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It gives them a nice boost to their damage, but I doubt they'll really be all that more amazing than they currently are. Their problem isn't really damage output, it's survivability. People already complain that the regular Chaos and Tactical marines need to be way more survivable at 13 points a model. Warp Talons cost 24 points per model for the same 1 wound. I don't think there's much out there that's a worse value proposition in terms of wounds per pointcost.

 

Maybe I'm just being overly pessimistic, but any hope I had for CSM this edition has just been withering away in the past week with the new Space Marine codex previews. GW seems to have gone all out crazy with what they're giving our loyalist counterpart. We've been left in the dust and given pitiful scraps in comparison.

Maybe I'm just being overly pessimistic, but any hope I had for CSM this edition has just been withering away in the past week with the new Space Marine codex previews. GW seems to have gone all out crazy with what they're giving our loyalist counterpart. We've been left in the dust and given pitiful scraps in comparison.

Yeah. Yup. This. That’s a fact.

Hello brothers! I've decided to post about the 87th company of the VIII Legion, the White Bulls! Lead by Archon Alesh Remanada, they are the masters of the pocket empire, fittingly named the Remanada Archonate. 

 

lR0P5fZ.png 

 

The Chaos Lord himself, wielding his greatest prize: an Adeptus Custodes Guardian Spear, taken at great cost from a lone Custode. Counts-as Combi Bolter and Power Sword.

So I finally finished building the first 500pts of my Night Lords! Got the Chain-glaive (counts as chain-axe) wielding Chosen, a Chaos Lord, a Chaos Rhino with Night Lords doors, ten cultists, five raptors, and five CSM with a Reaper autocannon. 

 

0OHcFaz.jpg

 

Oh yeah... and a suitably grim trophy is stuck on both sides of the Rhino...

 

QZz0V0P.jpg

I like the trophy, but I would add a spike through the chest - the posture is wrong to be nailed up by the hands, and in any event it would have fallen off when it lost the one arm.

So, a friend and I came up with a surprisingly effective Night Lords list. Also, let me first say this: The friend who helped me come up with this list has never played 40k, but has played a TON of Company of Heroes and Company of Heroes 2, which is why the list looks like it does.

 

I'd like some thoughts on it:

Battalion +5 Command Points (-1 for Specialist Detachment: Host Raptorial)
Faction: Chaos Space Marines (Night Lords)

HQ1: Chaos Lord
HQ2: Sorcerer with Jump Pack (Force Axe)
HQ3: Chaos Lord with Jump Pack (Lightning Clawsx2) [Relic: The Black Claws] - Warlord (Lord of Terror)

Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)
Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)
Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)

Elite: Hellforged Contemptor Dreadnought (Chainclaws and Soulburners x2)
Elite: Hellforged Contemptor Dreadnought (Butcher Cannon x2)
Elite: Hellforged Sicaran (3 heavy Bolters)

Fast Attack: Raptors x5 (Combi-Plasma, Plasmagunx2, Icon of Despair [Mark of Nurgle])
Fast Attack: Raptors x5 (Combi-Melta, Meltagunx2, Icon of Despair [Mark of Nurgle])
Fast Attack: Warp Talons x5 (Lightning Clawsx2)
Fast Attack: Warp Talons x5 (Lightning Clawsx2)

Heavy Support: Hellforged Scorpius
Heavy Support: Hellforged Scorpius

Total: 1991

 

I had thought about possibly putting the Jump Pack units in their own detachment, but the issue is I can't figure out a way to rejig the points enough that I can get a second HQ for the Battalion.

 

Essentially though the idea is the two Scorpii function as artillery due to not needing Line-of-Sight, and would bombard units I want dead (because 3d3 Str 6 AP-2 D2 firing twice [so 12d3 shots total between the two of them] is going to inflict a ton of pain). The Chaos Lord and the Chainclaw Contemptor are there for deep-strike denial and deterrence.

 

The Butcher Cannon Contemptor and Sicaran are for mid-field shooting.

 

The MSU squads of Chaos Marines are objective grabbers, while also being very shooty for cheap (seriously, only 87 points for that loadout?). The Jump Pack bomb is for surgical strikes. I'll be using the Field Commander Stratagem to make the Sorcerer have the Host Raptorial detachment Warlord Trait, which gives the Warp Talons a much easier time of charging in to melee.

Edited by Gederas

Instead of moving the jump pack units, you can snag an extra CP by moving the non-jump pack chaos lord and your elite choices into a vanguard detachment.

 

As for the effectiveness of the list, I wish you the best of luck but I think you’ll find that many of our options for Chaos marine centric lists really fall flat when they hit the table. Especially against our loyalist brothers

Instead of moving the jump pack units, you can snag an extra CP by moving the non-jump pack chaos lord and your elite choices into a vanguard detachment.

 

As for the effectiveness of the list, I wish you the best of luck but I think you’ll find that many of our options for Chaos marine centric lists really fall flat when they hit the table. Especially against our loyalist brothers

..... Derp. I hadn't realized that I had enough elites for a Vanguard detachment :lol:

  • 2 months later...

So, fellow stab-happy nutters....

 

Night Lords Rules:

 

Warlord Traits:

 

1. from codex

 

2. can charge after falling back, -1 to hit rolls against melee weapons

 

3. unmodified hit rolls of 6 cause a mortal wound in addition to other damage

 

4. Add D3 attack when charging, being charged, heroic intervention. these attacks last until the end of the fight phase

 

5. when in terrain, +1 to saving throw (not Invulnerable saves). In addition, whilst this model is in terrain, +1 to invulnerable saves (max of 3+)

 

6. If there are more friendly models within 3" than enemy models, add 1 to wound rolls for melee weapons

 

Stratagems:

 

1CP: In Midnight Clad

- from codex

 

2CP: Vox Scream

- use at the end of the movement phase, select an enemy model within 18" of a NL unit. until the start of your next movement phase, enemy units cannot be affected by the affected units aura abilities

 

1CP: Prey on the Weak

- use in shooting or fight phase, select a NL unit. Until the end of the shooting or fight phase, when targeting a unit with a lower Ld characteristic than that unit, add 1 to the hit rolls.

 

1CP: Hit and Run

use in charge phase, select a NL unit, they can charge even if they fell back

 

1CP: We have come for you

- Profile on the Community page

 

1CP: From the Night

- Use at start of Charge phase, select one NL infantry unit in terrain, until the end of the turn, add 2 to charge rolls, and +1 to hit in Combat.

 

1CP: Raptor Strike

- Use in charge phase, select one NL Jump pack unit that was set up as reinforcements, roll 3D6 for charge rolls.

 

1CP: Flay them alive

- Use in the Fight phase, when a unit is destroyed from a NL unit. Until the end of the turn, when a moral test is taken for enemy units within 12" of that NL unit, your opponent rolls and additional D6 and can choose which to discard.

 

Night Lords Relics:

 

Flayer: Power Sword model only

- S +1, ap -3, D 2, abilities: each model destroyed from this weapon counts as 2 for moral

 

Storm Bolt plate: 2+ armour save, always counts as being in cover

 

​Vox Daemonicus: Profile on Community Website

 

Talons of the Night Terror: Model that can FLY

S +1, ap -1, D 1, Abilites: D3 additional attacks or D6 if it charged or made a heroic intervention

 

Scourging chains: Improve the Ap of one melee weapon by 1, in addition, -1 attack for enemy units within 1" of this model

 

Misery of the Meek: Once per battle: at the start of the Movement phase, model regains D6 lost wounds. in addition gains D3 extra attacks until the start of your next turn.

 

Thoughts? Because with these, and Hose Raptorial, my 1.5-2k Pure Night Lords list (no cultists or Daemon Engines) actually became viable against Gunline armies!

 

 

Battalion +5 Command Points (-1 for Specialist Detachment: Host Raptorial)
Faction: Chaos Space Marines (Night Lords)

HQ1: Sorcerer with Jump Pack (Force Axe) - Field Commander (Tip of the Spear)
HQ2: Chaos Lord with Jump Pack (Lightning Clawsx2) [Relic: The Black Claws] - Warlord (Lord of Terror)

Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)
Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)
Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)

Fast Attack: Raptors x5 (Combi-Plasma, Plasmagunx2, Icon of Despair [Mark of Nurgle])
Fast Attack: Raptors x5 (Combi-Melta, Meltagunx2, Icon of Despair [Mark of Nurgle])
Fast Attack: Warp Talons x5 (Lightning Clawsx2)
Fast Attack: Warp Talons x5 (Lightning Clawsx2)

Heavy Support: Hellforged Scorpius
Heavy Support: Hellforged Scorpius

 

Vanguard: +1 Command Points
Faction: Chaos Space Marines (Night Lords)

 

HQ1: Chaos Lord

Elite: Hellforged Contemptor Dreadnought (Chainclaws and Soulburners x2)
Elite: Hellforged Contemptor Dreadnought (Butcher Cannon x2)
Elite: Hellforged Sicaran (3 heavy Bolters)

Total: 1991

Command Points: 7

 

So, I'd change the 2 smaller squads of Warp Talons into one BIG squad.

Using the Tip of the Spear (+2 Charge Distance) warlord trait from Host Raptorial, when the Warp Talons deepstrike in, I put them in terrain with the Jump Pack Sorcerer who has Tip of the Spear. Use From the Night and Raptor Strike on them when they charge.

Which means they get a 3d6+4" charge distance, means I only need to roll a 5 on 3d6 to get them into combat.

Then use We Have Come For You, so that whatever the blob of Warp Talons is in combat with can't fall back.

TAG, EVERYONE'S IT!

We have our own community!? Nice!

 

Here's my list with the updated warlord traits and stuff from Faith and Fury. What do you guys think?

  • Battalion Detachment +5CP (Chaos - Chaos Space Marines)
  • Legion
    • Selections: Night Lords

    • Detachment CP
    • Battle-forged CP
    • HQ
      • Daemon Prince with Wings

        Selections: Malefic talon, Warptime, Wings

        • Nurgle
      • Sorcerer with Jump Pack

        Selections: Bolt pistol, Death Hex, Diabolic Strength, Force stave, No Chaos Mark

    • Troops
      • Chaos Cultists

        Selections: No Chaos Mark

        • 9x Chaos Cultist w/ Autogun
        • Cultist Champion

          Selections: Autogun

      • Chaos Space Marines

        Selections: Icon of Vengeance, No Chaos Mark

        • Aspiring Champion

          Selections: Bolt pistol, Boltgun

        • 4x Marine w/ Boltgun
      • Chaos Space Marines

        Selections: Icon of Vengeance, No Chaos Mark

        • Aspiring Champion

          Selections: Bolt pistol, Boltgun

        • 4x Marine w/ Boltgun
    • Elites
      • Chaos Terminators

        Selections: Icon of Wrath, Mark of Khorne

        • Chaos Terminator Champion

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

        • Terminator

          Selections: Chainfist, Combi-bolter

    • Heavy Support
      • Chaos Predator

        Selections: Combi-bolter, No Chaos Mark, Twin lascannon

        • Two lascannons

          Selections: 2x Lascannon

    • Flyer
      • Chaos Fire Raptor Assault Gunship

        Selections: Balefire missiles, No Chaos Mark

        • Quad heavy bolters

          Selections: 2x Quad heavy bolter

    • Dedicated Transport
      • Chaos Rhino

        Selections: Combi-bolter, Combi-bolter, No Chaos Mark

  • Outrider Detachment +1CP (Chaos - Chaos Space Marines)
    • No Force Org Slot
      • Detachment CP
      • Field Commander
      • -1 CP extra relic
      • Legion

        Selections: Night Lords

      • Specialist Detachment

        Selections: Host Raptorial

    • HQ
      • Chaos Lord with Jump Pack

        Selections:

        Thaa’ris and Rhi’ol, The Rapacious Talons, 2x Lightning Claw, Mark of Slaanesh, Warlord, Warlord trait- Murderous Reputation(Mortal wound on 6's to hit, toying with killing fury for just an extra D3 attacks)
      •  
      • Chaos Lord with Jump Pack Selections: Bolt pistol, Mark of Khorne, The Tip of the Claw, Thunder hammer, Relic- Vox Daemonicus
    • Fast Attack
      • Raptors

        Selections: Icon of Wrath, Mark of Khorne

        • 4x Raptor
        • Raptor Champion

          Selections: 2x Chainsword

      • Raptors

        Selections: Icon of Wrath, Mark of Khorne

        • 4x Raptor
        • Raptor Champion

          Selections: 2x Chainsword

      • Warp Talons

        Selections: Mark of Khorne

        • 4x Warp Talon

          Selections: 4x Lightning Claw (pair)

        • Warp Talon Champion

          Selections: Lightning Claw (pair)

Edited by Aztek

 

We have our own community!? Nice!

 

Here's my list with the updated warlord traits and stuff from Faith and Fury. What do you guys think?

 

 

At lot of points tied up in all those chainfists and icons that would be better used elsewhere on more models. Could very easily drop the predator and go double battalion.

I'd be inclined to take bigger warp talon/raptor units as well to wrap opposition so we don't have to spend so much CP to stop things running. Then that secondary or even tertiary tagged unit can be held using the stratagem, when you've got 3/4 units engaged, the opponent is going to be at -4/5 ld depending on the stack, you can pull out the bully strats

I'd be inclined to take bigger warp talon/raptor units as well to wrap opposition so we don't have to spend so much CP to stop things running. Then that secondary or even tertiary tagged unit can be held using the stratagem, when you've got 3/4 units engaged, the opponent is going to be at -4/5 ld depending on the stack, you can pull out the bully strats

On the Warp Talons especially, since against some opponents you need to shut down as much overwatch as humanly possible.

 

 

We have our own community!? Nice!

 

Here's my list with the updated warlord traits and stuff from Faith and Fury. What do you guys think?

 

 

At lot of points tied up in all those chainfists and icons that would be better used elsewhere on more models. Could very easily drop the predator and go double battalion.

 

You think it'd be worth it to lose almost all my Anti-armor(in regards to the pred) to get a 2nd batallion? As for the Atramentar with Chainfists, those are models I own and just think look badass lol. I know regular termies aren't really worth it at the moment.

 

 

I'd be inclined to take bigger warp talon/raptor units as well to wrap opposition so we don't have to spend so much CP to stop things running. Then that secondary or even tertiary tagged unit can be held using the stratagem, when you've got 3/4 units engaged, the opponent is going to be at -4/5 ld depending on the stack, you can pull out the bully strats

 

 

Only problem I have is that I only have 1008 points on the ground so I literally can't afford more raptors without putting more stuff on the ground or taking some stuff away.

 

 

Thanks very much for the responses!

Edited by Aztek

 

You think it'd be worth it to lose almost all my Anti-armor(in regards to the pred) to get a 2nd batallion? As for the Atramentar with Chainfists, those are models I own and just think look badass lol. I know regular termies aren't really worth it at the moment.

 

 

I think a blob of 10 terminators is okay against other non-spammy lists with the +2 charge from cover stratagem, 5 chainfists and 5 chainaxes would be about as good in combat for like 50 points cheaper.

 

Relying on one unit to do anti-armour is the same as having no anti-armour anyway. Your army is currently 35 infantry models, one monster and 3 vehicles, that's pretty much the worst of both worlds sadly. How many points is that? If its 1500 it might be okay but if its supposed to be 2000 you're taking some inefficient junk in there (maybe the fire raptor, I've fought one once but never used one).

Edited by Closet Skeleton

 

 

You think it'd be worth it to lose almost all my Anti-armor(in regards to the pred) to get a 2nd batallion? As for the Atramentar with Chainfists, those are models I own and just think look badass lol. I know regular termies aren't really worth it at the moment.

 

 

I think a blob of 10 terminators is okay against other non-spammy lists with the +2 charge from cover stratagem, 5 chainfists and 5 chainaxes would be about as good in combat for like 50 points cheaper.

 

Relying on one unit to do anti-armour is the same as having no anti-armour anyway. Your army is currently 35 infantry models, one monster and 3 vehicles, that's pretty much the worst of both worlds sadly. How many points is that? If its 1500 it might be okay but if its supposed to be 2000 you're taking some inefficient junk in there (maybe the fire raptor, I've fought one once but never used one).

 

It's 1008 points on the ground and 990 in the air for a total of 1998. Fire Raptor probably is inefficient, but it's still 34 shots (24 at S5, 10 at S6) at a 3+ at the start of the game and 2 missiles(which can be upgraded to 2 Twin-lascannon if CA is kind to CSM).

Edited by Aztek

I've been thinking about how to run our army with the latest updates and i've got a few ideas i'm toying with.
 

Our primary strategy seems to be clear the screens, then drop in warp talons/raptors/slam lords. With that in mind, we need a strong ground component that can clear the way and a strong deepstrike component. The ideas i've got are mainly centered around fighting marines.

 

Ground Team:

- Heldrake air wing - I like this one mainly for the fluffy aspect. But there's also the benefit of being able to assault pretty much anything, anywhere on the board. Plus with the D2 weapons they have, they are excellent at clearing primaris screens like infiltrators. Also great for using Vox Scream turn one and assassinating a vulnerable character.

- Autocannon Havocs - I don't know how effective these would be, but in theory these should work great against primaris infantry.

Deepstrike Team:
- Oblits - So far these have been great. Haven't tried them with the latest rules, but these have been my go-to CSM anti-tank/monster weaponry.
- Max Raptor Squad - So i'm thinking of using a max squad of raptors for the main purpose of tying up enemy squads when they come in and then locking them in combat. This also has the benefit of the single squad being able to drop -3 LD debuff from just the 1 squad.

- Slam Lords - These, I reckon should be just as effective as our imperial cousins.
 

What do you guys think? What would you add/remove?

I'm struggling with the Ground troops personally. Like yeah you can take a lot of cultist but that isn't really for me. I wish we had access to an intercessor type unit, especially in the troops slot but we just don't.

I'm struggling with the Ground troops personally. Like yeah you can take a lot of cultist but that isn't really for me. I wish we had access to an intercessor type unit, especially in the troops slot but we just don't.

 

Cultists to me are just about getting CPs and hiding away until it's time to grab an objective. I don't know if that's enough though. 

 

I'm struggling with the Ground troops personally. Like yeah you can take a lot of cultist but that isn't really for me. I wish we had access to an intercessor type unit, especially in the troops slot but we just don't.

 

Cultists to me are just about getting CPs and hiding away until it's time to grab an objective. I don't know if that's enough though. 

 

Oh definitely, it's just when I want to play a Chaos Space Marine army, it would be nice to have Chaos Space Marine choices.

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