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Tale of Gamers progress continues. One Sorcerer/Lord, two Champions and a Helbrute to go. Where are my peers in all this? Negligent, that's where. Faffing around playing X-Wing apparently.

So, a while ago scrolling through Facebook I saw a page posting fantastic kit bashed/converted models for characters set in the heresy era that either don't have models or perhaps even rules. The page is called "the Fenpyrian Forge"....after drooling over his renditions of Ophion and Malcharion I decided to contact him to see if he ever sold these minis. To my surprise they were all for sale!

 

So I purchased Ophion yesterday and will now be waiting anxiously to receive him!

 

Here's a shot of the model itself. I'm in no way affiliated with this company but thought I'd share the cool mini I purchased and figured you folks would care to see his other works.

 

http://i1227.photobucket.com/albums/ee424/tom-asaurusrex/FB_IMG_1485272736407_zpsgvlxs9fv.jpg

Not a bad looking model at all, has the Brave look to him the The Coward is discribed to have. Cool character to have with his presumed not confirmed dead status leaves room to use him even in 40k.

 

-Noctem

I had a really fun and particularly thematic kill team game vs vanilla SM last night. Half of my specialists (both my melta gun raptors) were sitting out nursing injuries per the No Man's Land campaign rules. My recently promoted Fnp specialist biker died to a lucky sniper shot to the beak turn one and then my leader, the bike champ with lightning claw, went on to murder half of the enemy kill team himself. Oddly enough it was his TL bolter that did most of the work. After that my opponent started hemorrhaging models to break tests despite his ATSKNF rerolls. At the end of turn 5 we were both down to two models each. I had his improbably resilient plasma cannon guy locked in cc with my third biker in his deployment zone and my leader was speeding across the board to kill the enemy leader who was cowering in the corner. We both had linebreaker, break the enemy and our leaders could claim one objective each, but he had first blood. The only way I could win was to murder his leader. Aaaaand he rolled a two for variable game length and barely squeaked out a win.

 

I was going to pick up the new despoiler squad box to fill out my growing army into a warband, but I ended up blowing my cash on a transport case instead. No more cookie tins and cardboard boxes stuffed with crumpled up paper towels for me.

Finally got a copy of TL, loving the options now I can clearly see them very fluffy. Inspired to crack on with the boys and now thinking of pinning my Raptor lord so he can be armed with any of the artifacts. Going for a Darker than the rest of the Warband look with no lighting just a shadowy look.

 

Also is there any more information on the Black Hunt? First I've heard of it.

 

-Noctem

Finally got a copy of TL, loving the options now I can clearly see them very fluffy. Inspired to crack on with the boys and now thinking of pinning my Raptor lord so he can be armed with any of the artifacts. Going for a Darker than the rest of the Warband look with no lighting just a shadowy look.

 

Also is there any more information on the Black Hunt? First I've heard of it.

 

-Noctem

The Black Hunt? Can't say I've ever heard of it, so my guess would be that it's new.

 

Finally got a copy of TL, loving the options now I can clearly see them very fluffy. Inspired to crack on with the boys and now thinking of pinning my Raptor lord so he can be armed with any of the artifacts. Going for a Darker than the rest of the Warband look with no lighting just a shadowy look.

Also is there any more information on the Black Hunt? First I've heard of it.

-Noctem

The Black Hunt? Can't say I've ever heard of it, so my guess would be that it's new.

I did a Google search so guessed that might be the case, I like the slow progression filling out the Legion better but wish some more depth was added with some of them.

 

Had a discussion the other day with a filthy loyalist about how the official Artwork doesn't show a massive amount of varying Terror markings that are exclusive in look to Night Lords and that CSM normally look more terrifying. I argued that the Terror markings that we have a reputation for are because of how bland most chapters/legions where in the Pre-heresy days so we stood out then as unique and times have changed but our reputation has stayed the same and the transition from CSM to mostly just Traitor Marine vibe has caused said illusion as no tweaks have been made to adjust this. Thoughts?

 

-Noctem

I believe night lords in 40k have the potential to be more terrifying than they ever were in 30k.

In the 30k era planets would surrender before a shot was fired if they heard the NL/WE were coming.

In 40k no one knows who they are thanks to 10k years plus inquisition etc, so when the Terror tactics are employed, whoever is on the receiving end suffers badly. Especially with added warp shenanigans like what Talos did

 

Had a discussion the other day with a filthy loyalist about how the official Artwork doesn't show a massive amount of varying Terror markings that are exclusive in look to Night Lords and that CSM normally look more terrifying. I argued that the Terror markings that we have a reputation for are because of how bland most chapters/legions where in the Pre-heresy days so we stood out then as unique and times have changed but our reputation has stayed the same and the transition from CSM to mostly just Traitor Marine vibe has caused said illusion as no tweaks have been made to adjust this. Thoughts?

 

-Noctem

 

I concur. If you look at the 30K range the Night Lords are already rolling out some Chaos-style iconography, with the more ornate trims and the various bits of corpse strapped onto them. At that time the Night Lords were a breath away from going renegade in their own right, and in many ways defined the aesthetic for the other Traitor Legions. Since then, some Legions have doubled down on their devotion to the Powers and gotten gnarlier, while the Night Lords continue to tick along more or less as they were, maybe with the odd tentacle here and there.

I believe night lords in 40k have the potential to be more terrifying than they ever were in 30k.

In the 30k era planets would surrender before a shot was fired if they heard the NL/WE were coming.

In 40k no one knows who they are thanks to 10k years plus inquisition etc, so when the Terror tactics are employed, whoever is on the receiving end suffers badly. Especially with added warp shenanigans like what Talos did

 

The key word there is potential. As you say, time has passed, ignorance has set in, and the Legion hasn't necessarily done much to maintain its killer rep since the fragmentation. Talos' feat of imagination was breathtaking in a Legion whose approach had become somewhat stale over the aeons.

Eh, I have to do disagree on the lack of keeping up reputation. Remember, the 3rd Edition IA article has the Night Lords being one of the Legions the High Lords of Terra are just down right terrified of because an VIII Legion warband managed to sneak past so many defenses and then annihilate a world right on Terra's doorstep.

 

Lord of the Night also has the Eldar being so scared of where the Night Lords would be in ten thousand years that they engineered for a warband that would have attacked their craftworld to instead attack an Imperial hive.

 

They have a reputation that lasts ten thousand years. That's saying something.

Brothers, I am currently building the 51st company of Night Lords and I had an 1850 point list I was making but as you can imagine I keep changing it. 

I have 240 points spare (270 if I take away the spawn and add another auxiliary slot) Can I appeal for advise from the other company? What does this list need added on with those points? 


Murder Talon Detachment 

+Warband+

Chaos Lord: Bike,Warlord,Claws of the black hunt and sigil: 150 pts (joins one squad of bikes)

Sorcerer: ML 3,force sword,Spell Familiar and sigil: 150pts (joins Chosen) 

Chosen x 5: 4 melta guns and rhino: 165pts

Chaos Bikers x 3: Melta gun x 2: 90pts
Chaos Bikers x 3: Melta gun x 2: 90pts
Chaos Bikers x 3: Melta gun x 2: 90pts

Havocs x 5: las cannon x 2: 115pts

Chaos marines x 5: plasma gun and rhino: 125 pts
Chaos marines x 5: plasma gun and rhino: 125 pts

+Raptor Talon+
Chaos Lord: Jump pack, Scourging Chains, Power Sword,sigil and melta bombs

Raptor x 5: Melta gun x 2 and melta bombs: 120pts
Raptor x 5: Melta gun x 2 and melta bombs: 120pts
Raptor x 5: Melta gun x 2 and melta bombs: 120pts

+Auxiliary+
Spawn 30 pts

so that comes to 1610, what should I do with the rest of the points?

Voruun Fux, leader of the 51st thanks you.  
 

That's a solid list, first of all.

 

Second, here's an idea to improve it:
You've chosen a Sorcerer, and you want to put him in a tank with the chosen. So he's not going to do anything, because he cannot buff or cast anything useful in the tank, can buff their meltaguns only once (provided you even get that power) and then gets shot up or hacked to pieces because he has no survivability. 

I say ditch him, so you have 390 points to spare. For that cash, you can get a Heldrake Terror Pack with two bale-turkeys. They're very fluffy for the night lords and even synch with their Legion specific powers. If you then also ditch the spawn, you could add 4 extra bikes to the three biker units, which are a little vulnerable as they are atm, to make them a bit more survivable. I mean, sure you can jink, but then those meltaguns are worthless. :) 

Does that make sense? :)

That's a solid list, first of all.

 

Second, here's an idea to improve it:

You've chosen a Sorcerer, and you want to put him in a tank with the chosen. So he's not going to do anything, because he cannot buff or cast anything useful in the tank, can buff their meltaguns only once (provided you even get that power) and then gets shot up or hacked to pieces because he has no survivability. 

 

I say ditch him, so you have 390 points to spare. For that cash, you can get a Heldrake Terror Pack with two bale-turkeys. They're very fluffy for the night lords and even synch with their Legion specific powers. If you then also ditch the spawn, you could add 4 extra bikes to the three biker units, which are a little vulnerable as they are atm, to make them a bit more survivable. I mean, sure you can jink, but then those meltaguns are worthless. :smile.: 

 

Does that make sense? :smile.:

 

 

 

That makes perfect sense! The problem is I just don't see Bale Turkeys ( Never thought that term was funny until Black_out pointed out how hilarious it is and now I can't stop laughing) as fluffy for night lords :/ I think I had this conversation before but are they fluffy? I've only finished the first night lord book recently but I get the feeling someone putting daemons into engines would not sit well! 

 

Do you think the sorcerer would be any good on a bike? to join a bike squad? Maybe have two big bike squads with the remaining points?

Edited by Dardl

 

That makes perfect sense! The problem is I just don't see Bale Turkeys ( Never thought that term was funny until Black_out pointed out how hilarious it is and now I can't stop laughing) as fluffy for night lords :/ I think I had this conversation before but are they fluffy? I've only finished the first night lord book recently but I get the feeling someone putting daemons into engines would not sit well! 

 

Do you think the sorcerer would be any good on a bike? to join a bike squad? Maybe have two big bike squads with the remaining points?

I always thought the Heldrakes are just Helblades (used extensively by the Night Lords) that are fused with their servitors and warped to reflect their murderous nature due to their long exposure to the warp. You can even convert the heldrakes to make them better fit that design:

Hidden Content
hellrazor-pip-1.jpg

Which has the added benefit of shortening the neck, thus giving the baleflamer a wider field of fire.

 

Besides, how is a sorcerer any more fluffy than a heldrake? Apart from the fact that fluff is what you make of it - especially when it comes to 10,000 year-old chaos warbands -, the Night Lords highly distrust wizards in the best of times, and hate them on the average ones. I don´t even want to think about what they do to them in the worst of times! 

 

Now that the fluff is dealt with, on to the crunch: of course you could stick the sorcerer on a bike and have him join the melta-bikers. But then the questions remain: Why? What's his purpose? Which psychic powers are you going for with him? How do those synch with the rest of the army? He's in a unit that is meant to charge and be anti-Armour/MC - how is he going to buff that? All questions that need answers to  justify bringing him. Without those answers, I just see 'lone, useless, squishy sorcerer, with -on average- not even enough warp charges to cast all his powers'.

 

The sorcerer costs 150 points, which I highly doubt is worth it in your army - especially since the alternative is a heldrake! If I was in a competitive setting and had to choose between playing against an army with that sorcerer, and that same army but with a heldrake instead, I would always, always take the former - because the sorcerer is a small nuisance at best, while a heldrake is a dangerous threat to any army. 

Edited by Augustus b'Raass

I agree with Augustus, Heldrakes not only work well with our current Legion Rules but hitting hard and fast they are fluffy. If your more of a purist NL like myself you can convert or just count as. Actually just uploaded this bad boy to my W.I.P Thread today as one of my three planned Heldrake Count As Conversions.

Ascalons Ruin/Dark Talon W.I.P

As long as you state its a Heldrake I don't see anyone having a problem with this as without FW support CSM fields one type of flyer anyway. If we nick it all it needs is a Fear inducing paint job and its all good. :wink:

 

-Noctem

Edited by Noctem Cultor

I second the fluffy use of Heldrakes. Can' t say anything solid ruleswise, but it just seems so Night Lordy.

 

I also imagined my warband's cruiser flight decks, after ten thousand years, to be something more like primal caverns, where the Things those fighter craft have become lurk, hanging from the ceiling among stalactites of void frozen black blood and viscera. Serpentine things, moving in the dark, dreams of slaughter on their minds. Until the time comes to hunt...

Eh, I have to do disagree on the lack of keeping up reputation. Remember, the 3rd Edition IA article has the Night Lords being one of the Legions the High Lords of Terra are just down right terrified of because an VIII Legion warband managed to sneak past so many defenses and then annihilate a world right on Terra's doorstep.

 

Lord of the Night also has the Eldar being so scared of where the Night Lords would be in ten thousand years that they engineered for a warband that would have attacked their craftworld to instead attack an Imperial hive.

 

They have a reputation that lasts ten thousand years. That's saying something.

 

Fair cop on the IA article: I haven't read those since they were originally published.

 

The Eldar do that for anything that might threaten one of their few remaining craftworlds, though. We're not special to them. That's the standard operating procedure: where possible, misdirect the threat onto someone else's turf.

 

 

That makes perfect sense! The problem is I just don't see Bale Turkeys ( Never thought that term was funny until Black_out pointed out how hilarious it is and now I can't stop laughing) as fluffy for night lords :/ I think I had this conversation before but are they fluffy? I've only finished the first night lord book recently but I get the feeling someone putting daemons into engines would not sit well! 

 

Do you think the sorcerer would be any good on a bike? to join a bike squad? Maybe have two big bike squads with the remaining points?

I always thought the Heldrakes are just Helblades (used extensively by the Night Lords) that are fused with their servitors and warped to reflect their murderous nature due to their long exposure to the warp. You can even convert the heldrakes to make them better fit that design:

Hidden Content
hellrazor-pip-1.jpg

Which has the added benefit of shortening the neck, thus giving the baleflamer a wider field of fire.

 

Besides, how is a sorcerer any more fluffy than a heldrake? Apart from the fact that fluff is what you make of it - especially when it comes to 10,000 year-old chaos warbands -, the Night Lords highly distrust wizards in the best of times, and hate them on the average ones. I don´t even want to think about what they do to them in the worst of times! 

 

Now that the fluff is dealt with, on to the crunch: of course you could stick the sorcerer on a bike and have him join the melta-bikers. But then the questions remain: Why? What's his purpose? Which psychic powers are you going for with him? How do those synch with the rest of the army? He's in a unit that is meant to charge and be anti-Armour/MC - how is he going to buff that? All questions that need answers to  justify bringing him. Without those answers, I just see 'lone, useless, squishy sorcerer, with -on average- not even enough warp charges to cast all his powers'.

 

The sorcerer costs 150 points, which I highly doubt is worth it in your army - especially since the alternative is a heldrake! If I was in a competitive setting and had to choose between playing against an army with that sorcerer, and that same army but with a heldrake instead, I would always, always take the former - because the sorcerer is a small nuisance at best, while a heldrake is a dangerous threat to any army. 

 

I get what you are saying about the sorcerer, I was going to use him as either a Heretech or that other psychic type that lets me move terrain etc.

 

Alright you's have convinced me that the Helldrake is Fluffy sort of! 

 

But if I take the Helldrake formation it has to come in from reserves, If I also deepstrike the raptor talon I am talking about a lot of my army starting in reserves with no reserve manipulation. With a bit of bad luck It could lose me the game. 

 

Is their anyway to counteract this? 

 

With night fighting the raptors would be fairly well covered saved to start on the field. 

My list has a both so I took a comms relay to help boost the chances but dropped a 2nd Raptor Talon to field a rapier team and cultists so I have a force of bodies on the table that should hold out until deepstriking.

 

-Noctem

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