nightwrench Posted November 8, 2016 Share Posted November 8, 2016 The interesting part is 8 bikes plus sarg with a PF and 3 PW in the squad is 330 points. 10 Raptors with arty sarge with a chainglaive plus two PW and two chainglaives is 310. Better toughness both have HoW better save with jink worse weapon skill but the same number of attacks. One less model is just 20 more points. They are honestly about the same cost. Flint13 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4557517 Share on other sites More sharing options...
exsanguis Posted November 11, 2016 Share Posted November 11, 2016 Brothers, how does Terror Assault perform using Rhino's instead of Drop Pods? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559515 Share on other sites More sharing options...
Caillum Posted November 11, 2016 Share Posted November 11, 2016 Brothers, how does Terror Assault perform using Rhino's instead of Drop Pods? It doesn't, as Terror Squads don't have them as a Dedicated Transport option. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559517 Share on other sites More sharing options...
SkimaskMohawk Posted November 11, 2016 Share Posted November 11, 2016 (edited) The interesting part is 8 bikes plus sarg with a PF and 3 PW in the squad is 330 points. 10 Raptors with arty sarge with a chainglaive plus two PW and two chainglaives is 310. Better toughness both have HoW better save with jink worse weapon skill but the same number of attacks. One less model is just 20 more points. They are honestly about the same cost. About the same cost, but you'll kill more with raptors hitting on 2s, wounding on 3s and potential bonus attacks Edited November 11, 2016 by SkimaskMohawk Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559534 Share on other sites More sharing options...
Terminus Posted November 11, 2016 Share Posted November 11, 2016 Brothers, how does Terror Assault perform using Rhino's instead of Drop Pods? It doesn't, as Terror Squads don't have them as a Dedicated Transport option. The funniest thing about this is that in Orbital Assault they can't take Drop Pods either, but I see it all the time in lists. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559731 Share on other sites More sharing options...
exsanguis Posted November 11, 2016 Share Posted November 11, 2016 Hah! Well I'll be damned. So it's infiltrate or Drop Pods? Oh well. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559759 Share on other sites More sharing options...
Terminus Posted November 11, 2016 Share Posted November 11, 2016 ^Infiltrate or Dreadclaws. They can't have drop pods. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559763 Share on other sites More sharing options...
SkimaskMohawk Posted November 11, 2016 Share Posted November 11, 2016 ^Infiltrate or Dreadclaws. They can't have drop pods. Terror marines can take pods in Terror Assault, which is what he was talking about Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4559978 Share on other sites More sharing options...
exsanguis Posted November 12, 2016 Share Posted November 12, 2016 Man that sucks. I have 3 Rhino's that I thought would've been a perfect ride for some Terror Squads. How do they go infiltrating then? I imagine they need strong support so they don't get blown off the table. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4560278 Share on other sites More sharing options...
SkimaskMohawk Posted November 12, 2016 Share Posted November 12, 2016 Its more of a "how much terrain and LOS blockers do you play with" question. If there's enough terrain then its viable if not, then its pretty bad Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4560408 Share on other sites More sharing options...
Vaz Posted November 13, 2016 Share Posted November 13, 2016 Anyone thought about some of the assault marine ROW's for NL? Was looking at something with a chaplain and a delagatus. 3x 15 man assault squads. 2 levi's in pods. 3rd pod is a deadclaw with terminator love I really want to make bulk assault marines good. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4560779 Share on other sites More sharing options...
Terminus Posted November 13, 2016 Share Posted November 13, 2016 Drop Assault Vanguard with NL rules is a better Day of Revelations. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4560966 Share on other sites More sharing options...
Charlo Posted November 13, 2016 Share Posted November 13, 2016 Drop Assault Vanguard with NL rules is a better Day of Revelations. Not exactly. You are a lot more restricted with DAV than DoR. Beyond the single fast attack with flyer/ deep strike and compulsory assault squads and jump pack HQ in DoR - you can take anything else you want. DAV can only take Deep striking units or those transported in flyers, so no heavy firepower tanks etc. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4561003 Share on other sites More sharing options...
Flint13 Posted November 13, 2016 Share Posted November 13, 2016 Leviathan dreads are all the tank you need. Carnivore and Terminus 2 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4561047 Share on other sites More sharing options...
ThatOneMarshal Posted November 13, 2016 Share Posted November 13, 2016 After rewatching Band Of Brothers I've been trying to figure out a way to do a paratrooper esque army and the drop assualt doesn't sound that bad. Your going to definitely need some way to do reserve manipulation for an army like this. Maybe a master of signals with a veterans squad or something? For heavy firepower we have leviathans, Fire Raptors, lightnings, contemptors, javelins, and jetbikes. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4561054 Share on other sites More sharing options...
Lord Asvaldir Posted November 13, 2016 Share Posted November 13, 2016 (edited) I think any of the assault marine RoWs are solid for NLs but DAV seems to work better for NLs. 3 units of 15 is probably excessive, 2 units of 15-20 each should be all you need, potentially with an attached apothecary if you'd like. Load up on as many power weapons as possible and with talent for murder they will do pretty well. Chaplain is also certainly a solid character to attach to one unit. 2 leviathans is brutal, but it will certainly give you all the heavy firepower you need. Terminators in dreadclaws doesn't make much sense for NLs though since they can just teleport in. A veteran squad would be a better fit for a dreadclaw. DAV doesn't really need reserve manipulation, all the Assualt marines and your important drop pods will be coming in turn one guarenteed. Deep strike scatter medigration would be nice, but impossible turn one I think since damocles and footsloggers outside pods/flyers can't be taken in the rite. Edited November 13, 2016 by Lord Asvaldir Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4561057 Share on other sites More sharing options...
helterskelter Posted November 13, 2016 Share Posted November 13, 2016 Tartaros is probably better served being in a dreadclaw or kharybdis, just needs a bit more protection thanks to 5++ Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4561065 Share on other sites More sharing options...
Lord Asvaldir Posted November 13, 2016 Share Posted November 13, 2016 Yeah tartaros would be better in a dreadclaw, but I don't see why a DAV would need tartaros terminators. Catphractii terminators with combi plasma to add some more firepower seems more useful. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4561067 Share on other sites More sharing options...
foto69man Posted November 17, 2016 Share Posted November 17, 2016 Gents, how would your tactics change for Kill Team? Playing in a 5 game tourney this weekend. Running this list: Terror Squad 1 Serg w/Chainglaive 8 Volkite boys 1 Bolter Boy Probably FnP on the Serg, Sniper on a Volkite, and Insta Death on the Bolter boy? Just looking for thoughts and ideas as I've not played straight GW Kill Team in years, only been playing HoR version. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4564634 Share on other sites More sharing options...
ThatOneMarshal Posted November 22, 2016 Share Posted November 22, 2016 (edited) So, does anyone have any ideas on what to run against mechanicum? Particularly castellax And thallax? Edited November 22, 2016 by ThatOneMarshal Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4569176 Share on other sites More sharing options...
Charlo Posted November 22, 2016 Share Posted November 22, 2016 Sniper Vets. Big Terror Squads to outnumber. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4569277 Share on other sites More sharing options...
Flint13 Posted November 22, 2016 Share Posted November 22, 2016 Outnumbering Thallax does help, but sadly Castellax are monstrous creatures so a lot of the Terror Swuad and TfM bonuses fall flat. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4569330 Share on other sites More sharing options...
lanceqi Posted November 23, 2016 Share Posted November 23, 2016 Well so sad that a Terror Squad can only take up to ten men Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4570162 Share on other sites More sharing options...
helterskelter Posted November 23, 2016 Share Posted November 23, 2016 Not really, terror squads kill infantry, and do it better than most. Being able to drown something in 50 dice over 2 phases also helps (20 volkite/3 [1+charge+additional ccw] each assuming ordered charge) tfm/night time bonuses not included. And as for castellax best bets are probably terminators/sniper vets/ anything that brings suitably angry firepower. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4570380 Share on other sites More sharing options...
Flint13 Posted November 23, 2016 Share Posted November 23, 2016 I keep hearing Marksman Vet squads for Castellax, but I can tell you as a Dark Mech player, they really aren't that scary for us. A castellax can mulch vet marines, which aren't any more durable (but much more expensive) than tacticals. Even if you miraculously get a full squad of Marksmen vets in rapid fire range of Castellax, you're getting three, maybe four wounds through. That's a single Castellax. Terminators with powerfists are not a much better option, sadly. Castellax go before terminators, penetrate the armor... Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/54/#findComment-4570882 Share on other sites More sharing options...
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