Withershadow Posted January 12, 2017 Share Posted January 12, 2017 Use him with outflanking units or Sacrificial Offering to get the most out of his trait. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4621610 Share on other sites More sharing options...
Lord Asvaldir Posted January 15, 2017 Share Posted January 15, 2017 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. ThatOneMarshal 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4623674 Share on other sites More sharing options...
SkimaskMohawk Posted January 15, 2017 Share Posted January 15, 2017 Obviously thats not the warlord trait they want him to have though. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4623705 Share on other sites More sharing options...
Stargazer1st Posted January 17, 2017 Share Posted January 17, 2017 Hi all. Just starting with Night Lords and 30k in general (will be taking what I've managed to get to the warhammer world doubles in a couple weeks), and i was wondering on your opinions on attack bikes for a terror assault list? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4626184 Share on other sites More sharing options...
helterskelter Posted January 17, 2017 Share Posted January 17, 2017 Great way to get some cheap! mobile anti armour in your list and it's reasonably survivable. I think one of the only reasons a lot of people don't is because we would like a nice heresy era version model :p Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4626200 Share on other sites More sharing options...
Stargazer1st Posted January 17, 2017 Share Posted January 17, 2017 Yeah I can see that being a major turn off. I've got a 2k plan in place to get me started, but I've been thinking of the jump up to 2.5k. Do you think quad mortars, a podded leviathan, 3 javelins and an attack bike squad to be too much at 2500 points? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4626231 Share on other sites More sharing options...
helterskelter Posted January 17, 2017 Share Posted January 17, 2017 With the three terror squads and a Hq not in the slightest. That'll make it a reasonable list, and you've space for 1-2 more things depending on your upgrades elsewhere Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4626347 Share on other sites More sharing options...
Stargazer1st Posted January 17, 2017 Share Posted January 17, 2017 Add on an assault squad and a forge lord and that's basically my planned list :p Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4626401 Share on other sites More sharing options...
Angmarred Posted January 18, 2017 Share Posted January 18, 2017 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 Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4627423 Share on other sites More sharing options...
em_en_oh_pee Posted January 19, 2017 Share Posted January 19, 2017 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!). Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4627832 Share on other sites More sharing options...
Withershadow Posted January 21, 2017 Share Posted January 21, 2017 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. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4629957 Share on other sites More sharing options...
Angmarred Posted January 21, 2017 Share Posted January 21, 2017 You can't take outriders in a drop Assault vanguard Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4630610 Share on other sites More sharing options...
em_en_oh_pee Posted January 22, 2017 Share Posted January 22, 2017 (edited) 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 January 22, 2017 by em_en_oh_pee Angmarred 1 Back to top Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4630801 Share on other sites More sharing options...
Caillum Posted January 22, 2017 Share Posted January 22, 2017 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. :) Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4630820 Share on other sites More sharing options...
Withershadow Posted January 22, 2017 Share Posted January 22, 2017 Medusas? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631036 Share on other sites More sharing options...
Angmarred Posted January 22, 2017 Share Posted January 22, 2017 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 Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631071 Share on other sites More sharing options...
SkimaskMohawk Posted January 22, 2017 Share Posted January 22, 2017 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 Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631135 Share on other sites More sharing options...
Withershadow Posted January 22, 2017 Share Posted January 22, 2017 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. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631351 Share on other sites More sharing options...
SkimaskMohawk Posted January 22, 2017 Share Posted January 22, 2017 (edited) 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 January 22, 2017 by SkimaskMohawk Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631435 Share on other sites More sharing options...
em_en_oh_pee Posted January 22, 2017 Share Posted January 22, 2017 And these are FW rules, so you go with what they say. And the sentry guns all have Immobile as well. But that doesn't change the RoW stipulation on units being in a flyer or being able to Deep Strike natively. So, all we get for DAV is Anvillus and Kharybdis. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631472 Share on other sites More sharing options...
Withershadow Posted January 23, 2017 Share Posted January 23, 2017 (edited) 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 January 23, 2017 by Withershadow Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631562 Share on other sites More sharing options...
SkimaskMohawk Posted January 23, 2017 Share Posted January 23, 2017 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 Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631578 Share on other sites More sharing options...
Withershadow Posted January 23, 2017 Share Posted January 23, 2017 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. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4631629 Share on other sites More sharing options...
Angmarred Posted January 23, 2017 Share Posted January 23, 2017 So what so you people think is the best way to run Curze? Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4632061 Share on other sites More sharing options...
em_en_oh_pee Posted January 23, 2017 Share Posted January 23, 2017 So what so you people think is the best way to run Curze? I plan on putting him into a DAV 10-man Assault Squad with a Jump Apothecary. Should be suitably killy without being a major point sink. Link to comment https://bolterandchainsword.com/topic/281652-hh10-night-lords-tactics/page/58/#findComment-4632127 Share on other sites More sharing options...
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