qwerty2jam Posted January 12, 2016 Share Posted January 12, 2016 Just to clarify I mean taking the militia and cults as allies sorry! Link to comment Share on other sites More sharing options...
helterskelter Posted January 12, 2016 Share Posted January 12, 2016 (edited) Well you can certainly put an extra few bodies on the field between you and the enemy that's for sure! and have the option of fielding some extra big guns in the heavy slot available to you (or whichever slot they happen to occupy) Edited January 12, 2016 by helterskelter Link to comment Share on other sites More sharing options...
Hesh Kadesh Posted January 12, 2016 Share Posted January 12, 2016 Out of interest, what is it that makes taking the astartes as allies so unattractive? Is it a just because thing, or do you have a need for the Astartes Lords of War, HQ or elites choices? Link to comment Share on other sites More sharing options...
qwerty2jam Posted January 12, 2016 Share Posted January 12, 2016 At the moment it's just an availability of models, like many I picked up the betrayal at Calth box to start my heresy and just repurposed some old cultists as militia troops. Theoretically the astartes allies is a cool idea yeah, drop two squads of say combi-plas in dreadclaws in the back line while your 120 cultists move up the board to throw some chaos, maybe a huge termi blob in a kharybdis? Certainly all works I've just always hated horde armies since playing old school nids...so many bugs. Link to comment Share on other sites More sharing options...
Caillum Posted January 12, 2016 Share Posted January 12, 2016 This is something I've been advocating for a while now! With the MotL clarity in the newest Errata, it just confirms the legality of such an idea! :) Iron Hands, World Eaters, Death Guard, Sons of Horus, Salamanders & Mechanicum are "Fellow Warriors" with Night Lords, so the Terror Squads will actually be scoring for all of them. The single Consul rule will never come up as you have to take Sevatar/Praetor/Delegatus as your only HQ anyway. And the single Heavy Support, as you said, is not even a problem when you only have 1 slot to begin with! Terminator Delegatus & Tartaros Terminators (with combi-plasmas), 2 x Drop Pod Terror Squads (with Volkite) and a Leviathan in a DDP looks pretty nice! Link to comment Share on other sites More sharing options...
qwerty2jam Posted January 12, 2016 Share Posted January 12, 2016 How does the terror assault 3rd mandatory terror squad work with only having two troop choices in an allied detachement? Surely it wouldn't be allowed? Link to comment Share on other sites More sharing options...
Caillum Posted January 12, 2016 Share Posted January 12, 2016 It is an additional Compulsory Troops choice, not a 3rd. Allies Detachment has 1 Compulsory Troop, so Terror Assault requires 2. :) Flint13 1 Back to top Link to comment Share on other sites More sharing options...
Galron Posted January 12, 2016 Share Posted January 12, 2016 You do not get a separate Row for your detachment. Unless something has changed. Thus only one Row per army. Link to comment Share on other sites More sharing options...
Hesh Kadesh Posted January 12, 2016 Share Posted January 12, 2016 New FAaq mate. Clarifies the garbled gibberish that was the Master of the Legion rule. Link to comment Share on other sites More sharing options...
ThatOneMarshal Posted January 23, 2016 Share Posted January 23, 2016 So as I'm building my army up right now I've ended wondering about how to deal with my HQ slot. So I think we can all agree sevater is awesome, however I don't have the funds to get him for a bit and I've got BAC so I'm wondering how would you go ahead and run a praetor? I'm thinking: Terminator armor and go with go deepstrike in with termies, however I'm wary of mishaps. Maybe I could run a command squad in a dreadclaw instead? A jetbike, it makes him a pretty tough nut to crack and then run him with a jetbike command squad. However this is insanely expensive. A jump pack and let him live his dreams as a raptor. The big problem with this IMO is that this makes them a priority target and then they aren't exactly very hardy. Or I could just run him in regular artificer armor, but at that point It's probalby better to run him as Sevater. Link to comment Share on other sites More sharing options...
Lord Asvaldir Posted January 23, 2016 Share Posted January 23, 2016 Preator with a jump pack in a raptor unit is my personal favorite. Sure he's a big target priority for your opponent, but if you drop pod in some dreadnoughts and terror units in his face he'll have more pressing concerns to worry about. Plus it just fits so well for night lords to have your preator charging in with some raptors. As long as your preator has a good escort unit, and a method to get into an assault by turn 3 at the latest, I don't think you can really go wrong with any sort of preator-whether he's deep striking in with terminators, on a jetbike or riding in a spartan. Link to comment Share on other sites More sharing options...
Tychii Posted January 23, 2016 Share Posted January 23, 2016 I can second the jump pack with raptors. However, I inagine every form of them works. In the end are aren't too expensive, and they are solid bear sticks. I personally can't stand getting kited around so I stibk with the jump pack. Link to comment Share on other sites More sharing options...
helterskelter Posted January 23, 2016 Share Posted January 23, 2016 (edited) Both options come with risk as dangerous things will attract unwholesome amounts of fire, or attention anyway you put it. I personally have my praetor kitted out with terminator armour and deep striking. His 4++ should help keep him alive a bit longer and there are 10 other 4++ in the way too for scary weapons. Sure there could be mishaps, and the unit probably costs as much as tooled raptors, but either way they are cracking a few heads together, shooting or assault, hopefully both as its the praetors job to claim some heads. The raptors are singular in purpose, hit something, hit it hard, hope you win. You can add meltabombs and other bits to deal with some armour but that isn't what you'd ideally be wanting them to do. It's down to what your intended purpose is really. Heck build 2 praetors and run either or depending on your mood that day :) Edited January 23, 2016 by helterskelter Link to comment Share on other sites More sharing options...
Flint13 Posted January 23, 2016 Share Posted January 23, 2016 Before dispensing with any advice, I'd want to know what the rest of your army looked like, and what exactly you want to accomplish with your Praetor. ThatOneMarshal 1 Back to top Link to comment Share on other sites More sharing options...
ThatOneMarshal Posted January 24, 2016 Share Posted January 24, 2016 (edited) Before dispensing with any advice, I'd want to know what the rest of your army looked like, and what exactly you want to accomplish with your Praetor.So in true night lords fashion I want really a bully. I've found that I don't like to send my warlord into a fair fight instead preferring to send him after easy prey. I'm not sure if I prefer a warlord that buffs others or one that's a beatstick. With my templars I regularly run grimaldus who is no CC monster and with my BA I run Dante normally whose a fine mix between beatstick and buffer. My list is your typical terror assault list. Here's the list basically: +++ Terror assualt (2225pts) +++ ++ Legiones Astartes: Crusade Army List (Age of Darkness) (2225pts) ++ + Troops (805pts) + Terror Squad (305pts) [9x Executioner, Legion Drop Pod, 9x Volkite Charger] ····Headsman [Artificer Armour, Melta Bombs, Nostraman Chainglaive] Terror Squad (305pts) [9x Executioner, Legion Drop Pod, 9x Volkite Charger] ····Headsman [Artificer Armour, Melta Bombs, Nostraman Chainglaive] Terror Squad (195pts) [5x Executioner, Legion Drop Pod, 4x Volkite Charger] + Elites (845pts) + Contemptor Dreadnought Talon (280pts) ····Legion Contemptor Dreadnought [Chainfist with inbuilt twin-linked Bolter, Graviton Gun, Kheres Pattern Assault Cannon, Legion Dreadnought Drop Pod] Contemptor Dreadnought Talon (280pts) ····Legion Contemptor Dreadnought [Chainfist with inbuilt twin-linked Bolter, Dreadnought Close Combat Weapon with inbuilt twin-linked Bolter, 2x Graviton Gun, Legion Dreadnought Drop Pod] Legion Terminator Squad (285pts) [Cataphractii Terminator Armour with Combi-bolter and Power Weapon, 2x Chainfist, 4x Combi-Weapon, 4x Legion Terminators, Plasma Blaster, 2x Power Fist, Teleportation Transponder] ····Legion Terminator Sergeant [Combi-Weapon, Grenade Harness, Power Fist] + Fast Attack (335pts) + Night Raptor Squad (335pts) [2x Meltagun, 9x Night Raptor, 3x Power Weapon] ····Huntmaster [Artificer Armour, Melta Bombs, Nostraman Chainglaive] + Heavy Support (240pts) + Deredeo Pattern Dreadnought (240pts) [Aiolos Missile Launcher, Armoured Ceramite, Twin-linked Heavy Flamer] I have roughly 200 points to spend on my praetor. Edited January 24, 2016 by ThatOneMarshal Link to comment Share on other sites More sharing options...
Hesh Kadesh Posted January 24, 2016 Share Posted January 24, 2016 Praetor, Paragon Blade, Digi Weapons, Trophies Keep it cheap. 145-150pts IIRC. Maybe Meltabomb, but I'd persinally fall back, rely on extra fall back distance, and I5 to fall back rather tham attempt to affix 2 Meltabombs per turn to kill a dread. Failing that, Sevatar, 1;3 PW Vets, Dreadclaw. Night Raptors are expensive. Do you find all 10 necessary? I Like using 5 with Chaonglaive or Power Sword to rip through a Tac Squad damaged by a Terror Squad DS. Contemptors are expensive. You pa for a Contemtptors resilience, you are meant to kill things in ons turn, so I'd drop the Temptor to a Boxnought. How necessary are the terms? Have you tried replacing them with a 375 (?) Typhon? Remove those cover huggers. Also, 2.25k is odd, I'm more nused to 2.4-2.5K. Flint13 1 Back to top Link to comment Share on other sites More sharing options...
Kodanshi Posted January 24, 2016 Share Posted January 24, 2016 Would you folks recommend a Consul instead of a Praetor? Say, a Primus Medicae, or a Vigilator? Link to comment Share on other sites More sharing options...
Caillum Posted January 24, 2016 Share Posted January 24, 2016 If you take Curze then you have a Master of the Legion for Terror Assault, so yeah - a Consul is a good compulsory HQ option. Can't be Primus Medicae, Master of Signal or Librarian though, so decide between the remaining options in an effort to boost the list. Safe options are anything that can buff Curze and some Night Raptors - Chaplain for Zealot, Forge Lord for rad grenades, or a Vigilator for Scout. Kinda wish they gave Curze a rule that allows him to ride in a Transport though... Kodanshi 1 Back to top Link to comment Share on other sites More sharing options...
Lord Asvaldir Posted January 31, 2016 Share Posted January 31, 2016 What stops you from putting curze in a transport? Jump infantry can go in transports, just not rhinos, and you wouldn't want curze in a rhino anyway. There's nothing stopping you from throwing raptors and curze in a spartan. Link to comment Share on other sites More sharing options...
Slips Posted January 31, 2016 Share Posted January 31, 2016 (edited) Read Pg. 80 of the 7th Ed. BRB: "Only infantry models can embark upon Transports (This does not include Jump or Jet Pack Infantry) Unless specifically stated otherwise." Edited January 31, 2016 by Slipstreams Flint13 and Lord Asvaldir 2 Back to top Link to comment Share on other sites More sharing options...
Caillum Posted January 31, 2016 Share Posted January 31, 2016 Yep, as Slips quoted. A good example is Thallax can take Triaros Armoured Conveyers as DT's, and have a specific allowance to embark upon them, despite being Jet Pack Infantry. So no Curze & Raptors in a Spartan sorry. This came up a while back in the same thread I believe. Personally, I think they should have exceptions for Storm Eagles, Thunderhawks and Stormbirds, as Jump Infantry and said to Deep Strike from Flyers all the time. And as Curze has no real jump pack, I would have thought he could go in any Transport he wants (except Rhinos, as he's Bulky). Flint13 1 Back to top Link to comment Share on other sites More sharing options...
Flint13 Posted January 31, 2016 Share Posted January 31, 2016 (edited) ^Right? The rules make no mention of the transport allowances for magical shadow-men. Kurze doesn't have a jump pack. Edited January 31, 2016 by Flint13 Charlo 1 Back to top Link to comment Share on other sites More sharing options...
Charlo Posted January 31, 2016 Share Posted January 31, 2016 ^Right? The rules make no mention of the transport allowances for magical shadow-men. Kurze doesn't have a jump pack. Is he listed as jump infantry in his unit type? Link to comment Share on other sites More sharing options...
Caillum Posted January 31, 2016 Share Posted January 31, 2016 Yes, hence the annoyance. :) Link to comment Share on other sites More sharing options...
Ishagu Posted February 3, 2016 Share Posted February 3, 2016 Guys, I'm about to start writing up tactica for the Night-Haunter, to be featured on Frontline Gaming (you may have read the articles I wrote up for Fulgrim and Guilliman). To those that use him, are there are cool or clever combos? What works for you, and what doesn't? Has he duelled anyone tough, does he get into combat reliably? I have a better than general idea of how I'd use him, but sometimes practical beats theoretical :-P ThatOneMarshal 1 Back to top Link to comment Share on other sites More sharing options...
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