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[HH1.0] Night Lords Tactics


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Friendly outflanking units gain AS.

 

They should really rename his warlord trait.

 

What they should really do is just redo his warlord trait so it's the same as the master of ambush trait in the brb. Three extra infiltrating infantry units would be awesome with terror assault given all your core infantry is infiltrating already. 

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So I've become interested in the Night Lords, mainly because I want to run a Primarch and Curze seems like one of the better ones for general use. I like the idea of the Terror Assault RoW but I worry Curze doesn't fit into it that well. Here's what I came up with

 

2498 Night Lords Terror Assault

HQ

Centurion - Jump Pack, Boarding Shield, Power Fist

Damocles Command Rhino

Elites

Contemptor Morris - Kheres

5 Terminators - Cataphractii, Teleportation Transponder, 4x Combi-plasma, 2x Chainfist, Plasma Blaster

Troops

2x 10 Terror Squad - Volkite, Artificer Armor, Power Fist

5 Terror Squad

10 Assault Squad - Artificer Armor, Power Axe, Meltabombs

Fast Attack

2x 2 Land Speeders - Multimelta, Graviton Gun

Heavy Support

2 Vindicators - 2x Laser Destroyer, 1x Machine Spirit

Lord of War

Konrad Curze

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So, what are some recomendations for running DAV with Curze? Anyone doing this? I think with the Legion's rules, this looks like a natural choice. 

Also, Curze or not, what are folks using for anchor units (to not autolose)? I was thinking of a Sky Slayer Plasma squad with a Primus Med. They can pop out from behind cover and swoop in nuking TEQ units. 

Any other ideas? I am list brainstorming at the moment. Been searching for a Legion that suits my playstyle and I think NL might scratch that itch with the DAV option (though I am also working up Terror Assault lists too!).

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I've seen a pretty neat DAV list earlier on this forum.  The anchor unit was a Forge Lord with Nuncio Vox and an Outrider squad (I think apothecary too).  Scout, durability (except vs. Medusas and Typhons and can still jink vs former), and a vox net for the assault marines if you need it.  Or better yet, have a Leviathan in a Dreadnought pod as part of your first wave, and you can land it with precision right in front of the bike squad, giving them a 2+ jink.

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I've seen a pretty neat DAV list earlier on this forum.  The anchor unit was a Forge Lord with Nuncio Vox and an Outrider squad (I think apothecary too).  Scout, durability (except vs. Medusas and Typhons and can still jink vs former), and a vox net for the assault marines if you need it.  Or better yet, have a Leviathan in a Dreadnought pod as part of your first wave, and you can land it with precision right in front of the bike squad, giving them a 2+ jink.

 

Like Angmarred said, you can't take Outriders in DAV. You also can't do a Leviathan in a Dreadnought Drop Pod in a DAV list either, as the transport is not a flyer and the dread doesn't have Deep Strike. If you want a Leviathan, you are forced into a Kharybdis, which is very pricey. 

 

I am brainstorming this DAV stuff over on the Heresy 30k forums and my concept of Jetbikes as an anchor seems to be a solid option - Slayers, since the Heavy slots don't fill up as fast as FA do. Debating on kit with them right now - base MM, Volkite, or risking Plasma (with a PM attached maybe) for anti-TEQ, but at the risk of Jinking and not getting to shoot.  

Edited by em_en_oh_pee
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I think if you're running Sky Slayers, you stick with the multi-meltas. They added a 10-point tax (over the Sky Hunter prices) to volkite culverins & plasma cannons for no foreseeable reason - use Sky Hunters for those weapons.

 

Actually, a lot of people knock the plasma cannons on Sky Hunters. Given they're on a 2+ save model, you're rarely going to need to Jink (they outrange melta, lascannons are overpriced, other plasma cannons will only hit 1 model, etc) and a Typhon has Ignores Cover, so no help there anyway. They also have the same range as their native heavy bolters, meaning they mesh well. I would probably make mine anti-Infantry, so volkite/plasma is much the same.

 

And in case you change your mind, just magnetise them. :)

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Medusas?

No? The limits are pretty clear; you need to be able to deploy via deepstrike or be in a flyer 

 

Mnop are you sure about the no dread Drop Pod thing? It seems to me that a unit in a Drop Pod is deploying via deep strike

Drop Pods are Immobile. So you can't take them 

 

Regarding medusas, I was mentioning the one thing left out that would force jetbikes to jink. Not including them in the army.

 

Regarding Drop Pods, they are not Immobile, but deep striking transports do not confer the ability to deep strike to the models inside them, so the Leviathan would still not be eligible.

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This came up a while ago. There's no such thing as an Immobile unit type in the BRB; there's only a few special rules that forgeworld made up that all have Immobile in the name. Drop Pods, Tarantulas and Auxilia Heavy Ordnance batteries all fall under this, with Pods being the only one that have a special rule just called "immobile".

Edited by SkimaskMohawk
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BRB doesn't have volkite either, does that mean we are not allowed to use it? Age of Darkness modifies and adds to the core ruleset. There is an Immobile unit type as defined by the 30K Legions book, as a subtype of traditional artillery.

 

I would think with clear examples from the Raven Rite of war that specifies "units with the Immobile special rule" as opposed to "Immobile units", and then the Word Bearers Rite that in the same breath restricts "Immobile units" and allows units in the army to take pods, that would be more than adequate to differentiate "Immobile units" and "units with the Immobile special rule".

 

But yes, it's not an option here because it doesn't grant the transported unit inate deep strike and is not a flyer.

Edited by Withershadow
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BRB doesn't have volkite either, does that mean we are not allowed to use it? Age of Darkness modifies and adds to the core ruleset. There is an Immobile unit type as defined by the 30K Legions book, as a subtype of traditional artillery.

 

I would think with clear examples from the Raven Rite of war that specifies "units with the Immobile special rule" as opposed to "Immobile units", and then the Word Bearers Rite that in the same breath restricts "Immobile units" and allows units in the army to take pods, that would be more than adequate to differentiate "Immobile units" and "units with the Immobile special rule".

 

But yes, it's not an option here because it doesn't grant the transported unit inate deep strike and is not a flyer.

 

In the Legion list Immobile Artillery is listed under special rules; the newest, non-copy paste Tarantula unit that has Immobile Artillery is in the Crusade Imperialis book where they only have the special rule and not any non-existent unit type. There is no definition or rule for an "immobile unit type", only various special rules with Immobile in the name.

 

Does this make some things ridiculous RAW? Of course. But for everything other than  Last of the Serrated Son there's no way to tell if they want drop pods included in the army 

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I would not look towards the Imperialis book, since they have different rules and different equipment (and no Rites of War).

 

Special rules define a new sub-type of artillery, hence creating an "Immobile" unit.  I would think the Serrated Sun Rite would be adequate precedent and statement of intent, as well as the very different wording of the Ravens' Rite as supporting evidence.

 

Then again, these are the same folks that left all the Slow&Purposeful restrictions when that rule no longer exists.

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