4
4
4
1
5
3
9
3+
Rules: Refer to the Space Marine Codex.
Special Rule: When the Legion of the Damned were rumoured to have once been a space marine chapter jump packs were very rare. Therefore, LotD assault squads may not have jump packs, though they can be chosen from the Legion of the Damned armoury as normal.
Bike Squadron
Points
WS
BS
S
T
W
I
A
Ld
Sv
Legionnaire
45
4
4
4
4(5)
1
4
2
8
3+
Vet. Sergeant
+15
4
4
4
4(5)
1
4
3
9
3+
Attack Bike
60
4
4
4
4(5)
1
4
3
9
2+
Rules: Refer to the Space Marine Codex.
Attack Bike Squadron
Points
WS
BS
S
T
W
I
A
Ld
Sv
Attack Bike
60
4
4
4
4(5)
1
4
3
9
2+
Rules: Refer to the Space Marine Codex.
Land Speeder Squadron
Points
Front
Side
Rear
BS
Land Speeder
50
10
10
10
4
Rules: Refer to the Space Marine Codex.
Land Speeder Tornado
Points
Front
Side
Rear
BS
Tornado
75
10
10
10
4
Rules: Refer to the Space Marine Codex.
Land Speeder Typhoon
Points
Front
Side
Rear
BS
Typhoon
75
10
10
10
4
Rules: Refer to the Space Marine Codex.

Heavy Support
Devastator Squad
Points
WS
BS
S
T
W
I
A
Ld
Sv
Legionnaire
25
4
4
4
4
1
4
2
8
3+
Vet. Sergeant
+15
4
4
4
4
1
4
3
9
3+
Rules: Refer to the Space Marine Codex.

Tactica & Strategies

Legion of the Damned Tactica
Ok, these are the tactics I use. As I previously mentioned at the top of the article, these may not work for you, why? well, people have different choices in their armies, or this may not reflect their style of play, or whatever.
Now, first off I feel I should explain how I came about using these tactics, my belief is that the tactics you use should represent the attributes and characteristics for whatever army or race you have chosen, this includes army composition as well, so, for example in an Ork army consisting of Evil Sunz I would include as many Trukk boyz mobz and/or Fast Attack choices as possible since it is common for members of the Evil Sunz clan to submit to the Kult of Speed (Orky term for speedy insane psychos, which is really saying something for an Ork!). I would use that army to close in as soon as possible using the vehicles. Anyway your not reading this for Orky tactics, your reading this for Legion of the Damned tactics.
I believe that the Legion of the Damned are, to put it in Jervis Johnson's words, a classic "rapid assault" space marine army, This does not necessarily mean that they are to get into close assault ASAP similar to that of the Blood Angels Chapter. But rather that they appear, seemingly out of nowhere, blow everything to hell, and then seemingly dissapear once again. Leaving the survivors shocked as to the terror of their battlecraft. To represent an army like this I would want it to seem mobile or, in a way, unburdened. So there are a few choices that I feel I must always try to include in my Legion of the Damned army. These choices are as follows: at least two tactical squads, Bike Squadron, and a Land Speeder or Landspeeder Tornado, you do not necessarily need all these squads to win, however they benefit greatly from the LotD's abilities and tactics. I do not go insane with assault squads since, like I mentioned previously I do not believe that the LotD are meant mainly for close combat. The extra attack on their profile is meant to suggest that they are all veterans, each and every one of them having terminator honours. Though I guess it would depend on what Space Marine chapter may come to your mind, not all members of the first company are decked out for close combat, even though a lot of them are, many are organised into elite tactical squads, while others get terminator armour, and others still, get additional training for close combat. Again, I always include two fairly sized tactical squads as I believe that troops are the essence of the game, the more you have, the more likely you are to win.
*Very Important*
Ok, before I get into all the different units here's something that I consider to be of the utmost importance. Something which you should keep in mind before setup, and during the game. Your basic legionnaire costs an amazingly heavy 25pts!!! However, until he makes it into close combat he is simply a NORMAL marine...that costs 25pts!!! sure he doesn't fall back but still that's just one small detail. Now remember that ok? This does not mean that you should get all your marines into close combat. You may be able to do so, but the Legion of the Damned aren't Orks, so don't treat them like such. They can Shoot, They can Deep Strike, They can Survive (well...usually). Learning the correct use of all the different units and using them together to defend against each others' weakness' is the key to victory with the Legion of the Damned. With a normal marine army you can count on their armour saves to get you out of a tight situation. But with the LotD they are simply too few and too expensive for you to afford to make a mistake. If you charge everyone straight for the enemy your almost guaranteed to lose. Dissagree? Then e-mail me and we'll talk. As for the rest of you, read on...
Legion of the Damned Commander
Depending on the size of the game my LotD Commander may or may not have a command squad accompanying him. At my local Games Workshop, I am used to playing 1,000 point games on a Games Night so for most of this section I will be using that as an example. Rather than give him a command squad I prefer to spend the points on more troops. As you can see in one of the two pics, my Commander is armed with a Power Sword and a Plasma Pistol, this is all he gets, no more fancy wargear or anything. I use my character as support for close combat so that if one of my units is attacked by more then they can chew, my commander will be there to help them. Of course I use him to accompany my assault squad as well (assuming i'm using one). Since it can help them win an assault faster, thus allowing them to move onto something else.
Legion of the Damned Librarian
The Legion of the Damned Librarian can be brutal but, to be honest I don't use one. I have a model for him and everything but it barely ever gets placed on the tabletop for my games. I think the best way to explain a LotD Librarian is that he is a Commander with a powerful ballistic weapon, he has the same abilities as the Commander minus 1 Leadership and 1 wound to his stats. If you do plan on using one then make sure he is used to the best of his abilities, he has the psychic power of Smite. This is a blast marker that hits anything automatically within 12" of the Librarian, it also has an AP of 2, but! It has strength 4, which means against T4 creatures you will need a 4+ to wound them, which gives you a 50/50 chance of scoring a wound. Therefore I would keep him near whatever attacking squads your using since his Smite ability will provide some additional heavy firepower for these squads. This is just about the only good use I have found for him since there's no other way I can justify his points cost in my games. If he kills only a pitiful number of troops given his points value then I consider it a waste.
Legion of the Damned Chaplain
Ah...The LotD Chaplain. I call mine a Chaplain Lord, partly because this is the name Troll magazine gave him, and partly because he really is one tough guy. Not only does he have 4 attacks, but he also has a power weapon and a 4+ invulnerable save! If you were to master-craft his power weapon and give him an additional close combat weapon, such as a pistol of some sorts. Then he would have 5 attacks! 6 if you charged, with WS5 this makes him an utterly demented close combat master of death!!! On his own he has the potential to take down 6 opponents in the first round of combat, however I would NEVER let him out on his own, no way! Why? Well basically he can still easily be chopped to pieces by other powerful opponents, or by a unit which simply has the benefit of too many numbers. Plus, if your Chaplain is more than 6" from one of your squads he will be utterly shot to pieces, his 4+ invulnerable save makes him tough but he ain't always gonna live forever. The way I use my Chaplain Lord for starters, is that I do not consider the idea of leaving him behind to support a weak HtH unit an option. His close combat potential is simply too powerful and expensive to waste. I would have him accompany a squad that would definitely be going into HtH, and at that I mean one that will go into HtH right away! ASAP. This is usually a tactical squad but it can sometimes be my assault squad as well. Of course if I have a command squad then I'd tool it up for close combat and it would definitely include him in it.
Legion of the Damned Command Squad
Command Squads are definitely one of your most powerful units, they are also the most expensive, especially for LotD. Which means they have got to do what you want them to do and that they must have an effect. This will almost always be for assault, a command squad's simply too expensive to stand and shoot, getting slowly picked off in the process. My command squad is based on the Space Marine command squad boxed set. The only differences are that I have given my Standard Bearer close combat weaponry in the form of a power weapon and bolt pistol as well as equipping him with a Company Icon. My Veteran Sergeant varies from model to model, however he is always equipped for hand to hand combat as well.
A bit about troops
I always like to include plenty of troops, my Legion of the Damned tactical squads are usually 5 to 7 models strong and I always take at least two, remember that the LotD are fearless so you do not have to worry about them being pinned or falling back from a morale check. Now, unless I am playing against a rather demented all out assault army such as a Khornate army loaded with a Greater Daemon, A lot of angry Juggernaughts, and several angry Khorne Berserkers backed up by numerous Dreadnoughts and a fuming Chaos Lord, then I wll always strive to take the fight to them. However, normally I will usually use my tactical squads as close support for the assault squad (presuming I have one), which may or may not be travelling in a Rhino depending on personal preference (in case you haven't noticed LotD assault squads may NOT use jump packs, this is because they never did in the original 2nd edition armylist and, as of this update I currently have no intentions of letting them do so now).
As for the number of tactical squads I take, well I usually try to have 3. Though in a 1,000 point game I might only take two. I always have at least 2 regardless of the mission. I arm these with assault weapons such as melta guns and flamers, plasma guns can be fun, but I am usually on the move and if I rapid fire them there is a chance (albeit a small one) that my marine might be killed by an overload.
I also try to give these marines heavy weapons, so if they ever were to stop for any reason they have some serious firepower to help the other elements of my army, though I would only ever allocate one lascannon, the rest would have heavy bolters and, maybe a missile launcher. Heavy weapons for your tacticals aren't a bad investment, just keep in mind you probably won't be firing them more than once so whatever it is your using them for, they must have an effect, so that when they do fire that one time, they do a lot of damage and prove they are worth their points cost.
Remember though, that your tactical squads will still be doing some rapid firing, their extra attack is nice, but they're still marines, able to lay down a deadly fusilage of exploding bolter shells into the enemy. So while your assault squad/squads and Commander are hacking away, maybe one or two tactical squads can sit back and start rapid firing with everything they've got, plus there's always the chance of an enemy reprisal such as a sweeping advance, in which case those rapid firing tactical squads will be extremely useful.
Are Marine squads w/ 6 to 9 models going against the fluff?
On a seperate note, if you feel that squads consisting of 6, 7, 8, or 9 Space Marines is somehow wrong keep in mind that the LotD are somewhat enigmatic, like and yet unlike the proud Space Marine Chapters who serve the Emperor. Also, an actual Space Marine Chapter may or may not always have everything it needs for a particular battle or campaign as companies are sometimes off seperately fighting other battles an aiding other parts of the Imperium. So a Space Marine Commander might think that only so many battle brothers would be needed and, only particular skills necessary. There's also the fact that there are always casualties. So basically what I'm trying to say is that Space Marine squads of any kind are not always 5 or 10 models strong.
Legion of the Damned Elites - Dreadnoughts
Now for Elites, the dreadnought is the only elite choice the LotD have. Also, apart from having the ability to deep strike, the LotD dreadnought is simply a normal space marine dreadnought. I use my dreadnought for heavy support, any close combat opportunities are for my infantry, who have the necessary weight of numbers and attacks to effectively deal with the situation. However, my next dreadnought will have a more variable role just as soon as I get around to converting one. A walker, such as a dreadnought, can still fire up to two weapons on the move so he won't be lagging behind the rest of my army, he also makes a great blocker. For example, if an especially powerful close combat unit such as an Archon and Incubi retinue were about to pounce on me I could charge them with my dreadnought, effectively pinning them from getting to the rest of my army. Since it would be nigh near impossible for them to win the combat. I might then consider charging in my units to take them down, providing it wouldn't take to long and that I wasn't going to lose too many battle brethren in the process. Of course, if you and your opponent are using the rules for voluntary fall back, then things could get ugly... Also your dreadnought may not survive long enough into the game to be able to do such a tactic. So don't rely on this. It's strictly an emergency ploy, meant to keep your overall plan from being ruined by an enemy's bloodthirsting shock assault unit.
Legion of the Damned Tactical Squads
Tactical Squads are, in my opinion the building blocks of your army. When you play Legion of the Damned you'll find that, compared to the opposing army, you will be very scarce on units. This is because obviously your average Legionnaire costs at least 25 points, which means if you lose only 4, that's already 100 points down the drain. In 1500pt games or more this probably won't be a significant setback for you. However in a 1,000 pt game it sometimes can.
In my games the units that draw the most enemy fire are my tactical squads, this is because in my army they make up the largest units (for LotD), even though they might only be 6 models strong. Always give all your tactical squads assault weapons. This is because they will always be on the move, You can give them heavy weapons but if you do make sure that they will have an effect. This is because you won't be standing still too often against most armies and when you do you might only do so for just one turn. Therefore, if you want to blow up a tank, make sure you pick a lascannon for the job. If your sure a missle launcher will do it then fine, take one! But whatever it is you pick it must fulfill it's role.
Anyway back to assault weapons, My tactical squads carry either a meltagun or a flamer, plasma guns are simply too dangerous for me since I can't afford to lose a legionnaire to his own weapon. If you feel your alright with one then go ahead and take one, since it won't significantly hurt your army in the end.
Also, give all your tactical squads a veteran sergeant. They each have 3 attacks! If you have a model that can represent him, then use Sergeant Centurius to replace one of the others. Since he costs the same price as a regular vet. sergeant, there's no significant loss, except he can't have any additional wargear which means no plasma pistols, power weapons, or powerfists or the like. Plus he's got the Animus Malorum! I always take a model to represent Centurius in my army, I'm trying to get a hold of the real one but currently no success. If anyone's willing to sell their's email me!
Your tactical squads role is somewhat simple. Mobile Support, they are there to support everything else in your army, If the enemy fires at them, then that means they didn't fire at something else such as an assault squad or bike squad. They should not go off on their own either, since then they will just get picked off somehow, this means no Deep Striking alone! If you deep strike just one squad too close to the enemy army then they're gone, plus they probably won't do any significant damage, maybe you'll be able to blow up a tank with a meltagun but given the points cost you just sacrificed to do so, it may not be worth it.
When your in charge range of the enemy think for a second. The decision's simple, charge or rapid fire. Of course it can also just as easily be charge or be charged but forget about that one for a second. Hopefully if you kept your army together than there should be a few other units ready to charge as well, rather than charge everything in, let your assault stuff do it. Before they charge, rapid fire your tactical squads into the enemy hopefully doing significant damage before your Close Combat stuff gets stuck in. If the combat continues for more than one turn then you can always charge the tacticals in later.
Here's a good example when it may be better to rapid fire the tacticals:
You units have made it within 6" of the Dark Eldar Archon's Incubi retinue. The Archon has a shadow field, plus deadly wargear and is WS6. The Incubi all have S4 weaponry plus they have WS5, they are all at least Initiative 5 and, most importantly of all, everyone in the retinue is armed with a power weapon. This means that if you charge stuff in, lots of Marines are bound to die by the handful and that's before you get any hits in. Instead, consider doing this: Rapid fire the tactical squads, hopefully you will have at least 10 marines able to do so, albeit probably not in the same squad. The Dark Eldar player probably won't try to save with his shadow field since that means losing it and hurting his precious lil' Archon. Instead he will have to use his 3+ save on his Incubi. Hopefully you will kill at least one, two, maybe even up to 4 Incubi, now you can charge in that Assault Squad with Vet. Sergeant, plus the accompanying Commander, Chaplain, whatever. Also, if you have a Bike Squad don't be afraid to charge them in too since they will be wounded on 5's rather than 4's. All this should do away with the foul HQ unit.
Hopefully you understood my example, then again if your are going up against a relatively harmless, but large unit, such as an Eldar Guardian, or Imperial Guard unit of sorts then it might be better to charge everything. Just remember, it's not always necessary!
*Note* Out of all the people that I have seen gaming with the Legion of the Damned (which ain't much). None of them have ever hesitated to charge. I think that I am the only one who really does this... ah well.
Legion of the Damned Rhino
The Legion of the Damned Rhino can be very effective in your army, it can also in some cases be a God send. Not only does it move your units 12" a turn, but half of the squad inside can fire as well. It can also deep strike!!! Rhino's are great protection for your units and they only cost 60 pts so it isn't a bad buy at all. Unless it's hit with ordinance, your marines inside should be ok, and even if it is hit by ordinance your opponent will need a 6 in order to kill them outright. If a Rhino explodes "normally" then your marines will suffer a wound on a 4+ and then you get armour saves afterwards...So your marines are in relative safety. In my opinion deep striking inside a Rhino is an excellent tactic since it can help you survive enemy firepower, the only danger being the explosion of the Rhino.
Legion of the Damned Heavy Support
The Legion of the Damned's devastator squads are very expensive in terms of points. However like their normal marine counterparts, they are quite capable of annihilating anything in their path.
The problem is, their so expensive! In order to stick with the fluff, I don't take devastator squads unless it's required on the force organisation chart, and even then. I only take a minimum amount of heavy weapons. Usually it's just two heavy bolters and three legionnaires. Though sometimes I might choose to have a missile launcher & lascannon, and three legionnaires.
Due to their assigned task, my devastators don't usually get to take advantage of their extra attack bonus. Especially since they usually just hunker down somewhere and shoot at everything. Devastator squads are also a very juicy target for your opponent, this can be both a good and bad thing. Good in that any firepower directed at them, is firepower that wasn't directed to something else of yours. Bad in that well, they never have an effect in the game or they give up just too many VP's for your liking. Some good ways to prevent this are to Deep Strike your devastators. If you hold them back until your army is engaged with the enemy at close range, then you can Deep Strike them then, fairly confident that they will be relatively safe.
Targets for your devastators should be anything that your other squads can't handle or go after. However, what I usually do in any game with any army, is concentrate on one target until it is destroyed, then move on to the next. This means that usually everything in my army fires on one particular enemy unit, including my devastators.
Legion of the Damned Fast Attack
Fast attack can be very important in your LotD army, especially since that's what your overall strategy usually is... a fast assault. Therfore, a bit of fast attack stuff can actually really help you in the long run.
Assault Squads
Hehe, LotD Assault squads are loads of fun, each legionnaire has 3 attacks! And when they charge they each have 4 attacks, which means you can cause a lot of devastation with these guys, of course, with every good thing there usually has to be a bad thing to keep it fair, and with assault squads these can be rather annoying things indeed.
First of all, LotD assault marines do not have jump packs, which means they don't have as good a mobility as their loyal Space Marine counterparts. Of course, if you use them right, deploy them correctly, and keep them from getting shot to pieces then they should be alright. This shouldn't be too hard since, like all your LotD units, they can Deep Strike starting from the first turn.
A Rhino isn't a bad investment for them either. Once equipped with a Rhino your assault marines will gain some well appreciated mobility as well as relative safety. It's also a good idea to give them the Rhino even if you are Deep Striking them close to the enemy, since it will protect them from the brunt of the firing, and allow you to get at them next turn.
Ahem, never Deep Strike them alone, and more importantly never use them to attack by themselves, they must move with your force, if you move them or assault them ahead of everything else, then they will be dealt with (in other words, annihilated) the moment they finish their target. Do your best not to assault another HtH combat unit. Even if your squad can take 'em, the losses which you'll endure won't be worth it. Enemy HtH units are meant to be shot, not fought in close combat. Otherwise, you'll just be letting your opponent get what he/she wanted, a good scrap. And though you want that too, you want it to be completely in your favor, with all the odds stacked against them!
When you Deep Strike them, make sure it's very close with all your other units. Always remember that there is strengh in numbers, and since the LotD don't have many, you'll want all the power you can get. Also, don't forget that they can't assault on the turn they Deep Strike, which means be careful with their placement.
When you finally do charge them, make sure it's at a non-close combat unit. One that you know your Legionnaires can destroy. It doesn't hurt if you can charge in something alongside them either, such as your Commander, tactical squads might be able to do more damage by rapid firing, but if you know they can't or won't achieve as much damage, then go ahead and charge your tacticals in too. You want stuff destroyed and annihilated as fast as possible, this way you can quickly pounce on the next target in your way.
Bike Squadrons
Bikes are one of my favorite choices for Space Marines, this does not man that I always choose them. However I do think that they are a very good component of a Space Marine army, especially with the Legion of the Damned.
Many people do not like bikes, from what I've heard from some of them is that bikes don't do what they want them to. They aren't very good at assaults, their firepower could be better, or some other reason.
In my opinion, the key to using bikes is to know what they're used for. Looking at it from a fluff perspective, bikes are used by Space Marines primarily as recon, they are fast, and sufficiently armed enough to be able to defend themselves from threats that they may encounter, They aren't really used as a seek and destroy force, though I guess the Ravenwing might be a big exception. They are also used as a speedy force that is able to patch up holes in friendly lines. In other words, if Space Marines were being hard pressed by hostiles in one area, the Space Marine bike squadrons would be able to get their fast enough in time to bolster the defense/offense. What normal Space Marine bike squadrons are NOT used for is assault. That's what assault squads and the like are for.
With the Legion of the Damned, bike squadron's roles are slightly different from their Space Marine counterparts. Now that they all have terminator honours, they each have an extra attack compared to the Codex Space Marine equivalent. However they should still be used like they would be used in a regular marine army.
Legion of the Damned bike squadrons, or any bike squadron for that matter, have an incredible amount of firepower which they can bring to bear. My bike squadron consists of 4 bikes, 1 attack bike w/ hvy bolter, Vet. Sergeant w/ power weapon and bolt pistol, melta gun, and plasma gun. Every bike mounts a stationary twin-linked boltgun! This means that regardless of whether or not the bike is moving the boltguns can fire as if the bike had never moved at all. With my squad this means that I can rapid-fire 10 shots and reroll misses! In my case I usually end up with 8 to 10 hits, on a Toughness 3 squad this can cause a lot of damage. Plus, if possible you may be able to charge afterwards, so that that if the enemy didn't break already, you'd almost definitely wipe them out in HtH.
Next important thing for bikes is deployment and movement. One of the things which you do NOT want to do is charge your bikes straight up the board alone and unsupported. They will have just about absolutely no effect whatsoever. For me there are only to options of how to deploy my bikes. The first and more favorable option is to Deep Strike them so that they are near the edge of the board, this is so that they will have absolutely no threat from one side of the board (obviously since their is none). While any problems would only be in front or on the other side. They can then go up one side of the board to hopefully attack the enemy from the side in conjunction with the rest of my force. If I go in too early then the enemy will just wipe them out and be ready next turn to deal with the rest of my already too small Legion of the Damned force. The 2nd option which I don't like to use but can be very effective, is to leave them slightly behind the rest of my army until they are needed somewhere, because they move 12" a turn they would probably be able to get to wherever they're needed in time. So, If I am about to assault but I realise I will need more units to overwhelm the target, I can move in my bikes to first rapid fire twin-linked shots into the enemy, and then charge in along with the rest of the units.
Land Speeder
Land speeders are excellent units, they are fairly cheap at only 50 points and their skimmers, so your opponents need 6's in order to hit them in HtH. If your land speeder moves 6" in the movement phase than all armour piercing hits are counted as glancing. And thanks to your crew's power armour the land speeder doesn't count as open topped. At the moment I have no models representing a normal Legion of the Damned land speeder in my army. When I was playtesting them I used counters to represent them.
However, what I've been able to conclude from playtesting is, if you are going to use land speeders in your army, then take at least two. Due to their relatively cheap points value this isn't a bad investment at all. Multi-meltas are also an excellent weapon to equip your land speeders with since at 12" you can roll 2D6 for armour penetration, making your 'speeders an excellent tankbuster.
When fielding them, never send them off alone, otherwise the enemy will shoot them down without consequence. Instead, keep them going along with the rest of your force, ready to blast anything that becomes a threat to your more precious 25pts-a-marine infantry. If you have a bike squadron, then use the Land Speeders to support them since they can use the heavy firepower to help deal with anything that gets in their way.
Land Speeder Typhoon
Again, I do not have a model representing a Legion of the Damned Land Speeder Typhoon in my army much like the landspeeders I used a marker/counter of sorts to represent one for playtesting. I use the Typhoon in almost exactly the same way as I do the normal speeders only the Typhoon's only task is to eliminate enemy infantry. Having a Typhoon in your army forces your opponent to spread out his troops in order to lessen the number of them being caught in a typhoon missile launcher's blast marker placed by you. So this is an additional benefit of having one in your army.
Land Speeder Tornado
The Tornado is my favorite land speeder, especially since I do have a model for it! I use my Tornado for one thing and one thing only: to support my bike squadron. I never send it off on it's own, to do so would be a waste of points. My Tornado is equipped with a flamer and a multi-melta which brings the points cost up to 90.
This alone is enough reason for me not to get this thing blown up without first causing some damage with this thing.Wherever my bikes go, my Tornado goes. This is usually along a table edge or straight at the side of the enemy army, with the rest of my Legion of Damned closely behind.
Once everyone's stuck in I try to move the speeder right next to a large block of infantry in an attempt to burn as many of them as possible with my strength 5 heavy flamer. This means against a bunch of puny Dark Eldar I can kill them on a 2+ with no save, you think perhaps that this is beardy? Well if my opponent is stupid enough to let this happen then maybe he/she deserves a pointy-eared barbecue, then again, my tornado would definitely not survive through to the next turn after such a massacre.

The Legion of the Damned Strategies
Well-Oiled Machine...
Well, I have told you about every single unit and how I use them, now it's time to put all these units together into a whole army of death and destruction!
I have decided not to write tactics with army lists' specifically against evey single race since I always use the same armylist regardless of who I'm playing. After having read all my advice you will hopefully be able play a good game using your own well accumulated strategical skill. If you really are having problems with a specific race than email me and I'll be happy to help. But for now this is all I'm writing.
As you should've realised by now, the Legion of the Damned are extremely small in numbers. No matter who you face, you will always be outnumbered. With the exception of the Ravenwing that is.
Your army must be able to act as a well-oiled machine, every single unit must work together, w/ all units complementing each other and covering up for each others' weaknesses. Everything must work in unity, it's all or none. Keep everyone (relatively) close together, no unit should go off on it's own.
This includes the land speeders and bike squadrons! Even though one of their best strength's is a flank attack, you should make sure it's well coordinated with the rest of your army's assault. So that, when your fast attack units are about to fire down upon the enemy, the rest of your army will be ready to fire as well.
Deployment
Since your army is always forced to deep strike it's very hard to have a reliable plan for deployment. There is always the chance that your units might not even appear, or they might randomly scatter up to twelve inches away from where you originally intended...
When I first started playtesting I usually "left a unit to die" at least once every game. What I mean is that one of my units either scattered off the table, was lost in the warp due to double 1's on 2D6, or was randomly scattered about 9" - 11" right in front of a bloodthirsty shock unit!!! My friends and I thought this was hilarious, but chances are you prolly don't have such a twisted sense of humour...then again if your a wargame fanatic you prolly do.
When your units start appearing on the board, keep them together like I mentioned previously above. Don't deploy your units to close to the edge either, since there is a very good chance that they will scatter off the board!
It's extremely tempting, but I never rely on rolling a "Hit" on the scatter dice when a unit is Deep Striking. Yeah sure it could be a hit... But I have such a small amount of troops that I can't afford to be that reckless.
Firepower
Even though one of your goals is to get at your enemies in an assault. It is not the only goal. Ballistic weapons are still very highly treasured among my Legion of the Damned. Like I have already said more than once before, it is sometimes better to rapid fire everything you've got rather than assault for whatever reason.
Heavy Firepower
Heavy firepower is a concern for the Legion of the Damned. I have seen many LotD players that do something extremely cheap, that is, they take a fully armed (10 marines) Devastator squad, let everything rip at the enemy and then soak up the enemy's futile charge thanks to the Legion's extra attack. Due to your overall strategy this is not very effective, I also think this is cheap because it's using the LotD the wrong way (it goes against the fluff), the LotD aren't meant for heavy support, their meant to appear, destroy, then dissapear. If you want to let rip with lots of devastators then go for a codex army, because then the LotD are not for you.
I have no doubt that a few players got angry at what I have just written. This is most likely becuase this is the only way they've ever tried using their LotD army, or they just couldn't play them effectively, or they were angry that someone "attacked" them for using their invincibile tactic. I too, used to be such a cheap and beardy player with LotD devastators, looking back now it seems so sad to me. Now, thanks to the above tactics I use I enjoy more of my games, have a better army compostion, have a much more friendly atmosphere with my opponents, and enjoy playing the game knowing that I didn't have to be a cowardly, cheap fellow to win.
When I do use devastators, I only give them two heavy weapons, this is usually two heavy bolters since I don't leave tank busting up to them, I also take the minimum number necessary to field them, because the points are simply too precious for me to waste when I could be buying more Legionnaires.
For tank busting or Anti-Tank (AT) firepower I use my dreadnought. Equipped with a twin-linked (rerolls first miss) lascannon and a missile launcher, it is more than adequate for the task of AT firepower. It can also be used to deal with tough enemy units that I don't like interfering with my troops too. This isn't the only use for a Legion of the Damned dread of course, it's just one good one, a twin-linked lascannon and a dreadnought close combat weapon (strength 10!) allow a dread to still perform the tasks given, as well as dealing with annoying troops, both with firepower and in HtH. Muti-meltas are an excellent alternative to lascannons as well.
Basic Firepower
Most of your firepower is actually composed of boltguns and boltpistols. Often your legionnaires will be on the move, thus you will not always get to make use of their rapid fire ability. When firing them, use mass firepower, meaning you should fire all of them at the same target.
Targeting
This next bit goes for everything in that shoots in your army however it is even more important when firing bolter weapons. When firing upon the enemy, pick a target, concentrate all firepower on it to the exclusion of all else, and once it is destroyed then go for another. Do not damage a vehicle and then ignore it, and don't fire at every squad the enemy has either. Pick a vehicle, don't stop shooting till it's destroyed, or pick a squad and don't stop until it is destroyed.
Targeting Priorities
Thanks to a short piece of advice by Grand Ork Warlord Adrian Wood, I have a simple strategy. When choosing targets I divide the enemy forces into two categories: shooty stuff and assault stuff. My strategy is simple:
Shoot the assault stuff, and assault the shooty stuff. There, it's that simple. I know it can sometimes get complicated, but regardless of whether or not one of my units can take 'em, I still don't want to assault another assault unit, because the casualties will be a lot smaller if I just go after the non-close combat troops. Shooty troops tend to die faster too!
The few exceptions to this are tanks, and some dreads. These units and the cargo they might contain are simply too deadly to ignore. So I fire what I can against them.
Obviously the shooty stuff will be able to deal a lot more damage to you straight off, but patience, their time will come (in assault if all goes well).
Special Weapons
I always give all my tactical squads special weapons, this is because they have always proved useful to me. I never use plasma guns as mentioned previously since they have a 1 in 6 chance of wounding it's holder. And I do not want to lose my legionnaires that way. Instead I choose flamers and melta guns since they are both assault weapons and can deal a lot of damage to troops and tanks respectively. I consider these the real "heavy weapons" of the Legion of the Damned since they will put to the most use.
Assault
Assault is where the Legion of the Damned can really excel, much like their fellow marines, the Blood Angels. However instead of being bloodthirsty vampires they are all veterans, and so each and everyone of them have Terminator Honours. Thus giving every legionnaire an extra attack, with the exception of the dreadnought which already has it's terminator honours built in.
Though it could very well happen, never assault another close combat unit. You should try to shoot these instead. If such an assault is inevitable then make sure that the combat will be as unfair for the enemy unit as possible, charge lots of units in! So long as they can be dealt with quickly and effectively. When you are first deep striking your units do not deep strike them within twelve inches of an enemy unit. You cannot move nor assault on the turn that you deep strike so moving within twelve inches to attempt such an action would be futile. Instead, it might be better if you try to get them to end up relatively within 13"-18" of the enemy, so that you can begin to move in for the kill next turn.

Allied Strategies
This section is meant to be advice for using the Legion of the Damned as allies for your Imperial force. At the moment I have only two fairly reliable strategies that I would employ (mentioned below), all other tactics are theoretical.
The Wall
This is one of the two reliable tactics which I use. This tactic can only be effective when you have a fairly sized amount of LotD in relevance to the rest of your troops (about half the total points cost). Basically, you deep strike all your Legion of the Damned units into one cluster between you and the enemy force, creating a wall that the enemy will be forced to go through to get to you. Meanwhile, your Imperial troops will be free to fire away while the enemy attempts to get at you. As for the Legion of the Damned, well they would soon be wiped out by shooting and overwhelming assault since they're immediate proximity to the enemy's army is too close not to consider them a threat. An excellent strategy for the Imperial Guard.
Reserves
The other reliable tactic I use, reserves means just what the title says. I hold my legionnaires back behind the Imperial battleline and once something looks like it's in danger, I use my Legion of the Damned units to patch it back up again. This strategy is great for when you want to keep your whole army cluttered up into one group.
Flank Attack!
I haven't really tried this one yet, however seeing as it popped into my head I thought I should share it with you anyway. Try to deep strike all your Legionnaires behind the enemy and pin them between the Legion of the Damned and the Imperial force, thus wiping out any fleeing squads in a crossfire. In theory this might be excellent for an army such as the Blood Angels, since then the Blood Angel's player would be able to assault from two sides. Then again, it might be useful for the Imperial Guard since it could keep the enemy at a distance and giving the IG player more time to shoot and ordinance blast everything that walks, breathes, or screams obscenities.