Terminus Posted August 22, 2016 Share Posted August 22, 2016 Yeah, he can take a Jump Command Squad! I like the fact that he can also take a Terminator Command Squad for your Compulsory HQ to ride around in. Good for an extra Drop Pod unit in a Terror Assault army... Technically he cannot take a Jump pack (or bike or jetbike) command squad, because he is neither a Praetor, nor does he have any of that equipment. Now you could extrapolate the FAQ answer on terminator armor and just let Primarchs take any kind of command squad they want, but per RAW they are limited to foot-sloggers. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4475285 Share on other sites More sharing options...
SkimaskMohawk Posted August 22, 2016 Share Posted August 22, 2016 Raptors work well with the idea of killing the entire unit for a fear bomb, but they're expensive. The new assault marines are a super attractive choice seeing as they take up a compulsory slot in non TA lists and the larger the squad, the more use you get from the fearless and cover bonuses Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4475337 Share on other sites More sharing options...
Plaguemaker Posted August 22, 2016 Share Posted August 22, 2016 Night Raptors and Konrad it is, anyone had much success with that combination before?Definitely going reasonably heavy with Deep striking Termies and bikes (unsure if outriders or jetbikes yet) to make the most use out of TFM. One thing I am lacking in the army though is effective anti vehicle/anti air right now, which is a killer due to the 1 available HS slot, any advise or recommendations in that regard? Really want to try and make the most out of my single Heavy slot if possible. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4475449 Share on other sites More sharing options...
SkimaskMohawk Posted August 22, 2016 Share Posted August 22, 2016 It's a pretty kill combination, he can tank for the squad or the reverse depending on model count. A larger squad can easily destroy most stuff on the outnumber; 2s and 3s with most weapons hurts; 2s and 2s massacres with either glaives or axes. The squads get crazy expensive when given all special weapons, but man do they kill everything they get to Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4475457 Share on other sites More sharing options...
helterskelter Posted August 22, 2016 Share Posted August 22, 2016 Do you know how many points you have to work with as regards your heavy slot, plague maker, then we can best advise you to your budget Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4475624 Share on other sites More sharing options...
helterskelter Posted August 25, 2016 Share Posted August 25, 2016 I've been having a little look at horror cult again, as the restriction in terror assault has been niggling as I wanted to field both my culverin squad and sicaran. And it really isn't a bad option at all. Primarily stemming from the tacticals thread in this very subsection we can field a decent assaulty unit (granted only 1 poweresque weapon in the actual squad) in an 18/19 man despoiler squad armed with ccw and Bp, including an arty serge with weapon of choice, apothecary (armed as you wish, brings fnp) all riding along in a kharybdis as a dedicated transport. Sets you back early to mid 500 points, it's return however, a unit that is 95% of the time going to outnumber what it charges (yay for talent for murder), arrives t1 for t2 assault, a vehicle that can do some reasonable damage not only when it arrives but subsequently, in a moderately survivable chassis. Also going to try out ophion with horror cult as he could benefit this kind of assault with his ability to bring stubborn if you're losing (only needs be by 1 point too) and a 3++ in combat and a variable fnp of his own. What do you guys think? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4479025 Share on other sites More sharing options...
Charlo Posted August 25, 2016 Share Posted August 25, 2016 I suppose my argument would be, if you can take Raptors as troops why take Tacs? They'll probably be cheaper than the 500pts, though less survivable I suppose! Then again it gives you a quality retinue for Kurze ;) helterskelter 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4479096 Share on other sites More sharing options...
helterskelter Posted August 25, 2016 Share Posted August 25, 2016 (edited) The way I've seen it recently a chunk of the community don't like raptors all that much for being fancy expensive assault marines. Not to say they won't make it into the list as the other mandatory troop choice however coz I like the risk/reward of onslaught. Can apothecary join raptors now they're allowed jump packs? Fnp would be a lovely bump to get them across the board And on the tacs point, they still have fury of the legion with bolt pistols if needed. So that 500 points is bringing a fair old amount to the table I feel Edited August 25, 2016 by helterskelter Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4479115 Share on other sites More sharing options...
Runefyre Posted August 25, 2016 Share Posted August 25, 2016 Apothecaries can join raptors now, if they purchase a jump pack. Apothecaries can join any unit with a version of the LA special rule so long as it isn't equipped with termie armour or has been equipped with the proper equipment to run with them (i.e. jump pack to run with raptors). helterskelter 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4479123 Share on other sites More sharing options...
defl0 Posted August 25, 2016 Share Posted August 25, 2016 Have you considered angel's wrath ROW? Assault marines with melta bombs and a chaplain are absolutely murder against tanks and cover your compulsory troops and work well with raptors. I can't express how sick hit and run, re roll, melta bombs are... and this unit is the an amazing tar pit. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4479276 Share on other sites More sharing options...
Terminus Posted August 25, 2016 Share Posted August 25, 2016 Do people still play with squad-wide meltabombs? We've adopted that portion of the FAQ locally and from what I'm seeing most people have on this forum as well. It really is a nice buff for dreadnoughts, who need it. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4479319 Share on other sites More sharing options...
SchultzChaos Posted August 28, 2016 Share Posted August 28, 2016 Hello everyone! I have a large nice unit of Night Raptors (10) awaiting assembling, and would like some input on what to equip them with. I'm running a Terror Assault-list, with Terror Squads, Terminators, Veterans and a Leviathan - and the Raptors are supposed to be accompanying a Praetor and a Telepathy (or Biomancy) Librarian. Any thoughts? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4482164 Share on other sites More sharing options...
helterskelter Posted August 28, 2016 Share Posted August 28, 2016 You should take a sprinkling of power weapons, my preference is glaive as you can still take advantage of the initiative, especially during the night fight, have +1 strength so if it's t4 with talent for murder you'll be wounding it on 2's (and hitting on 2's against ws4 for that matter), and have a chance to rend. Axes would be another route to go down, less reliant on dice rolls, however they are slow, so as long as you can keep them alive long enough to strike they'll do the business, and you get the extra attack for having 2 ccw Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4482173 Share on other sites More sharing options...
Tychii Posted August 28, 2016 Share Posted August 28, 2016 I run my squad with two glaives, and two axes. Although I think the sweet spot is just three-4 power weapons as they are easier to keep alive. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4482244 Share on other sites More sharing options...
Lord Asvaldir Posted August 28, 2016 Share Posted August 28, 2016 When I run a unit of fifteen I take 2 axes and 3 glaives, so still plenty of bodies to chew through before the power weapon armed raptors are hit. Plus it's just too expensive pts wise to give most of the unit power weapons/glaives. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4482423 Share on other sites More sharing options...
Terminus Posted August 28, 2016 Share Posted August 28, 2016 Glaives are a trap on a unit with one attack base. Just sprinkle in a couple of axes or swords, give the Sgt the standard power fist. The attached apothecary can carry a sword too. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4482481 Share on other sites More sharing options...
SkimaskMohawk Posted August 28, 2016 Share Posted August 28, 2016 I'm literally making 10 with glaives right now! Probable calamity? Yes. Will it feel awesome to charge in range of the Herald? Also Yes. I also have an absolute ton of raptors so its not like im committing too hard Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4482757 Share on other sites More sharing options...
Black_out Posted August 30, 2016 Share Posted August 30, 2016 So for those of you running terror assault, or even just terror squads, how do you kit out the sergeant? Usually I just leave him bare minus a volkite charger and melta bombs. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484181 Share on other sites More sharing options...
helterskelter Posted August 30, 2016 Share Posted August 30, 2016 Arty, glaive (x2) or axe (×1 usually) so they can deal with any errant power swords and strike faster than their counter parts in other squads who may have fists. In the case of the axe it's for when you may have to fight something harder than marines or sv 2+. They have preferred enemy infantry after all so if you need to follow up after shooting itd be a shame to waste the opportunity and not make sure you kill your victims good Black_out 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484213 Share on other sites More sharing options...
Lord Asvaldir Posted August 30, 2016 Share Posted August 30, 2016 I usually take arty armor/melta bomb on my sarges so they can tank shots or deal with armor. A glaive or axe is nice for assaults, but if I don't have the pts it's the first thing to go. Black_out 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484354 Share on other sites More sharing options...
Terminus Posted August 30, 2016 Share Posted August 30, 2016 So for those of you running terror assault, or even just terror squads, how do you kit out the sergeant? Usually I just leave him bare minus a volkite charger and melta bombs. Artificer armor every time, or you're doing it wrong. You'll know it's worth it when you have him tank a whole battery of phosphex rounds. Axe is nice if you're going to be on the front lines and will run into challengers. They most likely will be sporting artificer (unless they are also doing it wrong :P), so you'll need that AP2. But rather than spend 15 points on meltabombs and an axe, I rather just get a power fist. Black_out 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484360 Share on other sites More sharing options...
Black_out Posted August 30, 2016 Share Posted August 30, 2016 Ok so artificer armor is mandatory, got it lol. A glance would be nice in challenges while night fighting is in effect or powerfist....hmmm I'll have to do some testing. I love power axes but the unwieldy trade at S+1 and ap2 vs a powerfist at S8 the only difference being point costs...I just dunno. I feel axes should be -1 initiative like manreapers Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484637 Share on other sites More sharing options...
helterskelter Posted August 30, 2016 Share Posted August 30, 2016 If you make sure you are outnumbering whi you're fighting, that axe is wounding on 2's vs t4 anyway so that teeny plus one is worth its weight a bit. Same with glaives. And generally we wouldn't be in a situation where terror squads are fighting multiwound t4 models anyway. Mowing down the grunts is where it's at. Leave the big stuff to the the dreadnoughts Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484668 Share on other sites More sharing options...
Terminus Posted August 30, 2016 Share Posted August 30, 2016 I am not sure about glaives for challenges. Being two-handed you have limited attacks, and you are really reaching for those rending 6s. The apothecary is a nice place for a glaive, since it's outright better than a power sword which is their only other option. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484674 Share on other sites More sharing options...
Black_out Posted August 30, 2016 Share Posted August 30, 2016 Damn the ultramarines and their Legatine Axes Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/48/#findComment-4484693 Share on other sites More sharing options...
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